diff --git a/The Troubleshooters/translations/fr.json b/The Troubleshooters/translations/fr.json
index 642d7290ef..b07b3351d9 100644
--- a/The Troubleshooters/translations/fr.json
+++ b/The Troubleshooters/translations/fr.json
@@ -6,10 +6,8 @@
"advances": "Advances",
"affiliation": "Affiliation",
"agility": "Agility",
- "agility-skillroll": "limbers up",
"aimed-shot": "Aimed Shot!",
"alertness": "Alertness",
- "alertness-skillroll": "is on the alert",
"armour": "Armour",
"attack-skill": "Attack skill",
"attack": "Attack",
@@ -29,7 +27,6 @@
"boss": "Boss",
"character": "CHARACTER",
"charm": "Charm",
- "charm-skillroll": "turns on the charm",
"chatname": "Chat name",
"check-when-used": "Check when used",
"choose": "Choose from",
@@ -44,12 +41,10 @@
"conditions-title": "Conditions",
"contacts-title": "Contacts",
"contacts": "Contacts",
- "contacts-skillroll": "calls in a favour",
"contents": "Contents",
"cost": "Cost",
"cost-in": "Cost in Story Points",
"credit": "Credit",
- "credit-skillroll": "flashes some cash",
"d6": "d6",
"d6P": "d6P",
"d6X": "d6X",
@@ -74,16 +69,12 @@
"distinguishing-marks": "Distinguishing marks",
"ducks-weaves": "ducks an weaves!",
"electronics": "Electronics",
- "electronics-skillroll": "tinkers with the wiring",
"emergency-passport": "EMERGENCY PASSPORT
PASSEPORT TEMPORAIRE
PASSERSATZ",
"empties-weapon": "empties their weapon at the target",
"empty": "Empty the magazine!",
"endurance": "Endurance",
- "endurance-skillroll": "digs deep",
"engineering": "Engineering",
- "engineering-skillroll": "checks the blueprints",
"entertainment": "Entertainment",
- "entertainment-skillroll": "puts on a show",
"exhausted": "Exhausted",
"exhausted-info": "Temporarily halve your Max Vitality. If your vitality exceeds the temporary Max Vitality, your current Vitality is equal to your temporary Max Vitality. Exhausted Conditions stack. Drop one Exhausted Condition after eating, rehydrating and having a good night’s sleep.",
"exploding-pool-title": "Exploding Dice Pool",
@@ -102,7 +93,6 @@
"gear-visas": "GEAR / VISAS",
"gear-kit": "Gear kit",
"general": "General",
- "general-skillroll": "gives it a go",
"given-name-title": "Given name / Prénom / Vornamen",
"given-name": "Given name",
"good-karma": "Good Karma!",
@@ -112,7 +102,6 @@
"height-title": "Height / Taille / Größe",
"height": "Height",
"humanities": "Humanities",
- "humanities-skillroll": "ponders the meaning",
"how-many-dice": "How many dice",
"how-many-recovery-dice": "How many Recovery dice",
"image-disclaimer": "'The Troubleshooters' logo and the coat of arms are © Helmgast and Green Gorilla and are used here with their kind permission",
@@ -120,24 +109,19 @@
"intoxicated": "Intoxicated",
"intoxicated-info": "All task checks are at −2 pips. You can’t take defence actions at all. You gain 1d6 Protection. The Intoxicated Condition stacks up to three times. You don’t get a fourth Intoxicated Condition, but instead collapse and fall unconscious (counts as Out Cold). Drop one Intoxicated Condition the next morning, and then another at each six-hour interval thereafter.",
"investigation": "Investigation",
- "investigation-skillroll": "tries to put two and two together",
"journal": "JOURNAL",
"knocked-prone": "Knocked PRONE!",
"language-title": "Native language(s)",
"language": "Language",
"languages": "Languages",
- "languages-skillroll": "attempts to communicate",
"leaps-action": "leaps into action!",
"licenses-title": "Licences for dangerous items /
Permis pour objets reglementes /
Lizenzen fur verbotene Gegenstände",
"lieutenant": "Lieutenant",
"machinery": "Machinery",
- "machinery-skillroll": "powers it up",
"make-recovery-roll": "Make a RECOVERY roll after any damage is applied",
"max-vitality": "Max Vitality (based on skill values & conditions)",
"medicine": "Medicine",
- "medicine-skillroll": "tends to the patient",
"melee": "Melee",
- "melee-skillroll": "gets stuck in",
"miss": "Zut! A miss",
"mook": "Mook",
"mortalperil": "Mortal Peril",
@@ -181,7 +165,6 @@
"points-of-damage": "points of damage",
"points-of-vitality": "points of vitality",
"prestidigitation": "Prestidigitation",
- "prestidigitation-skillroll": "Prestidigitation",
"profession-title": "Profession / Profession / Beruf",
"profession": "Profession",
"prone": "Prone",
@@ -190,13 +173,11 @@
"protection-value": "Protection value",
"ranged": "Ranged",
"rangedcombat": "Ranged Combat",
- "rangedcombat-skillroll": "lets fly",
"rank": "Rank",
"ratatatat!": "Ratatatat!",
"recovers": "Recovers",
"recovery": "Recovery",
"redtape": "Red tape",
- "redtape-skillroll": "tries to cut through the red tape",
"reduce-ini": "Reduce initiative score by 2",
"reload": "Reload",
"reload-info": "Reload: Enter lower tag value OR use 99 for single-shot",
@@ -209,11 +190,8 @@
"rolls": "Rolls",
"rolls-to": "rolls to",
"science": "Science",
- "science-skillroll": "puts on a lab coat",
"search": "Search",
- "search-skillroll": "searches high and low",
"security": "Security",
- "security-skillroll": "attempts a bit of breaking and entering",
"signature-item": "Character's Signature Item?",
"signature-title": "Holder's signature/ Signature du titulaire / Unterschrift des Passinhabers",
"signature": "Signature",
@@ -221,23 +199,19 @@
"skills-title": "Skills / Competences / Kompetenzen",
"skills": "SKILLS",
"sneak": "Sneak",
- "sneak-skillroll": "tries to be inconspicuous",
"soak": "Soak",
"soaks": "Soaks",
"soak-damage": "Soak damage",
"special": "Special",
- "special-skillroll": "works a little magic",
"specialist": "Specialist",
"stats": "Stats",
"status": "Status",
"status-skillroll": "asks 'Don't you know who I am?'",
"strength": "Strength",
- "strength-skillroll": "applies the elbow grease",
"story-points": "Story Points",
"stunned": "Stunned",
"stunned-info": "Attack checks are at −5 pips. Sprint or Move actions that normally require a task check are also at −5 pips. Regular Sprint or Move actions now require a task check. Other task checks are at −2 pips. Unless being Stunned is the result of poison or illness, you can often use your Main action to make a Willpower task check. If successful, drop the Stunned Condition. Drop the Stunned Condition at the start of the next scene if it is still in effect.",
"subterfuge": "Subterfuge",
- "subterfuge-skillroll": "employs some trickery",
"summing-dice-title": "Summing Dice",
"summing-dice": "Nd6",
"success": "Success!",
@@ -245,7 +219,6 @@
"surprised": "Surprised",
"surprised-info": "Whenever you are surprised, caught unprepared, or otherwise not ready for action, you get the Surprised Condition. You can only take a Free action on your turn. Drop the Surprised Condition at the end of your turn.",
"survival": "Survival",
- "survival-skillroll": "channels their wild side",
"tags": "Tags",
"take-cover": "Take Cover!",
"takes-aim": "takes aim and...PAM!",
@@ -259,7 +232,6 @@
"unarmed": "Unarmed",
"underling": "Underling",
"vehicles": "Vehicles",
- "vehicles-skillroll": "sees what this baby can do",
"visa-title": "Visa Stamps /
Visas /
Visastempel",
"visa-title-nowrap": "Visa Stamps / Visas / Visastempel",
"vitality": "Vitality",
@@ -270,7 +242,6 @@
"weapon-jammed": "Weapon jammed!",
"whump!": "Whump!",
"willpower": "Willpower",
- "willpower-skillroll": "attempts to get a grip",
"wounded": "Wounded",
"wounded-info": "Take the Wounded Condition instead of Vitality loss. You don’t have to take the Wounded Condition if you don’t want to. You can only take the Wounded Condition if you do not already have the Wounded Condition. Once the fight ends, all further task checks are at −2 pips until the Wounded Condition heals. Ignore the effects of the Wounded Condition for one scene if someone else makes a successful Medicine task check. Drop the Wounded Condition after a two-day recuperating scene and a successful Medicine, Credits or Contacts task check (and possibly some uncomfortable questions from the police), or by spending downtime on Mend and Recuperate."
}