898 lines
72 KiB
JSON
898 lines
72 KiB
JSON
{
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"abilities": "Abilities",
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"ability_description": "Ability description",
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"ability_name": "Ability name",
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"acquire_assets": "Acquire Assets",
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"action_roll_1_3": "<b>Bad Outcome</b> — You are thwarted and suffer consequences.",
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"action_roll_4_5": "<b>Partial Success</b> — You do it but there are consequences.",
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"action_roll_6": "<b>Success</b> — You do it!",
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"action_roll_crit": "<span class=\"sheet-smallcaps\">Critical</span> — You do it with increased effect!",
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"actions": "操作",
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"additional_info": "Additional info",
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"advancement": "Advancement",
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"aim": "Aim",
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"aim_desc": "While on a mission, you may spend aim uses to increase the effect level of a shot. This means you can sometimes take out large, dangerous enemies with a single bullet.",
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"alchemical_chembalm": "Chembalm",
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"alchemical_chembalm_desc": "Neutralizes most poisons and toxins.",
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"alchemical_deep": "Deep",
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"alchemical_deep_desc": "Lets you hold your breath for a scene.",
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"alchemical_owlsight_oil": "Owlsight Oil",
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"alchemical_owlsight_oil_desc": "See in the dark (24h). Light sensitive.",
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"alchemical_rage_venom": "Rage Venom",
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"alchemical_rage_venom_desc": "Gain physical potency for a scene. You must make a resolve resist to avoid attacking friend and foe indiscriminately. Addictive.",
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"alchemist": "Alchemist",
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"alchemists": "Alchemists",
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"aloof": "Aloof",
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"anathema": "Anathema",
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"anchor": "Anchor",
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"anchor_desc": "While on a mission, you may spend anchor uses to fight as a small group. This means you can face groups of lesser undead without loss of effect.",
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"annals_choose_1_effect": "Choose 1 Effect on the Legion:",
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"annals_details": "When a soldier falls, note their name. When four are entered into the Annals, the next time that <b>time passes</b>, before <b>campaign</b> actions, take a moment to tell a tale and choose the effect it has on the Legion.",
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"annals_of_the_legions": "Annals of the Legions",
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"annals_tale_battle_effect_1": "<b>The Legion digs in.</b> Remove 1 <b>pressure</b>, but the Commander may not advance in the next phase.",
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"annals_tale_battle_effect_2": "<b>Soldiers prepare to fight swiftly.</b> Next mission, all Specialists gain <b>+1d</b> to <b>maneuver</b> rolls.",
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"annals_tale_battle_effect_3": "<b>Soldiers prepare their strongest weapons.</b> Next mission, all Specialists gain <b>+1d</b> to <b>wreck</b> rolls.",
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"annals_tale_battle_intro": "These undead are not the greatest threat the Legion has faced. Let me tell you a Tale of when we faced impossible odds...",
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"annals_tale_battle_q1": "What terrible power did this threat wield?",
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"annals_tale_battle_q2": "How was this threat’s unknown weakness found?",
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"annals_tale_battle_q3": "At what cost did the Legion overcome this foe?",
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"annals_tale_battle_top": "Tell a Tale of Hardening in Battle",
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"annals_tale_founding_effect_1": "<b>The soldiers learn a lesson.</b> All Specialists may place <b>1 xp</b> in any category.",
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"annals_tale_founding_effect_2": "<b>The Legion seeks glory of yesteryear.</b> Your next set of missions will include a <b>special mission</b>.",
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"annals_tale_founding_effect_3": "<b>The histories raise morale.</b> The Legion gains <b>+2 morale</b>.",
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"annals_tale_founding_intro": "Let me tell you a Tale of the Legion’s founding by the Seventh Emperor, as recorded 427 years ago in the first Annals...",
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"annals_tale_founding_q1": "Who was the first Commander / Legionnaire / Lorekeeper?",
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"annals_tale_founding_q2": "How (or for what) is that person remembered?",
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"annals_tale_founding_q3": "What dangerous threat was the Legion formed to face?",
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"annals_tale_founding_top": "Tell a Tale of the Legion’s Founding",
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"annals_tale_independence_effect_1": "<b>Legionnaires shrug off wounds.</b> All Specialists may mark 1 free healing tick.",
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"annals_tale_independence_effect_2": "<b>The Legion purifies hearts and minds.</b> All Legionnaires reduce <b>corruption</b> by 2.",
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"annals_tale_independence_effect_3": "<b>Soldiers work extra shifts.</b> Add 3 ticks to a long-term project.",
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"annals_tale_independence_intro": "After the Old Empire fell, the Legion became sellswords that hired out to causes they believed in. This is a tale of...",
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"annals_tale_independence_q1": "Where is the Legion’s original charter stored?",
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"annals_tale_independence_q2": "What unusual restriction(s) are placed on Legionnaires?",
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"annals_tale_independence_q3": "What cause has the Legion taken up previously?",
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"annals_tale_independence_top": "Tell a Tale of the Legion’s Independence",
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"annals_tale_meaning_effect_1": "<b>The Legion promotes an exemplar.</b> Promote a Rookie to Soldier.",
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"annals_tale_meaning_effect_2": "<b>Soldiers remember why they fight.</b> One mission next session gains <b>+2d</b> to its <b>engagement</b> roll.",
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"annals_tale_meaning_effect_3": "<b>Legionnaires protect each other.</b> Next primary mission, each Specialist gets <b>1 special armor: any</b>.",
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"annals_tale_meaning_intro": "The Legion is no longer just a military, but family forged in blood over a century. This is a tale...",
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"annals_tale_meaning_q1": "How do civilians treat the Legion differently from other units?",
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"annals_tale_meaning_q2": "How are new recruits inducted into the Legion?",
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"annals_tale_meaning_q3": "What oath must all Legionnaires speak?",
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"annals_tale_meaning_top": "Tell a Tale of the Legion’s Meaning",
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"annals_tale_will_effect_1": "<b>Your Chosen is moved.</b> Your Chosen gains <b>1 favor</b> as if they had completed a favored mission.",
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"annals_tale_will_effect_2": "<b>Never give up.</b> Next mission, all Legionnaires gain <b>+1d</b> to all <b>resistance</b> rolls.",
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"annals_tale_will_effect_3": "<b>Soldiers prepare to face the unholy.</b> Next mission, all Legionnaires get <b>+2d</b> to <b>resolve</b> resists.",
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"annals_tale_will_intro": "We have fought holy and unholy since our inception, even in the Godswar, when Chosen took arms against Chosen...",
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"annals_tale_will_q1": "Which previous Chosen did the Legion fight beside?",
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"annals_tale_will_q2": "Against which supernatural threat did they fight?",
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"annals_tale_will_q3": "How many survived and how did they rebuild the Legion?",
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"annals_tale_will_top": "Tell a Tale of the Legion’s Unyielding Will",
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"armor": "鎧",
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"armor_heavy": "Heavy",
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"assignment": "Assignment",
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"athletic": "Athletic",
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"back_at_camp": "Back at Camp",
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"back_at_camp_top_1": "After missions are done but before campaign actions, play out a small scene about what happened at camp during or shortly after the mission. Remember to carry the story forward (e.g. soldier desertions and deaths still cause morale loss). Explore the struggles of life on the road while together with soldiers from many different cultures.",
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"back_at_camp_top_2": "The GM should select an event below based on morale (<b>1-3</b>: low, <b>4-7</b>: medium, and <b>8+</b>: high). Mark it off, and frame the scene. If no events are unmarked, use the nextbracket down (life in battle and on the run eventually grinds everyone down). Ask the Marshal for an appropriate Legionnaire if you don’t immediately know who’s present.",
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"back_at_camp_top_3": "The prompts are loose inspiration. Experimentation on undead might be a soldier trying to cure a corrupted brother-in-arms, kept chained in his tent. Refugees may seek protection, donation of food supplies, or be emissaries from a nearby settlement.",
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"bartan": "Bartan",
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"bartan_traits": "Bartan Traits",
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"black_shot": "Black Shot",
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"blight": "Blight",
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"bold": "Bold",
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"bonusdice": "Bonus dice",
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"boosted": "Boosted",
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"boxes": "Boxes",
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"broken": "Broken",
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"broken_abilities": "Broken Abilities",
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"broken_advancement": "Broken Advancement",
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"broken_blighter": "Blighter",
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"broken_blighter_info": "Also called The Foul, and Corrupter of Flesh.",
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"broken_breaker": "Breaker",
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"broken_breaker_info": "Also called Stormbreaker, and the Bringer of Thunder.",
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"broken_name": "Broken Name",
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"broken_render": "Render",
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"broken_render_info": "Also called Bonerender, and the Hollow Knight.",
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"broken_xp_clock": "A time clock is filled (see Commander sheet).",
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"broken_xp_first": "You first select your Broken.",
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"broken_xp_top": "Your Broken gains an additional <b>Broken ability</b> when...",
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"calculating": "Calculating",
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"callous": "Callous",
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"camp_event_high_1": "Soldiers hold a remembrance for the fallen.",
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"camp_event_high_2": "A young soldier is detonating munitions, egged on by others.",
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"camp_event_high_3": "Storms darken the skies. Rumors and wild speculation spread.",
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"camp_event_high_4": "Supply crates go missing, but no one admits to knowing why.",
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"camp_event_high_5": "A squad talks about home and asks their captain about theirs.",
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"camp_event_high_6": "Your Chosen has fallen silent and refuses to speak to anyone.",
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"camp_event_low_1": "A festering blight wound covered up by a soldier is revealed.",
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"camp_event_low_2": "A bunch of Legion medical supplies are missing. The wounded cry.",
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"camp_event_low_3": "Hidden experimentation on an undead is uncovered within the camp.",
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"camp_event_low_4": "Screams can be heard in the distance at all hours, preventing any rest.",
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"camp_event_low_5": "A hungry squad that resorted to foraging becomes badly ill.",
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"camp_event_low_6": "A deserter is caught before they can leave. Judgment must be passed.",
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"camp_event_medium_1": "A fight breaks out over one Legionnaire stealing from another.",
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"camp_event_medium_2": "After an undead attack, the Legion must break camp and relocate.",
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"camp_event_medium_3": "A soldier is caught selling supplies to locals for special treats or favors.",
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"camp_event_medium_4": "News arrives of devastation from a different front.",
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"camp_event_medium_5": "A squad refuses to go into the field until their captain is replaced.",
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"camp_event_medium_6": "A band of refugees stumbles upon your camp and begs for help.",
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"campaign_action_acquire_assets": "Acquire Assets",
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"campaign_action_acquire_assets_boosted": "Upgrade result by one level. You may spend multiple <b>supply</b>.",
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"campaign_action_acquire_assets_desc": "Beg, borrow, or steal an <b>asset</b> you need. Roll the location’s <b>assets</b> rating. The result indicates the quality of the asset (<b>1-3:</b> Poor. <b>4/5:</b> Standard. <b>6:</b> Fine. <span class=\"sheet-smallcaps\">crit:</span> Exceptional). Laborers, Siege Weapons, and alchemical concoctions are fine quality. Alchemists and Mercies are exceptional quality.",
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"campaign_action_liberty": "Liberty",
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"campaign_action_liberty_boosted": "Legionnaires clear all <b>stress</b>. Increase Legion <b>morale</b> by 4 (total).",
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"campaign_action_liberty_desc": "Legionnaires are given leave of their responsibilities for a few days, good food and drink is provided, and campfire revelry is permitted. During this time, Legionnaires at liberty can party, fraternize, or relax as they see fit. Every character clears up to <b>3 stress</b>. Increase Legion <b>morale</b> by 2.",
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"campaign_action_long_term_project": "Long-Term Project",
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"campaign_action_long_term_project_boosted": "Upgrade result by one level. You may spend multiple <b>supply</b>.",
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"campaign_action_long_term_project_desc": "Work on a long-term project, if you have the means. Pick a Specialist to lead the project. They roll an action and mark segments on the <b>project clock</b> based on the result (<b>1-3:</b> One. <b>4/5:</b> Two. <b>6:</b> Three. <span class\"sheet-smallcaps\">crit:</span> Five). You can do this <b>campaign action</b> multiple times, but only if working on a different project each time.",
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"campaign_action_recruit": "Recruit",
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"campaign_action_recruit_boosted": "Two of those Rookies are Soldiers instead (the other 3 remain Rookies).",
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"campaign_action_recruit_desc": "The war has left soldiers crawling home and mercenaries guarding villages and roads—or raiding them. You recruit these recluses, rejects, and returning warriors to serve in the Legion’s ranks. Gain up to five Rookies for the Marshal to replenish the rosters with.",
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"campaign_action_rest_and_recuperation": "Rest and Recuperation",
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"campaign_action_rest_and_recuperation_boosted": "Every Legionnaire gains a second healing tick.",
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"campaign_action_rest_and_recuperation_desc": "Take time to let soldiers tend wounds and rest. Each Legionnaire marks a tick in any harm row. Once a row’s healing ticks are full, erase the ticks and injuries in that row. If you wound a Mercy, one Specialist gains an extra healing tick. Finally, heal any Mercies wounded before this recuperation action.",
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"campaign_actions": "Campaign Actions",
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"campaign_actions_desc": "After missions, perform <b>campaign actions</b> based on <b>morale</b> (ask the Marshal). Take additional campaign actions by spending <b>supply</b> one-for-one. Spend a <b>supply</b> to boost an action in addition to any other costs. You can do each action once per campaign phase (except <b>acquire assets</b> and <b>long-term projects</b>).",
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"cancel": "取り消し",
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"cautious": "Cautious",
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"channels": "Channels",
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"channels_desc": "You may spend channels uses to acquire an asset for your squad in a flashback. Roll sway to determine quality. You can spend additional uses to improve the quality as per supply rules. Such assets are temporary or \"on loan\" and will go away when the mission ends.",
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"character": "キャラクター",
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"chat_image": "Image to show alongside chat rolls",
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"choose_sheet_type": "Choose the sheet type.",
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"chosen": "Chosen",
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"chosen_abilities": "Chosen abilities",
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"chosen_advancement": "Chosen advancement",
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"chosen_horned_one": "The Horned One",
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"chosen_horned_one_name": "Chosen of the Horned One",
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"chosen_n_broken": "Chosen & Broken",
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"chosen_name": "Chosen Name",
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"chosen_shreya": "Shreya",
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"chosen_shreya_name": "Shreya, Chosen of Asrika",
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"chosen_xp_complete": "You complete a campaign.",
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"chosen_xp_first": "You first select your Chosen.",
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"chosen_xp_four": "You complete four missions of your Chosen’s <b>favor</b> type.",
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"chosen_xp_top": "Your Chosen gains a <b>Chosen ability</b> when...",
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"chosen_zora": "Zora",
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"chosen_zora_name": "Zora, Chosen of the Living God",
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"clever": "Clever",
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"clock_name": "Clock name",
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"clocks": "Clocks",
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"cold": "Cold",
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"colorful": "Colorful",
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"comely": "Comely",
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"complete": "Complete",
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"consort": "Consort",
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"consort_desc": "Consort with friends, contacts, or connections from your heritage and background to gain access to resources, information, people, or places. Make a good impression.",
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"controlled": "Controlled",
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"corruption": "Corruption",
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"crisp": "Crisp",
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"curious": "Curious",
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"dangerous": "Dangerous",
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"deadly": "Deadly",
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"death": "死",
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"dedicated": "Dedicated",
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"desertion_desc": "<span class=\"sheet-label\">Desertion:</span> If you lose morale and have none, soldiers desert (one per morale you can’t pay). You lose Rookies, then Soldiers. If fewer than 3 full squads, end the game. The Legion is no more.",
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"desperate": "Desperate",
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"detail": "Detail",
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"details": "詳細",
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"devious": "Devious",
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"dice": "ダイス",
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"discipline": "Discipline",
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"discipline_desc": "Discipline a fellow soldier; command obedience using force of personality; intimidate or threaten.",
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"divine": "Divine",
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"divine_ability_abominable_science": "Abominable Science",
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"divine_ability_abominable_science_desc": "Blighter’s chirurgeons learn to stitch writhing undead together functionally. Horrors can appear in any mission.",
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"divine_ability_anointed_horned": "Anointed",
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"divine_ability_anointed_horned_desc": "Holy, Mystic, and Wild missions all grant mission favor. Start with 1 mission favor filled in.",
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"divine_ability_anointed_shreya": "Anointed",
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"divine_ability_anointed_shreya_desc": "Holy, Mystic, and Mercy missions all grant mission favor. Start with 1 mission favor filled in.",
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"divine_ability_anointed_zora": "Anointed",
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"divine_ability_anointed_zora_desc": "Holy, Mystic, and Glory missions all grant favor. Start with 1 mission favor already marked.",
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"divine_ability_asrika’s_blessing": "Asrika’s Blessing",
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"divine_ability_asrika’s_blessing_desc": "Legionnaires always take 1 less corruption.",
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"divine_ability_asrika’s_mercy": "Asrika’s Mercy",
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"divine_ability_asrika’s_mercy_desc": "When the Legion recuperates, place 1 additional healing tick on all Legionnaires.",
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"divine_ability_asrika’s_tears": "Asrika’s Tears",
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"divine_ability_asrika’s_tears_desc": "When you mourn, you feel a profound sense of peace. Liberty campaign actions provide +1 morale and additional -1 stress.",
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"divine_ability_attrition_strategies": "Attrition Strategies",
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"divine_ability_attrition_strategies_desc": "Blighter attacks & poisons supply lines. Supply mission engagement rolls take -1d.",
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"divine_ability_battle-saint": "Battle-Saint",
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"divine_ability_battle-saint_desc": "Shreya is threat 5 and she has potency against all opponents.",
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"divine_ability_blood_of_fire": "Blood of Fire",
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"divine_ability_blood_of_fire_desc": "When you spend Religious Supply on a mission, all Legionnaires equip Fire Oil (1 load).",
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"divine_ability_blood_of_the_chosen": "Blood of the Chosen",
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"divine_ability_blood_of_the_chosen_desc": "When you spend a Religious Supply, you also get a sanctified melee weapon on that mission. It is potent against undead. Start with 1 free Religious Supply.",
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"divine_ability_book_of_hours": "Book of Hours",
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"divine_ability_book_of_hours_desc": "All Specialists start with 2 extra ranks of actions.",
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"divine_ability_cruel_gluttony": "Cruel Gluttony",
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"divine_ability_cruel_gluttony_desc": "Blighter crafts fluids that brew acid inside undead. Gut-Sacks can appear in any mission.",
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"divine_ability_dark_visions": "Dark Visions",
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"divine_ability_dark_visions_desc": "Breaker hexes the Legion with horrible screaming nightmares. Liberties restores 1 less stress.",
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"divine_ability_defilement": "Defilement",
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"divine_ability_defilement_desc": "Breaker’s defilement of religious sites has diminished the holy influences in this region. Religious mission engagement rolls take -1d.",
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"divine_ability_forced_march": "Forced March",
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"divine_ability_forced_march_desc": "Render’s troops fueled by rage push forward. Add 3 ticks to the time clocks (Commander).",
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"divine_ability_forest’s_wings": "Forest’s Wings",
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"divine_ability_forest’s_wings_desc": "When you spend Religious Supply on a mission, squads bring up to 3 animals that can whisper messages to each other and to camp.",
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"divine_ability_fury": "怒り",
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"divine_ability_fury_desc": "Render learns to spread his hate to his line troops. Gaunt now move swiftly and can act with cunning if their Elite dies.",
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"divine_ability_great_hunter": "Great Hunter",
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"divine_ability_great_hunter_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 insight xp.",
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"divine_ability_heart_of_heroes": "Heart of Heroes",
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"divine_ability_heart_of_heroes_desc": "All Legionnaires add the xp trigger: If you engaged a higher threat opponent by yourself.",
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"divine_ability_heartless": "Heartless",
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"divine_ability_heartless_desc": "Render grants those that carve out their own hearts strength. Heartless can appear in any mission.",
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"divine_ability_hide_of_the_white_hind": "Hide of the White Hind",
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"divine_ability_hide_of_the_white_hind_desc": "All Specialists can speak to and understand wild beasts.",
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"divine_ability_horned_god’s_bounty": "Horned God’s Bounty",
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"divine_ability_horned_god’s_bounty_desc": "When time passes, ask if the Legion will advance. If it does, do not spend Food.",
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"divine_ability_horned_god’s_eyes": "Horned God’s Eyes",
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"divine_ability_horned_god’s_eyes_desc": "If there is a Panyar Specialist on a recon mission, add +1d to the engagement roll.",
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"divine_ability_horned_god’s_thews": "Horned God’s Thews",
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"divine_ability_horned_god’s_thews_desc": "Legionnaires can spend special armor to resist physical consequences, or to push themselves on any prowess action.",
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"divine_ability_living_god’s_fury": "Living God’s Fury",
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"divine_ability_living_god’s_fury_desc": "The Quartermaster may spend Religious Supply before an assault mission to add +1d on the engagement roll. Legionnaires equip both Reliquaries and Black Shot.",
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"divine_ability_living_god’s_kiss": "Living God’s Kiss",
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"divine_ability_living_god’s_kiss_desc": "During a rest and recuperation campaign action, each Legionnaire removes 2 corruption in addition to healing.",
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"divine_ability_living_god’s_vigor": "Living God’s Vigor",
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"divine_ability_living_god’s_vigor_desc": "Specialists can take an extra level 2 harm (3 total).",
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"divine_ability_massacre": "Massacre",
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"divine_ability_massacre_desc": "Render’s savage tactics and defiling use of the dead instills fear in all soldiers. Assault mission engagement rolls take -1d.",
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"divine_ability_modern_warfare": "Modern Warfare",
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"divine_ability_modern_warfare_desc": "Blighter’s troops carry appropriate fine arms and armor.",
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"divine_ability_nature’s_fury": "Nature’s Fury",
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"divine_ability_nature’s_fury_desc": "Breaker & Witches can hex nature, covering troops with fog and storms, and animating trees in combat.",
|
||
"divine_ability_pillar_of_skulls": "Pillar of Skulls",
|
||
"divine_ability_pillar_of_skulls_desc": "Breaker makes a pillar of wailing bodies to summon and corrupt sacred beasts. Devourers can appear in any mission.",
|
||
"divine_ability_sacred_seals": "Sacred Seals",
|
||
"divine_ability_sacred_seals_desc": "All Legionnaires gain special armor versus magical effects.",
|
||
"divine_ability_scars_of_war": "Scars of War",
|
||
"divine_ability_scars_of_war_desc": "Blighter’s troops can corrupt the land. Poison mists erupt and plague the countryside. While not always present, they may rise up suddenly as consequences of a roll.",
|
||
"divine_ability_shapeshifter": "Shapeshifter",
|
||
"divine_ability_shapeshifter_desc": "Gain 1 intel after completing 2 primary missions.",
|
||
"divine_ability_shredders": "Shredders",
|
||
"divine_ability_shredders_desc": "Remnants of Thorns, these balls of blades and Render’s blood explode when near troops. Often buried in the ground or thrown into squads.",
|
||
"divine_ability_spearforge": "Spearforge",
|
||
"divine_ability_spearforge_desc": "Render smiths massive, bladed, corrupting, black-iron spears that Heartless carry and Knights fire from ballistae.",
|
||
"divine_ability_star_of_the_dawn": "Star of the Dawn",
|
||
"divine_ability_star_of_the_dawn_desc": "When you advance, roll pressure as if 1 lower.",
|
||
"divine_ability_storm_riding": "Storm Riding",
|
||
"divine_ability_storm_riding_desc": "Shadow Witches learn to use the lightning forces inside Burned to jump from body to body, allowing them to escape death.",
|
||
"divine_ability_the_changing_curse": "The Changing Curse",
|
||
"divine_ability_the_changing_curse_desc": "Shadow Witches twist the living. Transformed can appear in any mission.",
|
||
"divine_ability_the_coven": "The Coven",
|
||
"divine_ability_the_coven_desc": "Breaker binds hexed souls into still-living bodies to craft acolytes. Shadow Witches can appear in any mission.",
|
||
"divine_ability_the_forge": "The Forge",
|
||
"divine_ability_the_forge_desc": "Render forges blades of the fallen and cinderblood into Elites. Thorns can appear in any mission.",
|
||
"divine_ability_the_sworn": "The Sworn",
|
||
"divine_ability_the_sworn_desc": "Some oaths transcend death. Knights of the Black Oak can appear in any mission.",
|
||
"divine_ability_toxic_bile": "Toxic Bile",
|
||
"divine_ability_toxic_bile_desc": "Gut-Sacks and Spitters cause corrupting wounds. At the end of a mission, untreated corrupting wounds cause +1 corruption each.",
|
||
"divine_ability_toxic_mutagen": "Toxic Mutagen",
|
||
"divine_ability_toxic_mutagen_desc": "Blighter’s troops coat their weapons in an alchemical oil, causing +1 corruption when they wound someone.",
|
||
"divine_ability_violent_emulsion": "Violent Emulsion",
|
||
"divine_ability_violent_emulsion_desc": "Blighter crafts undead to overdrive bile production. Spitters can appear in any mission.",
|
||
"divine_ability_war-saint": "War-Saint",
|
||
"divine_ability_war-saint_desc": "The Quartermaster may select a training campaign action. Each Specialist may mark 3 resolve xp.",
|
||
"divine_ability_wild_awakening": "Wild Awakening",
|
||
"divine_ability_wild_awakening_desc": "Shadow Witches and Breaker hex animals into spies, and packs for the Transformed to run with.",
|
||
"doctor": "Doctor",
|
||
"doctor_desc": "While on a mission, you may spend doctor uses to treat a fellow Legionnaire so they ignore all wound penalties for a scene. Level 4 harm is still lethal.",
|
||
"duties_commander_1": "<span class=\"sheet-smallcaps\">Track Time and Pressure.</span> <b>Pressure</b> and <b>time</b> increase when <b>time passes</b> or for certain mission penalties. <b>Pressure</b> decreases from some mission, and advancing resets it to zero. <b>Time</b> (rarely) decreases as a result of select missions.",
|
||
"duties_commander_2": "<span class=\"sheet-smallcaps\">Track Location and Movement.</span> Decide when the Legion <b>advances</b>. You may never backtrack. Mark the Legion position and route on your map. When you <b>advance</b>, roll <b>pressure</b> minus Horses uses spent, and add <b>time</b> based on the roll. (<b>1-3</b>: One. <b>4/5</b>: Two. <b>6</b>: Three. <span class=\"sheet-smallcaps\">crit</span>: Five)",
|
||
"duties_commander_3": "<span class=\"sheet-smallcaps\">Track and Spend Intel.</span> Spend <b>intel</b> to add <b>+1d</b> to mission engagement rolls or gain access to a special mission at your location. Ask <b>intel questions</b> before each mission. <b>Intel</b> can be gained from mission rewards.",
|
||
"duties_commander_4": "<span class=\"sheet-smallcaps\">Pick Missions.</span> Decide on a type of mission to focus on (assault, recon, religious, or supply) and tell the GM. The GM will tell you what’s available. Pick two missions to perform and designate one “primary,” to be played out at the table. The other is secondary and resolved with an <b>engagement roll</b>. If you were presented with a third mission, you automatically fail it.",
|
||
"duties_commander_5": "<span class=\"sheet-smallcaps\">Work with Other Roles.</span> Consult with the rest of the players to make thebest decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.",
|
||
"duties_lorekeeper_1": "<span class=\"sheet-smallcaps\">Track the Dead.</span> Note every Legionnaire that dies. The book weighs heavy, but while there is still a Legion, you have a sacred duty to remember all sacrifices.",
|
||
"duties_lorekeeper_2": "<span class=\"sheet-smallcaps\">Tell the Tales of the Legion.</span> When four new names are added to your lists of the dead, tell a Tale of the Legion. Answer all questions the Tale asks in your story, then choose one benefit to the troops. The first five tales in that order.",
|
||
"duties_lorekeeper_3": "<span class=\"sheet-smallcaps\">Keep the Annals.</span> Note missions, who is sent, and their outcomes. If there is any question what happened, it is your duty to recall it for others. Keep these books safe. If you’ve kept the Annals faithfully through the end of the campaign, and they’ve reached Skydagger Keep safely, add 10 points to your final score.",
|
||
"duties_lorekeeper_4": "<span class=\"sheet-smallcaps\">Set Back at Camp Scenes.</span> Consult with the Marshal on <b>morale</b> before making your selection. If a decision needs to be made about the camp or its rules, you will make them.",
|
||
"duties_lorekeeper_5": "<span class=\"sheet-smallcaps\">Work with Other Roles.</span> Advise the other Roles as necessary. Keep in mind the Legion’s beliefs and lessons you have set, and remind them.",
|
||
"duties_marshal_1": "<span class=\"sheet-smallcaps\">Track Morale.</span> Morale increases during the <b>liberty</b> campaign action, and from mission rewards. It decreases from mission penalties, when soldiers die (-1 per), and when there isn’t <b>supply</b> (-1) or Food (-2) when it must be spent.",
|
||
"duties_marshal_2": "<span class=\"sheet-smallcaps\">Assign Who Goes On And Leads Missions.</span> Decide who goes on missions. Missions take 1 squad and up to 2 Specialists by default. If there’s an Officer on a mission, they’re in charge. Otherwise, you say who’s in charge.",
|
||
"duties_marshal_3": "<span class=\"sheet-smallcaps\">Track Squads and Specialists.</span> Between missions, keep the playbooks. Mark losses, harm, stress, advancement, and promotions. Name squad members as needed. Detail any Specialists the Legion gains.",
|
||
"duties_marshal_4": "<span class=\"sheet-smallcaps\">Make Engagement Rolls.</span> It’s your duty to roll.",
|
||
"duties_marshal_5": "<span class=\"sheet-smallcaps\">Ensure Legionnaires Advance.</span> Make sure the group remembers to track xp after missions. Secondary missions grant 2 xp to Specialists regardless of outcome.",
|
||
"duties_marshal_6": "<span class=\"sheet-smallcaps\">Work with Other Roles.</span> Consult with others to make the best decisions you can, but you have the final say in the duties you are tasked with.",
|
||
"duties_quartermaster_1": "<span class=\"sheet-smallcaps\">Track and Spend Supply.</span> You gain <b>supply</b> primarily from supply mission rewards. Spend supply for additional <b>campaign actions</b> or to <b>boost</b> a campaign action. When the Commander advances the Legion, lose any <b>supply</b> you can’t take with you (maximum 3 <b>supply</b>, plus 1 per Supply Cart).",
|
||
"duties_quartermaster_2": "<span class=\"sheet-smallcaps\">Perform Campaign Actions.</span> Between mission phases, perform a number of <b>campaign actions</b> according to troop <b>morale</b>. Ask the Marshal how many you get.",
|
||
"duties_quartermaster_3": "<span class=\"sheet-smallcaps\">Track and Use Materiel and Non-Legion Personnel.</span> Expend materiel to make missions more successful. Track Mercy and Alchemist statuses, such as wounds and corruption. Work on projects to change the position of the Legion.",
|
||
"duties_quartermaster_4": "<span class=\"sheet-smallcaps\">Work with Other Roles.</span> Consult with the rest of the players to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.",
|
||
"duties_spymaster_1": "<span class=\"sheet-smallcaps\">Dispatch Spies.</span> Dispatch spies on assignments during <b>campaign actions</b>. Simple assignments complete immediately (though <b>interrogation</b> takes place right before missions). <b>Long-term assignments</b> take time to finish, and different spies may take turns working on them.",
|
||
"duties_spymaster_2": "<span class=\"sheet-smallcaps\">Grow Your Network.</span> Your true enemies are the Broken. Prepare for them.",
|
||
"duties_spymaster_3": "<span class=\"sheet-smallcaps\">Work with Other Roles.</span> Consult with the other Roles to make the best decisions you can, but you have the final say in the duties you are tasked with. The fate of the Legion is in your hands. Good luck.",
|
||
"duties_top": "<span class=\"sheet-smallcaps\">Your Duties.</span> <b>During the game</b>, do the following:",
|
||
"effect": "効果",
|
||
"effect_query": "?{Effect|Standard|Limited|Great|Extreme|Zero}",
|
||
"eloquent": "Eloquent",
|
||
"ember_wolves": "Ember Wolves",
|
||
"engagement": "Engagement",
|
||
"engagement_assault_1": "<span class=\"sheet-smallcaps\">Weapons.</span> Did the Quartermaster equip the soldiers with Black Shot? Take <b>+1d</b>.",
|
||
"engagement_assault_2": "<span class=\"sheet-smallcaps\">Wounds.</span> Is any Legionnaire starting the mission wounded? Take <b>-1d</b>.",
|
||
"engagement_assault_top": "<span class=\"sheet-smallcaps\">Assault Mission.</span> On each <b>assault mission</b>, also ask the following:",
|
||
"engagement_desc": "<b>Engagement rolls</b> determine unit disposition at the start of a <b>primary mission</b> and the outcome of <b>secondary missions</b>. As the one sending troops into battle, it’s the Marshal’s duty to assemble the dice and make the engagement rolls.",
|
||
"engagement_details": "The Marshal assembles and rolls dice for <b>engagements</b>.",
|
||
"engagement_outcome_1-3": "<b>1-3. Primary Mission:</b> You’re in a <b>desperate</b> position when the action starts. <b>Secondary Mission:</b> You fail the mission, lose 3 squad members, and all Specialists take <b>level 3 harm</b>.",
|
||
"engagement_outcome_4-5": "<b>4/5. Primary Mission:</b> You’re in a <b>risky</b> position when the action starts. <b>Secondary Mission:</b> Fail the mission <span class=\"sheet-smallcaps\">or</span> you can succeed, two squad members die, and all Specialists take <b>level 2 harm</b>.",
|
||
"engagement_outcome_6": "<b>6. Primary Mission:</b> You’re in a <b>controlled</b> position when the action starts. <b>Secondary Mission:</b> You succeed at the mission, all Specialists take <b>level 1 harm</b>, and you may choose to lose 2 squad members to promote a Rookie to Soldier.",
|
||
"engagement_outcome_critical": "<span class=\"sheet-smallcaps\">Critical.</span> <b>Primary Mission:</b> You’ve overcome the first obstacle and are in a <b>controlled</b> position at the next. <b>Secondary Mission:</b> You succeed at the mission, and <b>promote</b> one squad member (see Rookie/Soldier special abilities for details).",
|
||
"engagement_primary_1_3": "You’re in a <b>desperate</b> position when the action starts.",
|
||
"engagement_primary_4_5": "You’re in a <b>risky</b> position when the action starts.",
|
||
"engagement_primary_6": "You’re in a <b>controlled</b> position when the action starts.",
|
||
"engagement_primary_crit": "You’ve overcome the first obstacle and are in a <b>controlled</b> position at the next.",
|
||
"engagement_question_1": "<span class=\"sheet-smallcaps\">Legion Loyalty.</span> Are all on the mission oathsworn to the Legion? Take <b>+1d</b>.",
|
||
"engagement_question_2": "<span class=\"sheet-smallcaps\"Intel.</span> Did the Commander spend <b>1 intel</b> to give you foresight and info? Take <b>+1d</b>.",
|
||
"engagement_question_3": "<span class=\"sheet-smallcaps\">Veteran.</span> Is everyone on the mission a Specialist or Soldier? Take <b>+1d</b>.",
|
||
"engagement_question_4": "<span class=\"sheet-smallcaps\">Leadership.</span> Does any Legionnaire distrust the leadership or not fear them enough to obey orders on the battlefield? Take <b>-1d</b>.",
|
||
"engagement_question_5": "<span class=\"sheet-smallcaps\">Parameters.</span> Are required Specialists or equipment not on the mission? Take <b>-1d</b>.",
|
||
"engagement_question_top": "<span class=\"sheet-smallcaps\">Before Every Mission.</span> Assemble the <b>engagement</b> roll by asking the following:",
|
||
"engagement_recon_1": "<span class=\"sheet-smallcaps\">Speed.</span> Did the Quartermaster spend Horses to equip the mission? Take <b>+1d</b>.",
|
||
"engagement_recon_2": "<span class=\"sheet-smallcaps\">Stealth.</span> Is any Legionnaire starting with heavy load? Take <b>-1d</b>.",
|
||
"engagement_recon_top": "<span class=\"sheet-smallcaps\">Recon Mission.</span> On each <b>recon mission</b>, also ask the following:",
|
||
"engagement_religious_1": "<span class=\"sheet-smallcaps\">Arcane.</span> Did the Quartermaster send Religious Supplies to ward and protect the Legionnaires? Take <b>+1d</b>.",
|
||
"engagement_religious_2": "<span class=\"sheet-smallcaps\">Corruption.</span> Is any Legionnaire starting with blight? Take <b>-1d</b>.",
|
||
"engagement_religious_top": "<span class=\"sheet-smallcaps\">Religious Mission.</span> On each <b>religious mission</b>, also ask the following:",
|
||
"engagement_roll_outcomes": "Engagement Roll Outcomes",
|
||
"engagement_secondary_1_3": "You fail the mission, lose 3 squad members, and all Specialists take <b>level 3 harm</b>.",
|
||
"engagement_secondary_4_5": "Fail the mission <span class=\"sheet-smallcaps\">or</span> you can succeed, two squad members die, and all Specialists take <b>level 2 harm</b>.",
|
||
"engagement_secondary_6": "You succeed at the mission, all Specialists take <b>level 1 harm</b>, and you may choose to lose 2 squad members to promote a Rookie to Soldier.",
|
||
"engagement_secondary_crit": "You succeed at the mission, and <b>promote</b> one squad member.",
|
||
"engagement_supply_1": "<span class=\"sheet-smallcaps\">Supplies.</span> Did the Quartermaster spend Food to equip the mission? Take <b>+1d</b>.",
|
||
"engagement_supply_2": "<span class=\"sheet-smallcaps\">Enemies.</span> Is the current pressure higher than 2? Take <b>-1d</b>.",
|
||
"engagement_supply_top": "<span class=\"sheet-smallcaps\">Supply Mission.</span> On each <b>supply mission</b>, also ask the following:",
|
||
"engagements": "Engagements",
|
||
"famous": "Famous",
|
||
"favor": "Favor",
|
||
"favor_glory": "Glory",
|
||
"favor_holy": "Holy",
|
||
"favor_mercy": "Mercy",
|
||
"favor_mystic": "Mystic",
|
||
"favor_wild": "Wild",
|
||
"fearless": "Fearless",
|
||
"feature_alluring": "Alluring",
|
||
"feature_bestial": "Bestial",
|
||
"feature_blazing": "Blazing",
|
||
"feature_fearsome": "Fearsome",
|
||
"feature_feral": "Feral",
|
||
"feature_ferocious": "Ferocious",
|
||
"feature_monstrous": "Monstrous",
|
||
"feature_radiant": "Radiant",
|
||
"feature_serene": "Serene",
|
||
"feature_shining": "Shining",
|
||
"feature_sinister": "Sinister",
|
||
"feature_transcendent": "Transcendent",
|
||
"feature_vicious": "Vicious",
|
||
"features": "特徴",
|
||
"fierce": "Fierce",
|
||
"flexible_width": "Flexible character sheet width",
|
||
"food_stores": "Food Stores",
|
||
"fortune": "Fortune",
|
||
"fortune_roll": "Fortune roll",
|
||
"friendly": "Friendly",
|
||
"frugal": "Frugal",
|
||
"further_annals": "When all Tales are told, and four more names enter your Annals, you may tell any Tale—but each can only be told once until all types of Tales are told once again.",
|
||
"gain_morale_1": "<span class=\"sheet-smallcaps\">Missions.</span> Successful mission rewards.",
|
||
"gain_morale_2": "<span class=\"sheet-smallcaps\">Liberty.</span> Whenever the Quartermaster chooses the <b>liberty</b> campaign action.",
|
||
"gain_morale_from": "Gain <b>morale</b> from",
|
||
"gaunt": "Gaunt",
|
||
"ghost_owls": "Ghost Owls",
|
||
"gracious": "Gracious",
|
||
"grinning_ravens": "Grinning Ravens",
|
||
"grit": "Grit",
|
||
"grit_desc": "You may spend grit uses to add +2d to a resistance roll. The grit use must be spent before the roll. You may only spend 1 grit use this way per roll.",
|
||
"grizzled": "Grizzled",
|
||
"haggard": "Haggard",
|
||
"harm": "Harm",
|
||
"haughty": "Haughty",
|
||
"haunted": "Haunted",
|
||
"heavy": "Heavy",
|
||
"heavy_items": "Heavy items",
|
||
"heavy_missions": "Assault and Supply Missions",
|
||
"heritage": "Heritage",
|
||
"high_morale": "High Morale",
|
||
"honorable": "Honorable",
|
||
"horses": "Horses",
|
||
"host": "Host",
|
||
"hunger": "Hunger",
|
||
"ink-stained": "Ink-Stained",
|
||
"inquisitive": "Inquisitive",
|
||
"insight": "看破",
|
||
"insight_desc": "Resist consequences from deception or understanding.",
|
||
"inspiring": "Inspiring",
|
||
"intel": "Intel",
|
||
"intel_desc": "<b>INTEL:</b> Spend 1 <b>intel</b> to add <b>+1d</b> to any <b>engagement roll</b>, or to access a <b>special mission</b> in a location in addition to your mission priorities. Gain <b>intel</b> from Recon mission rewards. Before you pick primary and secondary missions, ask intel questions based on how much <b>intel</b> you hold.",
|
||
"intel_details": "A measure of how much you know about undead movements and the war",
|
||
"item_+1_utility": "+1 Utility. Mark below.",
|
||
"item_+2_utility": "+2 Utility. Mark below.",
|
||
"item_2_fine_pistols": "2 Fine Pistols",
|
||
"item_ammo": "矢弾",
|
||
"item_armor": "鎧",
|
||
"item_bandolier": "Bandolier",
|
||
"item_battlefield_banner": "Battlefield Banner",
|
||
"item_black_arrows": "Black Arrows",
|
||
"item_black_shot": "Black Shot",
|
||
"item_books_n_scrolls": "Books & Scrolls",
|
||
"item_camo_gear": "Camo Gear",
|
||
"item_climbing_kit": "Climbing Kit",
|
||
"item_compass_&_maps": "Compass & Maps",
|
||
"item_cooking_kit": "Cooking Kit",
|
||
"item_crimson_shot": "Crimson Shot",
|
||
"item_family_weapon": "Family Weapon",
|
||
"item_fine_armor": "Fine Armor",
|
||
"item_fine_bow_&_arrows": "Fine Bow & Arrows",
|
||
"item_fine_compass_&_maps": "Fine Compass & Maps",
|
||
"item_fine_hand_weapon": "Fine Hand Weapon",
|
||
"item_fine_heavy_armor": "Fine Heavy Armor",
|
||
"item_fine_heavy_weapon": "Fine Heavy Weapon",
|
||
"item_fine_kit": "Fine Kit",
|
||
"item_fine_lenses": "Fine Lenses",
|
||
"item_fine_long_rifle": "Fine Long Rifle",
|
||
"item_fine_luxury_item": "Fine Luxury Item",
|
||
"item_fine_medic_kit": "Fine Medic Kit",
|
||
"item_fine_ornate_cloak": "Fine Ornate Cloak",
|
||
"item_fine_ornate_clock": "Fine Ornate Clock",
|
||
"item_fine_pistol": "Fine Pistol",
|
||
"item_fine_reliquary": "Fine Reliquary",
|
||
"item_fine_shield": "Fine Shield",
|
||
"item_fine_tower_shield": "Fine Tower Shield",
|
||
"item_fine_wrecking_kit": "Fine Wrecking Kit",
|
||
"item_fitted_heavy_plate": "Fitted Heavy Plate",
|
||
"item_flare_gun": "Flare Gun",
|
||
"item_fresh_food": "Fresh Food",
|
||
"item_gun_maintenance_kit": "Gun Maintenance Kit",
|
||
"item_hand_weapon": "Hand Weapon",
|
||
"item_heavy_weapon": "Heavy Weapon",
|
||
"item_holy_symbol_of_mercy": "Holy Symbol of Mercy",
|
||
"item_large_weapon": "Large Weapon",
|
||
"item_lenses": "Lenses",
|
||
"item_mark_of_the_healing_god": "Mark of the Healing God",
|
||
"item_medic_kit": "Medic Kit",
|
||
"item_memento_of_home": "Memento of Home",
|
||
"item_musket": "Musket",
|
||
"item_naive_hope": "Naive Hope",
|
||
"item_name": "Item name",
|
||
"item_oil": "Oil",
|
||
"item_pistol": "Pistol",
|
||
"item_reliquary": "Reliquary",
|
||
"item_repair_kit": "Repair Kit",
|
||
"item_shield": "盾",
|
||
"item_soldiers_kit": "Soldier’s Kit",
|
||
"item_supplies": "Supplies",
|
||
"item_tents_&_camping_gear": "Tents & Camping Gear",
|
||
"item_tonics": "Tonics",
|
||
"item_winter_clothing": "Winter Clothing",
|
||
"item_wrecking_kit": "Wrecking Kit",
|
||
"kind": "Kind",
|
||
"laborers": "Laborers",
|
||
"legion_role": "Legion role",
|
||
"less": "less",
|
||
"less_effect": "Less effect",
|
||
"light": "Light",
|
||
"light_items": "Light items",
|
||
"lithe": "Lithe",
|
||
"load": "Load",
|
||
"load_details": "Choose Light/Normal/Heavy, and 2 Utility.",
|
||
"load_heavy_desc": "Slower. All Normal items and...",
|
||
"load_light_desc": "Quieter/faster. All items below.",
|
||
"load_normal_desc": "All Light items and...",
|
||
"load_utility_desc": "Choose 2 <b>load</b> below.",
|
||
"long_term_assignments": "Long-Term Assignments",
|
||
"long_term_assignments_desc": "During <b>campaign actions</b>, spies may be given <b>long-term assignments</b>. Only 1 spy may be sent on each assignment. Roll <b>1d</b> for trained spies (<b>2d</b> for masters). Advance according to results. <b>1-3: 1 tick</b>, and the spy is <b>wounded</b>. <b>4/5: 2 ticks</b>. <b>6: 3 ticks</b>. <span class=\"sheet-smallcaps\">crit:</span> <b>5 ticks</b>. A wounded spy that is wounded again dies.",
|
||
"look": "Look",
|
||
"lose_morale_1": "<span class=\"sheet-smallcaps\">Missions.</span> Penalties for failure or loss.",
|
||
"lose_morale_2": "<span class=\"sheet-smallcaps\">Materiel.</span> Can’t pay <b>supply</b> (-1) or Food (-2).",
|
||
"lose_morale_3": "<span class=\"sheet-smallcaps\">Death.</span> Whenever a soldier dies.",
|
||
"lose_morale_from": "Lose <b>morale</b> from",
|
||
"low_morale": "Low Morale",
|
||
"lta_augument_missions": "augument Missions",
|
||
"lta_augument_missions_complete": "Next GM mission generation, tell them to add <b>+1</b> to the <b>rewards</b> and <b>mission penalty</b> rolls on one mission of the Commander’s focus type. That type <i>must</i> appear once.",
|
||
"lta_augument_missions_desc": "Use contacts to bolster the Commander’s mission selection.",
|
||
"lta_expand_network": "Expand Network",
|
||
"lta_expand_network_complete": "Choose a new spy network advancement connected to any piece of the network you have.",
|
||
"lta_expand_network_desc": "Take the time to build contacts, informants, and local resources in the area, and expand and hone your spies’ effectiveness.",
|
||
"lta_lay_trap": "Lay Trap",
|
||
"lta_lay_trap_complete": "The next mission list will include an <b>assault mission</b> to attack a specific Lieutenant or Infamous.",
|
||
"lta_lay_trap_desc": "Goad an undead with a known weakness or desire into exposing themselves to attack.",
|
||
"lta_recruit": "Recruit",
|
||
"lta_recruit_complete": "If you’ve lost a spy, add one to the roster. You can only have 2 spies at a time, or 3 if you have Acquisition in your <b>spy network</b>.",
|
||
"lta_recruit_desc": "Spies lead dangerous lives. Sometimes you have to recruit more.",
|
||
"lta_research": "Research",
|
||
"lta_research_complete": "Learn all the special missions in a location, and if the Commander spends an <b>intel</b> to acquire one, you may pick which to do. If you move past the location, reset the clock.",
|
||
"lta_research_desc": "Undercover spies research an area for high-reward missions.",
|
||
"maimed": "Maimed",
|
||
"maneuver": "Maneuver",
|
||
"maneuver_desc": "Maneuver into position and traverse obstacles; climb, swim, run, jump, and tumble; handle a pack animal; ride a mount.",
|
||
"marshal": "Marshal",
|
||
"marshal_desc": "Marshal a squad or larger group to action; command attention amidst chaos; coordinate fire on a target.",
|
||
"master": "Master",
|
||
"materiel": "Materiel",
|
||
"materiel_details": "Each box of resources has 3 uses (circles) by default.",
|
||
"medic_missions": "Assault and Religious Missions",
|
||
"medium_morale": "Medium Morale",
|
||
"mercies": "Mercies",
|
||
"mercy": "Mercy",
|
||
"miasma": "Miasma",
|
||
"minus1d": "-1D",
|
||
"mission_favor": "Mission Favor",
|
||
"mission_type": "Mission Type",
|
||
"morale": "Morale",
|
||
"morale_campaign_actions_desc": "Each campaign phase, gain campaign actions based on morale.<br/><b>1-3:</b> None. <b>4-7:</b> One. <b>8-10:</b> Two.",
|
||
"more": "more",
|
||
"mutation": "Mutation",
|
||
"name": "アイテム名",
|
||
"need_help": "Need help",
|
||
"nondescript": "Nondescript",
|
||
"normal": "通常",
|
||
"normal_items": "Normal items",
|
||
"notes": "Notes",
|
||
"number_heritage_traits": "Number of heritage traits",
|
||
"numberofdice": "Number of dice",
|
||
"obsessed": "Obsessed",
|
||
"officer_missions": "Religious and Supply Missions",
|
||
"ok": "ok",
|
||
"one-eyed": "One-eyed",
|
||
"open_menu": "Open menu",
|
||
"optional": "optional",
|
||
"opulent": "Opulent",
|
||
"or": "—or—",
|
||
"orite": "Orite",
|
||
"orite_medical_alchemy": "Orite Medical Alchemy",
|
||
"orite_traits": "Orite Traits",
|
||
"other": "その他",
|
||
"panyar": "Panyar",
|
||
"panyar_traits": "Panyar Traits",
|
||
"paranoid": "Paranoid",
|
||
"personality": "Personality",
|
||
"pick_one_kit": "Pick one: Medic, Climbing, Cooking, Repair, Soldier’s, or Wrecking.",
|
||
"playbook": "Playbook",
|
||
"playbook_ability_against_the_darkness": "Against the Darkness",
|
||
"playbook_ability_against_the_darkness_desc": "You and all squadmates that can see you gain +1d to resist fear and corruption.",
|
||
"playbook_ability_akimbo": "Akimbo",
|
||
"playbook_ability_akimbo_desc": "When dueling at close range with two pistols, gain potency.",
|
||
"playbook_ability_ambush": "Ambush",
|
||
"playbook_ability_ambush_desc": "When you attack from hiding or spring a trap, you get +1d.",
|
||
"playbook_ability_attache": "Attaché",
|
||
"playbook_ability_attache_desc": "You may deploy on any mission, even outside the usual Specialist caps. Gain this ability for free when you become a Medic.",
|
||
"playbook_ability_backup": "Backup",
|
||
"playbook_ability_backup_desc": "When you protect a squadmate, resist with +1d. When you assist someone, their pushes only cost 1 stress.",
|
||
"playbook_ability_bulwark": "Bulwark",
|
||
"playbook_ability_bulwark_desc": "You can spend anchor uses as special armor against consequences to a squad you are defending.",
|
||
"playbook_ability_cavalry": "Cavalry",
|
||
"playbook_ability_cavalry_desc": "If the Quartermaster has Horses uses available, all members of your squad start missions with mounts. You gain +1d to maneuver while mounted.",
|
||
"playbook_ability_chemist": "Chemist",
|
||
"playbook_ability_chemist_desc": "You have training in Orite alchemical medicine. You may equip an Alchemical Bandolier on each mission.",
|
||
"playbook_ability_cover_fire": "Cover Fire",
|
||
"playbook_ability_cover_fire_desc": "If you set up someone with shoot or provide covering fire, they gain potency on their next action.",
|
||
"playbook_ability_crimson_shot": "Crimson Shot",
|
||
"playbook_ability_crimson_shot_desc": "You’re authorized to bring one Crimson Seeker shell on missions. Firing it counts as a threat 4 attack, and you must mark a trauma.",
|
||
"playbook_ability_daredevil": "Daredevil",
|
||
"playbook_ability_daredevil_desc": "When you make a desperate roll, gain +1d.",
|
||
"playbook_ability_devils_own_luck": "Devil’s Own Luck",
|
||
"playbook_ability_devils_own_luck_desc": "You gain +1d to all resistance rolls. This ability cannot be taken as a Veteran advance.",
|
||
"playbook_ability_doctor_feelgood": "Doctor Feelgood",
|
||
"playbook_ability_doctor_feelgood_desc": "Spend 1 use of Tonics to grant one person potency for a physical action.",
|
||
"playbook_ability_eat_iron_shit_nails": "Eat Iron, Shit Nails",
|
||
"playbook_ability_eat_iron_shit_nails_desc": "When you push yourself, you may ignore all harm penalties. Also take +1d to resist the consequence of any roll you pushed yourself on.",
|
||
"playbook_ability_elite": "Elite",
|
||
"playbook_ability_elite_desc": "Gain mastery of 2 abilities (they can go up to rank 4).",
|
||
"playbook_ability_every_inch_a": "Every inch a...",
|
||
"playbook_ability_every_inch_a_desc": "You start with all the traits from your heritage. If taken as a Veteran advance, it must be the first ability selected at character creation.",
|
||
"playbook_ability_field_dressing": "Field Dressing",
|
||
"playbook_ability_field_dressing_desc": "At the end of a mission you may expend remaining doctor uses to add 1 check to a Legionnaire’s level 2 or 3 harm, once per person.",
|
||
"playbook_ability_first_aid": "First Aid",
|
||
"playbook_ability_first_aid_desc": "You can spend 1 use of Tonics to remove appropriate level 1 harm from any one person on your mission.",
|
||
"playbook_ability_ghost": "Ghost",
|
||
"playbook_ability_ghost_desc": "You can spend scrounge uses as special armor against traps or detection.",
|
||
"playbook_ability_gotta_make_it_out_alive": "Gotta Make it out Alive",
|
||
"playbook_ability_gotta_make_it_out_alive_desc": "You can take 1 additional trauma before dying. When you promote, replace this ability with a level of Survivor. This ability cannot be taken as a Veteran advance.",
|
||
"playbook_ability_grenadier": "Grenadier",
|
||
"playbook_ability_grenadier_desc": "You have had explosives training and can always bring a grenade (1 load) or explosive charges (2 load) as part of your light load.",
|
||
"playbook_ability_hard_knocks": "Hard Knocks",
|
||
"playbook_ability_hard_knocks_desc": "Mark 2 xp in any category at the end of any mission where you took level 2 harm or higher. This ability cannot be taken as a Veteran advance.",
|
||
"playbook_ability_hardened": "Hardened",
|
||
"playbook_ability_hardened_desc": "You can mark 2 additional stress boxes.",
|
||
"playbook_ability_home_cooking": "Home Cooking",
|
||
"playbook_ability_home_cooking_desc": "If a mission takes multiple days, use your Fresh Food. Say what you cook. Everyone in the squad that partakes clears 1 stress. This ability cannot be taken as a Veteran advance.",
|
||
"playbook_ability_infiltrator": "Infiltrator",
|
||
"playbook_ability_infiltrator_desc": "When you gather info through clandestine observation, or attempt to bypass traps and security measures, gain potency.",
|
||
"playbook_ability_iron_will": "Iron Will",
|
||
"playbook_ability_iron_will_desc": "You can spend grit uses as special armor vs. fear, paralysis, corruption, and fatigue.",
|
||
"playbook_ability_jack_of_all_trades": "Jack of all Trades",
|
||
"playbook_ability_jack_of_all_trades_desc": "Increase 2 zero-ranked skills to rank 1. This ability cannot be taken as a Veteran advance.",
|
||
"playbook_ability_just_a_kid": "Just a Kid",
|
||
"playbook_ability_just_a_kid_desc": "When someone suffers harm when protecting you, they mark xp. When you promote, choose a second special ability from your new playbook to replace this one. This ability cannot be taken as a Veteran advance.",
|
||
"playbook_ability_lead_from_the_front": "Lead from the Front",
|
||
"playbook_ability_lead_from_the_front_desc": "Whenever you lead a group action, improve scale up or down one level (for example: a small group counts as a medium group or an individual). If you lead a group action in combat, you may count multiple 6s from different rolls as a critical.",
|
||
"playbook_ability_like_the_wind": "Like the Wind",
|
||
"playbook_ability_like_the_wind_desc": "Whenever there’s a question of who goes first, the answer is you. Also take +1d when resisting attacks with prowess.",
|
||
"playbook_ability_loaded_for_bear": "Loaded for Bear",
|
||
"playbook_ability_loaded_for_bear_desc": "When selecting load, you may select 4 utility load instead of 2.",
|
||
"playbook_ability_logistical_support": "Logistical Support",
|
||
"playbook_ability_logistical_support_desc": "Channels uses can be spent to assist a squadmate. When you do this, they get an additional +1d. Tell us how your preparation or supplies help them against this threat or obstacle.",
|
||
"playbook_ability_mission_first": "Mission First",
|
||
"playbook_ability_mission_first_desc": "Add the following to \"at the end of mission\" xp triggers: If anyone died under your command.",
|
||
"playbook_ability_moral_support": "Moral Support",
|
||
"playbook_ability_moral_support_desc": "You know how to keep troop spirits up. Once a mission, if you tell a funny, personal, or meaningful story when the squad is resting, anyone listening may clear 1 stress.",
|
||
"playbook_ability_not_a_rookie_anymore": "Not a Rookie Anymore",
|
||
"playbook_ability_not_a_rookie_anymore_desc": "You are promoted! You become a Soldier. Gain 1 special ability and 1 rank of Grit. You must take this as your first playbook advance. This ability cannot be taken as a Veteran advance or a starting ability.",
|
||
"playbook_ability_not_today": "Not Today",
|
||
"playbook_ability_not_today_desc": "You can spend a doctor use on a Legionnaire who has taken level 4 harm on a mission, but you must do so quickly before they die. You treat them and reduce the wound to level 3 harm instead.",
|
||
"playbook_ability_notches": "Notches",
|
||
"playbook_ability_notches_desc": "If you land the killing blow on a threat 2 or higher opponent, mark 1 xp in any category.",
|
||
"playbook_ability_obedience": "Obedience",
|
||
"playbook_ability_obedience_desc": "An NPC squadmate sacrifices themselves, on your orders. They die, and absorb all the harm for you or another Specialist from one attack. Remember that the Legion takes -1 morale each time this occurs.",
|
||
"playbook_ability_officer_school": "Officer School",
|
||
"playbook_ability_officer_school_desc": "You’re well educated and know arcane esoterica. Gain +1d when gathering info through research and when resisting with insight.",
|
||
"playbook_ability_one_eye": "One Eye",
|
||
"playbook_ability_one_eye_desc": "You’ve replaced an eye with an alchemical construct. You can see invisible targets clearly and identify supernatural forces.",
|
||
"playbook_ability_over_the_top": "Over the Top",
|
||
"playbook_ability_over_the_top_desc": "When you charge into the teeth of an enemy that outnumbers or outguns you, clear 1 stress and take +1d to maneuver.",
|
||
"playbook_ability_panther-like_grace": "Panther-Like Grace",
|
||
"playbook_ability_panther-like_grace_desc": "When you are quick and carrying no armor, any harm you take starts as 1 level lower.",
|
||
"playbook_ability_ready_for_anything": "Ready for Anything",
|
||
"playbook_ability_ready_for_anything_desc": "When being ambushed, your flashbacks cost 0 stress and you gain potency to all actions during those flashbacks. You also take 1 less level of harm on secondary missions.",
|
||
"playbook_ability_relentless": "Relentless",
|
||
"playbook_ability_relentless_desc": "You may spend grit uses to push yourself.",
|
||
"playbook_ability_sharpshooter": "Sharpshooter",
|
||
"playbook_ability_sharpshooter_desc": "You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon — unleash a barrage of rapid fire to suppress the enemy.",
|
||
"playbook_ability_sixth_sense": "Sixth Sense",
|
||
"playbook_ability_sixth_sense_desc": "You just know when there are undead nearby. You always know what the highest threat level of undead is in the area. You can gather info on them with resolve.",
|
||
"playbook_ability_specialist_training": "Specialist Training",
|
||
"playbook_ability_specialist_training_desc": "You promote to a Specialist. Make a new playbook: mark 1 special ability and a rank of the starting Specialist action.",
|
||
"playbook_ability_strategist": "Strategist",
|
||
"playbook_ability_strategist_desc": "You gain +1d to sway when acquiring assets for a mission via channels uses. You also get +1d to the engagement roll for a mission.",
|
||
"playbook_ability_survivor": "Survivor",
|
||
"playbook_ability_survivor_desc": "You can take +1 trauma before dying.",
|
||
"playbook_ability_tactician": "Tactician",
|
||
"playbook_ability_tactician_desc": "You anticipate problems others would never see coming. When you lead a group action you may suffer at most 1 stress.",
|
||
"playbook_ability_tenacious": "Tenacious",
|
||
"playbook_ability_tenacious_desc": "Penalties from harm are one level less severe (though level 4 harm is still fatal).",
|
||
"playbook_ability_veteran": "Veteran",
|
||
"playbook_ability_veteran_desc": "Take a special ability from another source.",
|
||
"playbook_ability_vigorous": "Vigorous",
|
||
"playbook_ability_vigorous_desc": "When you check wounds during rest and recuperation, place one free check. When you take harm, clear 1 stress.",
|
||
"playbook_ability_war_machine": "War Machine",
|
||
"playbook_ability_war_machine_desc": "When you push yourself you can do one of the following: perform a feat of physical force that verges on the superhuman — reduce the threat level of all the enemies you’re facing by one.",
|
||
"playbook_ability_weaponmaster": "Weaponmaster",
|
||
"playbook_ability_weaponmaster_desc": "You’re known as a Weaponmaster even outside the Legion. When you push yourself, you also gain potency in melee combat.",
|
||
"playbook_heavy": "Heavy",
|
||
"playbook_heavy_promo_req": "(2 skirmish, 1 wreck)",
|
||
"playbook_medic": "Medic",
|
||
"playbook_medic_promo_req": "(2 research, 1 maneuver, 1 consort, 1 discipline)",
|
||
"playbook_officer": "Officer",
|
||
"playbook_officer_promo_req": "(1 discipline, 2 sway)",
|
||
"playbook_other": "その他",
|
||
"playbook_rookie": "Rookie",
|
||
"playbook_scout": "Scout",
|
||
"playbook_scout_promo_req": "(2 scout, 1 maneuver)",
|
||
"playbook_sniper": "Sniper",
|
||
"playbook_sniper_promo_req": "(1 scout, 2 shoot)",
|
||
"playbook_soldier": "Soldier",
|
||
"plus_1_resist": "+1 resist",
|
||
"position": "Position",
|
||
"precise": "Precise",
|
||
"prepared": "準備",
|
||
"pressure": "Pressure",
|
||
"pressure_desc": "<b>PRESSURE:</b> When you <b>advance</b>, roll <b>pressure</b> minus Horses uses spent, and add <b>time</b> below. (<b>1-3</b>: One. <b>4/5</b>: Two. <b>6</b>: Three. <span class=\"sheet-smallcaps\">crit</span>: Five) Then reset <b>pressure</b> to 0. Add pressure when <b>time passes</b> (after <b>campaign actions</b>), or when there is a pressure penalty for a failed mission.",
|
||
"pressure_details": "A measure of how surrounded you are by undead",
|
||
"pressure_instructions": "Add <b>time</b> according to the result. (1-3: One. 4/5: Two. 6: Three. Crit: Five)",
|
||
"prideful": "Prideful",
|
||
"primary_mission": "Primary Mission",
|
||
"promote": "Promote",
|
||
"promotion": "Promotion",
|
||
"protective": "Protective",
|
||
"proud": "Proud",
|
||
"prowess": "Prowess",
|
||
"prowess_desc": "Resist consequences from physical strain or injury.",
|
||
"quiet": "Quiet",
|
||
"rage": "激怒",
|
||
"reckless": "Reckless",
|
||
"religious_supplies": "Religious Supplies",
|
||
"replaces_any_armor": "Replaces any Armor.",
|
||
"replaces_any_shield": "Replaces any Shield.",
|
||
"replaces_armor": "Replaces Armor",
|
||
"reputation": "Reputation",
|
||
"research": "Research",
|
||
"research_desc": "Research a person, document, or item with close scrutiny to gather information and apply knowledge; gain a deeper understanding.",
|
||
"resist_instructions": "Suffer <b>6 stress minus the highest die result.</b> When you roll a critical on resistance, clear 1 stress.",
|
||
"resolve": "Resolve",
|
||
"resolve_desc": "Resist consequences from mental strain or willpower.",
|
||
"resourceful": "Resourceful",
|
||
"rig": "Rig",
|
||
"rig_desc": "Rig together mechanical solutions; disable, repair, or create mechanisms; disable a trap, pick a lock; build fortifications; repair siege weapons.",
|
||
"risky": "Risky",
|
||
"role_commander": "Commander",
|
||
"role_lorekeeper": "Lorekeeper",
|
||
"role_marshal": "Marshal",
|
||
"role_quartermaster": "Quartermaster",
|
||
"role_spymaster": "Spymaster",
|
||
"roll_fortune": "Roll Fortune",
|
||
"roll_inf": "ロール",
|
||
"rolls": "rolls",
|
||
"rolls_for_an": "rolls for an",
|
||
"rookie_promotion_desc": "Your Rookie is no longer a Rookie and will now become a soldier! This will give you one rank of Grit; you are also eligible to choose a special ability after promotion.",
|
||
"rot": "Rot",
|
||
"scarred": "Scarred",
|
||
"scout": "Scout",
|
||
"scout_desc": "Scout a location or situation to gather information; move or observe without being noticed; spot weaknesses or exploits if there are any to be seen.",
|
||
"scout_missions": "Recon and Supply Missions",
|
||
"scrounge": "Scrounge",
|
||
"scrounge_desc": "While on a mission, you may spend scrounge uses to find safe and secure shelter or one load worth of supplies for everyone in your squad.",
|
||
"secondary_mission": "Secondary Mission",
|
||
"send_details_to_chat": "Send details to chat",
|
||
"shattered_lions": "Shattered Lions",
|
||
"shield": "盾",
|
||
"shoot": "Shoot",
|
||
"shoot_desc": "Shoot a target with precision from a distance; find a perch with clear lines of fire; make trick shots.",
|
||
"show_advanced abilities": "Show advanced abilities",
|
||
"show_advanced_abilities": "Show advanced abilities",
|
||
"show_alchemicals": "Show alchemicals",
|
||
"show_extra_xp_condition": "Show extra xp condition",
|
||
"show_item_description": "Show item descriptions",
|
||
"shrewd": "Shrewd",
|
||
"siege_weapons": "Siege Weapons",
|
||
"silver_stags": "Silver Stags",
|
||
"simple_assignments": "Simple Assignments",
|
||
"simple_assignments_1": "<span class=\"sheet-smallcaps\">Recover.</span> The spy heals and recuperates. Remove their <b>wounded</b> condition.",
|
||
"simple_assignments_2": "<span class=\"sheet-smallcaps\"> Interrogate.</span> Ask the Commander for the <b>intel questions</b> list. Your spy is sent on a mission and can answer one question from any list (regardless of the Commander’s <b>intel</b> total) whenever missions are presented by the GM.",
|
||
"simple_assignments_3": "<span class=\"sheet-smallcaps\">Blackmail.</span> Spy bribes or threatens as needed. Add <b>+1d</b> to an <b>acquire assets</b> roll.",
|
||
"simple_assignments_4": "<span class=\"sheet-smallcaps\">Help.</span> Spy bribes or threatens as needed. Add <b>+1d</b> to a <b>long-term project</b> roll.",
|
||
"simple_assignments_top": "During <b>campaign actions</b>, you can assign spies to <b>simple assignments</b>. Spies on simple assignment cannot undertake <b>long-term assignments</b>.",
|
||
"skirmish": "Skirmish",
|
||
"skirmish_desc": "Skirmish with an opponent in close combat; assault a position; brawl and wrestle; fire pistols at short range.",
|
||
"smart": "Smart",
|
||
"smug": "Smug",
|
||
"sniper_missions": "Assault and Recon Missions",
|
||
"soft": "Soft",
|
||
"soldier_promotion_desc": "You are about to promote this Soldier to a Specialist. In order to become a Specialist of a certain kind, all starting action ratings must be greater than or equal to the action ratings of a starting Specialist of this type. You gain a rank in the corresponding Specialist ability, up to a maximum of 3.",
|
||
"special": "特殊",
|
||
"special_abilities": "Special abilities",
|
||
"special_ability": "Special ability",
|
||
"specialist": "Specialist",
|
||
"specialist_action": "Specialist action",
|
||
"specialists": "Specialists",
|
||
"specialty": "Specialty",
|
||
"spies": "Spies",
|
||
"spy_antoinette": "Antoinette",
|
||
"spy_antoinette_desc": "Denied nobility by birth, this Orite seamstress found a better calling in life. She’s broken countless hearts, poisoned nobles and warriors both, and has yet to fail a mission.",
|
||
"spy_antoinette_specialty": "Antoinette automatically upgrades to a <b>master</b> spy.",
|
||
"spy_bortis": "Bortis",
|
||
"spy_bortis_desc": "A grizzled Zemyati, Bortis is an asset on and off the field. Rumor is that if he lives, he’ll become the next Spymaster.",
|
||
"spy_bortis_specialty": "When Bortis rolls on <span class=\"sheet-smallcaps\">expand network</span> assignments, he generates <b>+1 segment</b> on his rolls.",
|
||
"spy_crimson_vexing_gale": "Crimson Vexing Gale",
|
||
"spy_crimson_vexing_gale_desc": "Little is known about this Panyar, except that their eyes reflect silver beneath a hood. They come and go as they please. Many rumors surround their past.",
|
||
"spy_crimson_vexing_gale_specialty": "Does not <b>wound</b> on any mission.",
|
||
"spy_igrid": "Igrid",
|
||
"spy_igrid_desc": "An Aldermark local, Igrid blends into all the settlements nearby. She travels the area freely, taking note of news and rumors.",
|
||
"spy_igrid_specialty": "Whenever Igrid <span class=\"sheet-smallcaps\">interrogates</span> you may ask 1 additional intel question.",
|
||
"spy_liya": "Liya",
|
||
"spy_liya_desc": "This Bartan bears none of the usual Bartan jewelry signifying kinship and prefers deep cover and long-term solo missions. She’s also a master duelist, and a known Weaponmaster.",
|
||
"spy_liya_specialty": "Liya rolls <b>+1d</b> on <span class=\"sheet-smallcaps\">research</span> assignments.",
|
||
"spy_network": "Spy Network",
|
||
"spy_network_acquisition": "Acquisition",
|
||
"spy_network_acquisition_desc": "Gain another spy. Mark their <b>trained</b> box.",
|
||
"spy_network_analysts": "Analysts",
|
||
"spy_network_analysts_desc": "Spies roll <b>+1d</b> on <span class=\"sheet-smallcaps\">research</span> assignments.",
|
||
"spy_network_entrapment": "Entrapment",
|
||
"spy_network_entrapment_desc": "Spies roll <b>+1d</b> on <span class=\"sheet-smallcaps\">Lay Trap</span> missions.",
|
||
"spy_network_field_assignment": "Field Assignment",
|
||
"spy_network_field_assignment_desc": "You may ask 1 additional question when you <span class=\"sheet-smallcaps\">interrogate</span>.",
|
||
"spy_network_holy_orders": "Holy Orders",
|
||
"spy_network_holy_orders_desc": "<span class=\"sheet-smallcaps\">augumented</span> religious missions give <b>+1 asset</b> beyond the usual rewards.",
|
||
"spy_network_investments": "Investments",
|
||
"spy_network_investments_desc": "Spies roll <b>+1d</b> on <span class=\"sheet-smallcaps\">expand network</span> assignments.",
|
||
"spy_network_mercenaries": "Mercenaries",
|
||
"spy_network_mercenaries_desc": "<span class=\"sheet-smallcaps\">augumented</span> assault missions give <b>+1 morale</b> beyond the usual rewards.",
|
||
"spy_network_merchants": "Merchants",
|
||
"spy_network_merchants_desc": "<span class=\"sheet-smallcaps\">augumented</span> supply missions give <b>+1 supply</b> beyond the usual rewards.",
|
||
"spy_network_rangers": "Rangers",
|
||
"spy_network_rangers_desc": "<span class=\"sheet-smallcaps\">augumented</span> recon missions give <b>+1 intel</b> beyond the usual rewards.",
|
||
"spy_network_sources": "Sources",
|
||
"spy_network_sources_desc": "You have loyal contacts & informants everywhere. Spies roll <b>+1d</b> on <span class=\"sheet-smallcaps\">augument mission</span> assignments.",
|
||
"spy_network_spy_network": "Spy Network",
|
||
"spy_network_spy_network_desc": "You are able to train, support, and utilize spies. You start with 2 spies. One <b>trained</b> and one <b>master</b> spy.",
|
||
"spy_network_training": "Training",
|
||
"spy_network_training_desc": "One of your <b>trained</b> spies becomes a <b>master</b> spy. This may be taken twice.",
|
||
"spy_onyetin": "Onyetin",
|
||
"spy_onyetin_desc": "This friendly bear of a man is also one of the deadliest assassins in the Eastern Kingdoms. He knows exactly how to spot or uncover hidden targets and caches.",
|
||
"spy_onyetin_specialty": "Onyetin rolls <b>+1d</b> on <span class=\"sheet-smallcaps\">augument mission</span> assignments.",
|
||
"squads": "Squads",
|
||
"star_vipers": "Star Vipers",
|
||
"stoic": "Stoic",
|
||
"stress": "Stress",
|
||
"stylish": "Stylish",
|
||
"supply": "Supply",
|
||
"supply_carts": "Supply Carts",
|
||
"supply_carts_desc": "Spend 1 use of Food Stores when <b>time passes</b> or lose <b>2 morale</b>. Carry up to 6 food per Food Store with <b>Supply Carts</b>.",
|
||
"supply_desc": "<span class=\"sheet-smallcaps\">Supply:</span> Gain from mission rewards. Lose from mission penalties. If you lose <b>supply</b> and have none, lose <b>1 morale</b> instead. Spend <b>supply</b> to boost campaign actions and to take additional <b>campaign actions</b>. You can keep a max of 3 <b>supply</b> +1 per Supply Cart (see Materiel below) when advancing.",
|
||
"supply_details": "A measure of the Legion’s spare gear, liquid funds, and trade goods.",
|
||
"sway": "Sway",
|
||
"sway_desc": "Sway someone with guile, charm, logic, or deception; change attitudes or behavior using manipulation or seduction; disguise yourself.",
|
||
"tattooed": "Tattooed",
|
||
"time": "Time",
|
||
"time_desc": "<b>TIME:</b> Add 1 tick when <b>time passes</b>, or when you advance and roll <b>pressure</b>, and when missions have a <b>time</b> penalty. Reduce the clocks when mission rewards include <b>time</b>. If you do not complete the missions at Skydagger Keep before the last clock is filled, you lose the game.",
|
||
"time_details": "How long you have to get to Skydagger, and how undead strength grows",
|
||
"time_fall_deepens": "<span class=\"sheet-label\">Fall deepens</span><br/><span class=\"sheet-italic\">Panya burns.</span>",
|
||
"time_summer_ends": "<span class=\"sheet-label\">Summer ends</span><br/><span class=\"sheet-italic\">The South falls.</span>",
|
||
"tired": "Tired",
|
||
"trained": "Trained",
|
||
"trait_artisan": "Artisan",
|
||
"trait_artisan_desc": "You can have up to 4 <b>rig</b>.",
|
||
"trait_bold": "Bold",
|
||
"trait_bold_desc": "<b>+1d</b> to resist on <b>desperate</b> actions.",
|
||
"trait_connected": "Connected",
|
||
"trait_connected_desc": "<b>+1 sway</b> (max 3).",
|
||
"trait_educated": "Educated",
|
||
"trait_educated_desc": "<b>+1 research</b> (max 2)",
|
||
"trait_loyal": "Loyal",
|
||
"trait_loyal_desc": "<b>+1d</b> in group actions.",
|
||
"trait_marked": "Marked",
|
||
"trait_marked_desc": "<b>+2d</b> to resist corruption.",
|
||
"trait_noble": "Noble",
|
||
"trait_noble_desc": "Boost 1 <b>campaign action</b> for you.",
|
||
"trait_pious": "Pious",
|
||
"trait_pious_desc": "Always equip a Reliquary.",
|
||
"trait_shrewd": "Shrewd",
|
||
"trait_shrewd_desc": "<b>+1d</b> to <b>insight</b> resist.",
|
||
"trait_stern": "Stern",
|
||
"trait_stern_desc": "<b>+1 discipline</b> (max 2).",
|
||
"trait_stoic": "Stoic",
|
||
"trait_stoic_desc": "<b>+1d</b> to <b>prowess</b> resist.",
|
||
"trait_stubborn": "Stubborn",
|
||
"trait_stubborn_desc": "<b>+1d</b> to <b>resolve</b> resist.",
|
||
"trait_tough": "Tough",
|
||
"trait_tough_desc": "Ignore level 1 harm penalties.",
|
||
"trait_traveler": "Traveler",
|
||
"trait_traveler_desc": "Fast/quiet in <b>normal</b> load.",
|
||
"trait_vengeful": "Vengeful",
|
||
"trait_vengeful_desc": "<b>Potency</b> when harm penalized.",
|
||
"trait_warm": "Warm",
|
||
"trait_warm_desc": "<b>+1 consort</b> (max 2).",
|
||
"trauma": "Trauma",
|
||
"trauma:": "Trauma:",
|
||
"trauma_boxes": "Trauma boxes",
|
||
"type": "種類",
|
||
"unstable": "Unstable",
|
||
"unstoppable": "Unstoppable",
|
||
"uses": "使用回数",
|
||
"utility": "Utility",
|
||
"utility_items": "Utility items",
|
||
"vengeful": "Vengeful",
|
||
"version": "Version",
|
||
"veteran": "veteran",
|
||
"veteran_desc": "veteran_desc",
|
||
"vicious": "Vicious",
|
||
"visions": "Visions",
|
||
"warm": "Warm",
|
||
"weave": "Weave",
|
||
"weave_desc": "When you use weave, you invoke arcane powers to change the world around you. Doing so is not without cost, and should always be considered extremely risky.",
|
||
"well-kempt": "Well-kempt",
|
||
"whichever_you_didnt_take_at_light_load": "Whichever you didn't take at Light load.",
|
||
"wise": "Wise",
|
||
"wounded": "Wounded",
|
||
"wounds": "Wounds",
|
||
"wreck": "Wreck",
|
||
"wreck_desc": "Wreck a place, item, or obstacle with savage force or careful sabotage; distract and sow chaos; breach defenses with force; use, throw, or place explosives or alchemicals; use siege weapons.",
|
||
"xp_condition_heavy": "If you helped your squad through might or fortitude.",
|
||
"xp_condition_medic": "If you helped your squad through medical knowledge or emotional comfort.",
|
||
"xp_condition_officer": "If you helped your squad through enforcing discipline or strategic planning.",
|
||
"xp_condition_rookie": "If you helped your squad by staying out of the way or surviving despite the odds.",
|
||
"xp_condition_scout": "If you helped your squad through stealth or foresight.",
|
||
"xp_condition_sniper": "If you helped your squad through keen observation or key shots.",
|
||
"xp_condition_soldier": "If you helped your squad through courage or determination.",
|
||
"xp_desperate": "Every time you roll a desperate action, mark xp in that action's attribute.",
|
||
"xp_heritage_trauma": "If you brought into play your heritage or trauma (<b>2 xp</b> if you did both).",
|
||
"xp_specific": "Enter your playbook-specific xp condition here.",
|
||
"xp_specific_extra": "Enter another xp condition here.",
|
||
"xp_survived": "If you survived the mission.",
|
||
"xp_threat": "Per highest Threat of opponent faced.",
|
||
"xp_top": "At the end of each mission mark <b>1 xp</b> (playbook or attribute)...",
|
||
"young": "Young",
|
||
"zemyati": "Zemyati",
|
||
"zemyati_traits": "Zemyati Traits",
|
||
"zerodice": "Zero Dice — take the lowest result above"
|
||
}
|