diff --git a/GURPS/translations/af.json b/GURPS/translations/af.json
index d070473f5b3e..4822b1d4d7b1 100644
--- a/GURPS/translations/af.json
+++ b/GURPS/translations/af.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "
After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/ca.json b/GURPS/translations/ca.json
index 7d5c7c0f0d4d..8f4a5c615d5c 100644
--- a/GURPS/translations/ca.json
+++ b/GURPS/translations/ca.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/cs.json b/GURPS/translations/cs.json
index f357ac4ca0d7..ae78d8ced6a7 100644
--- a/GURPS/translations/cs.json
+++ b/GURPS/translations/cs.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/da.json b/GURPS/translations/da.json
index dfe5ad2598f3..4be9cb6da659 100644
--- a/GURPS/translations/da.json
+++ b/GURPS/translations/da.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/de.json b/GURPS/translations/de.json
index 583e36cfcb8d..7bf9ec8d6536 100644
--- a/GURPS/translations/de.json
+++ b/GURPS/translations/de.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Nachtsicht",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/el.json b/GURPS/translations/el.json
index 266b9227e624..24031e0ef00c 100644
--- a/GURPS/translations/el.json
+++ b/GURPS/translations/el.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json
index 2dfb064e5265..84cb1e4ad376 100644
--- a/GURPS/translations/en.json
+++ b/GURPS/translations/en.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/es.json b/GURPS/translations/es.json
index d25d32e9875f..1bb3c4e1a669 100644
--- a/GURPS/translations/es.json
+++ b/GURPS/translations/es.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Visión nocturna",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/fi.json b/GURPS/translations/fi.json
index 7d5c7c0f0d4d..8f4a5c615d5c 100644
--- a/GURPS/translations/fi.json
+++ b/GURPS/translations/fi.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/fr.json b/GURPS/translations/fr.json
index 19d6487532c0..85060fdfedb6 100644
--- a/GURPS/translations/fr.json
+++ b/GURPS/translations/fr.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Vision nocturne",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/he.json b/GURPS/translations/he.json
index 00ce3d3c9f52..9c61e5b9f47c 100644
--- a/GURPS/translations/he.json
+++ b/GURPS/translations/he.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/hu.json b/GURPS/translations/hu.json
index 7d5c7c0f0d4d..8f4a5c615d5c 100644
--- a/GURPS/translations/hu.json
+++ b/GURPS/translations/hu.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/it.json b/GURPS/translations/it.json
index c7d7b817dc62..917ca1a90863 100644
--- a/GURPS/translations/it.json
+++ b/GURPS/translations/it.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Visione Notturna",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/ja.json b/GURPS/translations/ja.json
index 6962344ed2a7..8fa83612bc52 100644
--- a/GURPS/translations/ja.json
+++ b/GURPS/translations/ja.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/ko.json b/GURPS/translations/ko.json
index 8d62f91d6e99..6d9b3b43c5bf 100644
--- a/GURPS/translations/ko.json
+++ b/GURPS/translations/ko.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "수정 사유",
"night-vision-label": "밤눈",
"night-vision-tooltip": "이 값은 빛이 전혀 없는 상황을 제외한 어둠 패널티를 무효화합니다. 기본 p.51 참조.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "암흑 시각",
"dark-vision-tooltip": "활성 시, 암흑 시각은 모든 어둠 페널티를 무효화합니다. 레이더나 소나 등 빛 외의 방법으로 앞을 볼 수 있습니다. 기본 p.47 참조.",
"used-to-blindness-label": "실명에 익숙",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/nl.json b/GURPS/translations/nl.json
index 2533a107ad16..a34d68b424b0 100644
--- a/GURPS/translations/nl.json
+++ b/GURPS/translations/nl.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/pb.json b/GURPS/translations/pb.json
index 7d5c7c0f0d4d..8f4a5c615d5c 100644
--- a/GURPS/translations/pb.json
+++ b/GURPS/translations/pb.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/pl.json b/GURPS/translations/pl.json
index c03405948025..ea7be047aa83 100644
--- a/GURPS/translations/pl.json
+++ b/GURPS/translations/pl.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/pt.json b/GURPS/translations/pt.json
index 4079b51ade18..b9cce448f2d0 100644
--- a/GURPS/translations/pt.json
+++ b/GURPS/translations/pt.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Motivo do Mod.:",
"night-vision-label": "Visão Noturna",
"night-vision-tooltip": "Este valor anula as penalidades de escuridão parcial. Veja B97.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Visão no Escuro",
"dark-vision-tooltip": "Se marcado, Visão no Escuro anula todas as penalidades de escuridão. Pode ver usando algum outro meio além de luz, radar ou sonar. Veja B98.",
"used-to-blindness-label": "Cegueira",
@@ -1264,6 +1265,9 @@
"alert-label": "Alerta",
"rolltemplate-max-9-description": "NH máxima é 9",
"traits-label": "Características",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Mau Funcionamento!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/ru.json b/GURPS/translations/ru.json
index 83ca8ba4feb5..94ad35ad920e 100644
--- a/GURPS/translations/ru.json
+++ b/GURPS/translations/ru.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Ночное освещение",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/sl.json b/GURPS/translations/sl.json
index 7d5c7c0f0d4d..8f4a5c615d5c 100644
--- a/GURPS/translations/sl.json
+++ b/GURPS/translations/sl.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/sv.json b/GURPS/translations/sv.json
index 3a933639c850..0b8ee7cef55d 100644
--- a/GURPS/translations/sv.json
+++ b/GURPS/translations/sv.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Nattsyn",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/tr.json b/GURPS/translations/tr.json
index 30e7d6769c8b..9132b0e5f9ce 100644
--- a/GURPS/translations/tr.json
+++ b/GURPS/translations/tr.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/uk.json b/GURPS/translations/uk.json
index 9ec2fcd4e3bf..71561cc8d0fc 100644
--- a/GURPS/translations/uk.json
+++ b/GURPS/translations/uk.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "Night Vision",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/GURPS/translations/zh.json b/GURPS/translations/zh.json
index 1bdd3e51c962..f4472a120de1 100644
--- a/GURPS/translations/zh.json
+++ b/GURPS/translations/zh.json
@@ -58,6 +58,7 @@
"reason-for-mod-label": "Reason for Mod:",
"night-vision-label": "夜視",
"night-vision-tooltip": "This value negates darkness penalties, except for total darkness. See B71.",
+ "temporary-night-vision-tooltip": "This value negates darkness penalties, and it is ADDED to the night vision listed above, except for total darkness. See B71.",
"dark-vision-label": "Dark Vision",
"dark-vision-tooltip": "If checked, Dark Vision negates all darkness penalties. Can see using some other means than light, radar, or sonar. See B47.",
"used-to-blindness-label": "Used to blindess",
@@ -1264,6 +1265,9 @@
"alert-label": "Alert",
"rolltemplate-max-9-description": "Max effective skill is 9",
"traits-label": "Traits",
+ "roll-modifier-traits-tooltip": "These refer to character traits that rarely change, they will not be cleared when the reset button is used.",
+ "temporary-traits-label": "Temporary Traits",
+ "roll-modifier-temporary-traits-tooltip": "These refer to temporary traits that affect the character for a short period, such as magic spells, potions, goggles, etc. They will be cleared when the reset button is used.",
"rolltemplate-malfunction-label": "Malfunction!",
"rolltemplate-verify-malfunction-description": "Verify: roll 3d6 again to verify the results. (HT79)
",
"rolltemplate-malfunction-description": "For effect, Roll 3d6 and see table on B407 or use custom table.
Note: Malfunction has \"priority\" over a critical miss: if both would occur, only the malfunction takes place (B382).",
@@ -1294,10 +1298,14 @@
"import-tips-description": "After importing, compare your Roll20 sheet to GCA5 character sheet.
Roll20 doesn't support parent/child relationship, repeating tables will be imported alphabetically.
For GCA Roll20 Exporter Tool Version 1.0.1.9 or later, Rital Magic Spells will be added to the Grimoire with difficult set to T/H and points set to 0. The spell will also be added to the Techniques table with the actual character point cost.
GCA5 Export to Roll20. Update 1.0.1.10. Fixes bug so item inventory uses base cost and weight instead of total cost and weight.
",
"delete-repeating-tables-question": "Delete tables?",
"delete-repeating-tables-question-tooltip": "If checked, the delete button will become active. This can be helpful if items were re-added or removed in the original application. The system is unable to delete tables and import them at the same time, so you have to delete the tables before importing.",
+ "stress-derangement-label": "Stress & Derangement",
+ "stress-derangement-tooltip": "If using GURPS Horror 141-142, Stress and Derange (Derangement) affect Fright Checks. This is auto calculated depending on the values entered into MOD and Current.",
"attribute-stress": "Stress",
- "attribute-stress-tooltip": "Stress level from GURPS Fourth Edition.pdf page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
+ "maximum-stress-tooltip": "The maximum value, which is auto calculated, is based on Will. Horror 142.",
+ "current-stress-tooltip": "Only enter negative values as per Horror 141-142. Additional negative values also come from failed Fright Checks.",
+ "attribute-stress-tooltip": "Stress level from GURPS Horror page 141-142.
On failed fright check, add -1 to Stress, on Critical Failure add -3!
GM could add Stress for other reasons besides failed fright checks.
Stress can be recovered by one for every ten minutes spent in mental relaxation.
GM may rule that certain indulgences can erase an extra point of Stress.
Important: If you go over the maximum stress level, apply the Stress to Derangement!",
"abbreviation-derangement": "Derange",
- "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Fourth Edition.pdf page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
+ "attribute-derangement-tooltip": "Derangement level represents long lasting mental harm described in GURPS Horror page 141-142.
When failing a Sanity-Blasting Fright Check, add -1 to Derangement, on Critical Failure add -3!
At the end of the day with no new stress or derangement a Will roll will erase -1 point of derangement.
+1 Will if treated by a therapist with Psychology (Clinical) or Physician (Psychiatric) at 12+.
A therapist can also roll their skill once per day to erase an additional -1 in Derangement.
Important: If you go over the maximum Derangement, the points should start going to new disadvantages!
You can keep the total in the row below.",
"attribute-stress-derangement-penalty-tooltip": "The Fright Check Penalty, which is (Stress + Derangement)/2, rounded down against the player. H141
This penalty is automatically applied to the Fright Check attribute.
The penalty (modified by Fearlessness) could also affect self-control rolls, skills that demand a steady hand, and HT rolls to resist minor ailments, etc.",
"attribute-stress-derangement-disadvantage-points-tooltip": "The amount of disadvantage points accrued due to derangement.
At a certain point, these points should be converted to permanent mental disadvantages!",
"getting-started-label": "Getting Started",
diff --git a/Trail of Cthulhu/translations/af.json b/Trail of Cthulhu/translations/af.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/af.json
+++ b/Trail of Cthulhu/translations/af.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/ca.json b/Trail of Cthulhu/translations/ca.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/ca.json
+++ b/Trail of Cthulhu/translations/ca.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/cs.json b/Trail of Cthulhu/translations/cs.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/cs.json
+++ b/Trail of Cthulhu/translations/cs.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/da.json b/Trail of Cthulhu/translations/da.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/da.json
+++ b/Trail of Cthulhu/translations/da.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/de.json b/Trail of Cthulhu/translations/de.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/de.json
+++ b/Trail of Cthulhu/translations/de.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/el.json b/Trail of Cthulhu/translations/el.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/el.json
+++ b/Trail of Cthulhu/translations/el.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/en.json b/Trail of Cthulhu/translations/en.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/en.json
+++ b/Trail of Cthulhu/translations/en.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/es.json b/Trail of Cthulhu/translations/es.json
index 717cbe7bcf81..a52a14243e2c 100644
--- a/Trail of Cthulhu/translations/es.json
+++ b/Trail of Cthulhu/translations/es.json
@@ -80,5 +80,8 @@
"close": "Cerca",
"near": "Medio Alcance",
"long": "Larga",
- "notes": "Notas"
+ "notes": "Notas",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/fi.json b/Trail of Cthulhu/translations/fi.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/fi.json
+++ b/Trail of Cthulhu/translations/fi.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/fr.json b/Trail of Cthulhu/translations/fr.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/fr.json
+++ b/Trail of Cthulhu/translations/fr.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/he.json b/Trail of Cthulhu/translations/he.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/he.json
+++ b/Trail of Cthulhu/translations/he.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/hu.json b/Trail of Cthulhu/translations/hu.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/hu.json
+++ b/Trail of Cthulhu/translations/hu.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/it.json b/Trail of Cthulhu/translations/it.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/it.json
+++ b/Trail of Cthulhu/translations/it.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/ja.json b/Trail of Cthulhu/translations/ja.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/ja.json
+++ b/Trail of Cthulhu/translations/ja.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/ko.json b/Trail of Cthulhu/translations/ko.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/ko.json
+++ b/Trail of Cthulhu/translations/ko.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/nl.json b/Trail of Cthulhu/translations/nl.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/nl.json
+++ b/Trail of Cthulhu/translations/nl.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/pb.json b/Trail of Cthulhu/translations/pb.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/pb.json
+++ b/Trail of Cthulhu/translations/pb.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/pl.json b/Trail of Cthulhu/translations/pl.json
index f9899aa36160..5626629d67ce 100644
--- a/Trail of Cthulhu/translations/pl.json
+++ b/Trail of Cthulhu/translations/pl.json
@@ -1,84 +1,87 @@
{
- "name": "Name",
- "occupation": "Occupation",
- "drive": "Drive",
- "occupational-benefits": "Occupational Benefits",
- "sanity": "Sanity",
- "pillars-of-sanity": "Pillars of Sanity",
- "stability": "Stability",
- "sources-of-stability": "Sources of Stability",
- "mental-disorders": "Mental Disorders",
- "health": "Health",
- "hit-threshold": "Hit Threshold",
- "academic": "Academic",
- "accounting": "Accounting",
- "anthropology": "Anthropology",
- "archeology": "Archeology",
- "architecture": "Architecture",
- "art-history": "Art History",
- "biology": "Biology",
- "cthulhu-mythos": "Cthulhu Mythos",
- "cryptography": "Cryptography",
- "geology": "Geology",
- "history": "History",
- "languages": "Languages",
- "law": "Law",
- "library-use": "Library Use",
- "medicine": "Medicine",
- "occult": "Occult",
- "physics": "Physics",
- "theology": "Theology",
+ "name": "Imię badacza",
+ "occupation": "Profesja",
+ "drive": "Motywacja",
+ "occupational-benefits": "Korzyści związane z profesją",
+ "sanity": "Poczytalność",
+ "pillars-of-sanity": "Filary Poczytalności",
+ "stability": "Stabilność",
+ "sources-of-stability": "Źródła stabilności",
+ "mental-disorders": "Choroby psychiczne",
+ "health": "Zdrowie",
+ "hit-threshold": "Próg Trafienia",
+ "academic": "Wykształcenie",
+ "accounting": "Księgowość",
+ "anthropology": "Antropologia",
+ "archeology": "Archeologia",
+ "architecture": "Architektura",
+ "art-history": "Historia sztuki",
+ "biology": "Biologia",
+ "cthulhu-mythos": "Mity Cthulhu",
+ "cryptography": "Kryptologia",
+ "geology": "Geologia",
+ "history": "Historia",
+ "languages": "Języki",
+ "law": "Prawo",
+ "library-use": "Korzystanie z bibliotek",
+ "medicine": "Medycyna",
+ "occult": "Okultyzm",
+ "physics": "Fizyka",
+ "theology": "Teologia",
"interpersonal": "Interpersonal",
- "assess-honesty": "Assess Honesty",
- "bargain": "Bargain",
- "bureaucracy": "Bureaucracy",
- "cop-talk": "Cop Talk",
- "credit-rating": "Credit Rating",
- "flattery": "Flattery",
- "interrogation": "Interrogation",
- "intimidation": "Intimidation",
- "oral-history": "Oral History",
- "reassurance": "Reassurance",
- "streetwise": "Streetwise",
- "general": "General",
- "athletics": "Athletics",
- "conceal": "Conceal",
- "disguise": "Disguise",
- "driving": "Driving",
- "electrical-repair": "Electrical Repair",
- "explosives": "Explosives",
+ "assess-honesty": "Ocena szczerości",
+ "bargain": "Targowanie się",
+ "bureaucracy": "Biurokracja",
+ "cop-talk": "Policyjne sprawy",
+ "credit-rating": "Stan majątkowy",
+ "flattery": "Pochlebstwa",
+ "interrogation": "Przesłuchanie",
+ "intimidation": "Zastraszanie",
+ "oral-history": "Przekazy ustne",
+ "reassurance": "Empatia",
+ "streetwise": "Znajomość półświatka",
+ "general": "Główne",
+ "athletics": "Wysportowanie",
+ "conceal": "Ukrywanie",
+ "disguise": "Przebrania",
+ "driving": "Prowadzenie",
+ "electrical-repair": "Naprawy elektryczne",
+ "explosives": "Ładunki wybuchowe",
"filch": "Filch",
- "firearms": "Firearms",
- "first-aid": "First Aid",
+ "firearms": "Broń palna",
+ "first-aid": "Pierwsza pomoc",
"fleeing": "Fleeing",
- "hypnosis": "Hypnosis",
+ "hypnosis": "Hipnoza",
"magic": "Magic",
- "mechanical-repair": "Mechanical Repair",
- "piloting": "Piloting",
- "preparedness": "Preparedness",
- "psychoanalysis": "Psychoanalysis",
- "riding": "Riding",
- "scuffling": "Scuffling",
- "sense-trouble": "Sense Trouble",
- "shadowing": "Shadowing",
- "stealth": "Stealth",
- "weapons": "Weapons",
- "technical": "Technical",
- "art": "Art",
- "astronomy": "Astronomy",
- "chemistry": "Chemistry",
- "craft": "Craft",
- "evidence-collection": "Evidence Collection",
- "forensics": "Forensics",
- "locksmith": "Locksmith",
+ "mechanical-repair": "Naprawy mechaniczne",
+ "piloting": "Sterowanie",
+ "preparedness": "Przygotowanie",
+ "psychoanalysis": "Psychoanaliza",
+ "riding": "Jeździectwo",
+ "scuffling": "Bójka",
+ "sense-trouble": "Wyczucie zagrożenia",
+ "shadowing": "Śledzenie",
+ "stealth": "Skradanie się",
+ "weapons": "Broń",
+ "technical": "techniczne",
+ "art": "Sztuka",
+ "astronomy": "Astronomia",
+ "chemistry": "Chemia",
+ "craft": "Rzemiosło",
+ "evidence-collection": "Zbieranie dowodów",
+ "forensics": "Medycyna sądowa",
+ "locksmith": "Otwieranie zamków",
"outdoorsman": "Outdoorsman",
"pharmacy": "Pharmacy",
- "photography": "Photography",
+ "photography": "Fotografia",
"weapon-or-explosive": "Weapon or Explosive",
- "ammo": "Ammo",
+ "ammo": "Amunicja",
"point-blank": "Point Blank",
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/pt.json b/Trail of Cthulhu/translations/pt.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/pt.json
+++ b/Trail of Cthulhu/translations/pt.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/ru.json b/Trail of Cthulhu/translations/ru.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/ru.json
+++ b/Trail of Cthulhu/translations/ru.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/sl.json b/Trail of Cthulhu/translations/sl.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/sl.json
+++ b/Trail of Cthulhu/translations/sl.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/sv.json b/Trail of Cthulhu/translations/sv.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/sv.json
+++ b/Trail of Cthulhu/translations/sv.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/tr.json b/Trail of Cthulhu/translations/tr.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/tr.json
+++ b/Trail of Cthulhu/translations/tr.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/uk.json b/Trail of Cthulhu/translations/uk.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/uk.json
+++ b/Trail of Cthulhu/translations/uk.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file
diff --git a/Trail of Cthulhu/translations/zh.json b/Trail of Cthulhu/translations/zh.json
index f9899aa36160..562a7969a037 100644
--- a/Trail of Cthulhu/translations/zh.json
+++ b/Trail of Cthulhu/translations/zh.json
@@ -80,5 +80,8 @@
"close": "Close",
"near": "Near",
"long": "Long",
- "notes": "Notes"
+ "notes": "Notes",
+ "object": "Object",
+ "quantity": "Quantity",
+ "description": "Description"
}
\ No newline at end of file