diff --git a/GURPS/translations/af.json b/GURPS/translations/af.json index 6ae5d8fbf79d..38930326860f 100644 --- a/GURPS/translations/af.json +++ b/GURPS/translations/af.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/ca.json b/GURPS/translations/ca.json index 7b685f2df31f..7cb22e4e784b 100644 --- a/GURPS/translations/ca.json +++ b/GURPS/translations/ca.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/cs.json b/GURPS/translations/cs.json index 1878bd3b5f5b..7182d7cc0801 100644 --- a/GURPS/translations/cs.json +++ b/GURPS/translations/cs.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Rychlost", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Věk", "height-label": "Výška", @@ -721,6 +731,7 @@ "eyes-label": "Barva očí", "build-label": "Build", "hair-label": "Vlasy", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Vzhled", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Úroveň", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/da.json b/GURPS/translations/da.json index c41f019b253a..1ed4986d9eaf 100644 --- a/GURPS/translations/da.json +++ b/GURPS/translations/da.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Niveau", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/de.json b/GURPS/translations/de.json index 2d855e1c6bd8..bd8c2bc3fd35 100644 --- a/GURPS/translations/de.json +++ b/GURPS/translations/de.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Tod", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Geschw.", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Laden", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Aktuell", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Bewegung", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Auswählen--", @@ -700,6 +706,8 @@ "racial-traits-label": "Rassenmerkmal", "templates-label": "Vorlagen", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Vollständiger Name", "player-name-label": "Spielername", "nickname-label": "Spitzname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reaktionen", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Alter", "height-label": "Höhe", @@ -721,6 +731,7 @@ "eyes-label": "Augen", "build-label": "Körperbau", "hair-label": "Haar", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Aussehen", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Geburtsdatum", "birth-place-label": "Geburtsort", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Reichtum", "income-label": "Einkommen", @@ -749,7 +763,7 @@ "family-label": "Familie", "background-history-label": "Hintergrundgeschichte & Anmerkungen", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Stufe", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/el.json b/GURPS/translations/el.json index 523e4c31a3a5..b316d3450690 100644 --- a/GURPS/translations/el.json +++ b/GURPS/translations/el.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Επίπεδο", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json index f8c959d42633..84750974c3c5 100644 --- a/GURPS/translations/en.json +++ b/GURPS/translations/en.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/es.json b/GURPS/translations/es.json index 1941aabfe88c..2ab288cadaa0 100644 --- a/GURPS/translations/es.json +++ b/GURPS/translations/es.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Impedimento", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Ingresos", @@ -749,7 +763,7 @@ "family-label": "Familia", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Nivel", "abbreviation-attribute-label": "ATR", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/fi.json b/GURPS/translations/fi.json index 7b685f2df31f..7cb22e4e784b 100644 --- a/GURPS/translations/fi.json +++ b/GURPS/translations/fi.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/fr.json b/GURPS/translations/fr.json index b394dc3ee0aa..a146098b22f1 100644 --- a/GURPS/translations/fr.json +++ b/GURPS/translations/fr.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Compétence maximale 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Modificateur personnalisé.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Mort", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Vitesse", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Action", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encombrement", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Actuel", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Mouvement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Traits raciaux", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Réactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Âge", "height-label": "Taille", @@ -721,6 +731,7 @@ "eyes-label": "Yeux", "build-label": "Build", "hair-label": "Cheveux", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Apparence", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Statut", "wealth-label": "Wealth", "income-label": "Revenu", @@ -749,7 +763,7 @@ "family-label": "Famille", "background-history-label": "Background History & Notes", "training-label": "Dressage", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "NT", "skill-level-label": "Niveau", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/he.json b/GURPS/translations/he.json index 41852ba391e4..1e19bf908996 100644 --- a/GURPS/translations/he.json +++ b/GURPS/translations/he.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/hu.json b/GURPS/translations/hu.json index 7b685f2df31f..7cb22e4e784b 100644 --- a/GURPS/translations/hu.json +++ b/GURPS/translations/hu.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/it.json b/GURPS/translations/it.json index e0c89a9d4cde..fee3f0fb3b4c 100644 --- a/GURPS/translations/it.json +++ b/GURPS/translations/it.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Morte", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Velocità", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Attuale", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movimento", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Tratti razziali", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reazioni", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Età", "height-label": "Altezza", @@ -721,6 +731,7 @@ "eyes-label": "Occhi", "build-label": "Build", "hair-label": "Capelli", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Aspetto", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Livello", "abbreviation-attribute-label": "FAS", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/ja.json b/GURPS/translations/ja.json index 8c2beed50e87..00179a4d697f 100644 --- a/GURPS/translations/ja.json +++ b/GURPS/translations/ja.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "死", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "速度", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "現在", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "移動", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "リアクション", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "年齢", "height-label": "身長", @@ -721,6 +731,7 @@ "eyes-label": "目の色", "build-label": "Build", "hair-label": "髪の毛", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "見た目", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "ユーザレベル", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/ko.json b/GURPS/translations/ko.json index d8479f63ccbf..80f275cf579d 100644 --- a/GURPS/translations/ko.json +++ b/GURPS/translations/ko.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "공포 판정", "attribute-unstun": "충격", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "녹다운", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "의식", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "죽음", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "속력", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "이동력", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "하중", "load-label": "무게", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "현재", "turning-and-velocity-modifiers-label": "회전 및 속력 수정치", "movement-label": "이동", - "turning-velocity-movement-tooltip": "선회 반경과 감속 페널티를 계산하기 위한 이동 유형을 결정하십시오.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "시작속력", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "변속", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "최종속력", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "감속 페널티", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "선회 반경", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "무리한 동작", "tight-turn-tooltip": "무리한 동작 페널티입니다. 추가적으로 선회할 수 있습니다.
기존 60도에서 120도만큼 선회할 수 있습니다.
페널티 = (기본 이동력 - 현재 속도)/기본 이동력 (나머지 버림)
기본p.395 참조.", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "종족 특성", "templates-label": "템플릿", "general-information-label": "일반 정보", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "본명", "player-name-label": "플레이어명", "nickname-label": "별명", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "주 사용손", "reactions-label": "반응 수정치", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "신체적 특징", "age-label": "나이", "height-label": "키", @@ -721,6 +731,7 @@ "eyes-label": "눈색", "build-label": "체격", "hair-label": "머리칼", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "외모", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "배경 정보", "birth-date-label": "생일", "birth-place-label": "태어난 곳", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "지위", "wealth-label": "재산", "income-label": "소득", @@ -749,7 +763,7 @@ "family-label": "가족", "background-history-label": "배경 이야기 & 기타", "training-label": "훈련", - "training-tooltip": "\n훈련 규칙은 ‘학습을 통한 발전’ P292.
\n에서 찾을 수 있습니다
\n더 자세한 규칙은 Social Enginering
\n: Back to School. 에서 찾을 수 있습니다.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "실력", "abbreviation-attribute-label": "특성치", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/nl.json b/GURPS/translations/nl.json index c78668dfc002..48d5159ed96c 100644 --- a/GURPS/translations/nl.json +++ b/GURPS/translations/nl.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/pb.json b/GURPS/translations/pb.json index 7b685f2df31f..7cb22e4e784b 100644 --- a/GURPS/translations/pb.json +++ b/GURPS/translations/pb.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/pl.json b/GURPS/translations/pl.json index b359b3730751..49e57d97667a 100644 --- a/GURPS/translations/pl.json +++ b/GURPS/translations/pl.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Poziom", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/pt.json b/GURPS/translations/pt.json index 41f3ccf35cd0..dd4c84afc83c 100644 --- a/GURPS/translations/pt.json +++ b/GURPS/translations/pt.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "NH máxima de 9", "max-skill-9-tooltip": "O nível de habilidade ajustado não pode ser maior que 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Mod. Personalizado", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "Limite da Verificação de Pânico - Usar A Regra do 14, Veja B360.
Se o valor final da Vontade exceder 13, reduza-o para 13 para fins de Verificação de Pânico.
Isso significa que um resultado de 14 ou mais é automaticamente um fracasso.
Este limite pode ser modificado pela Qualidade Corajoso (DF 11, pág. 11) ou pela Regra do 15 (Power Ups 2, pág. 13).
", "fright-check-label": "Verificação", "attribute-unstun": "Desator.", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "Nocaute", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Inconsc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Morte", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Vel.", "attribute-speed-tooltip": "Velocidade Básica: Baseado no valor da Vitalidade e Destreza
±5 pontos por ±0,25 de Velocidade
Não modificado: ", "attribute-move": "Desl.", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Carga", "load-label": "Peso", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Atual", "turning-and-velocity-modifiers-label": "Modificadores de Velocidade e Rotação", "movement-label": "Movimento", - "turning-velocity-movement-tooltip": "Selecione o tipo de movimento para determinar a penalidade de direção e/ou raio de rotação.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Vel. Inicial", - "start-velocity-tooltip": "Velocidade Inicial
Digite a velocidade (em metros por segundo) atual.
Importante: Certifique-se de verificar sua velocidade máxima permitida com base no tipo de movimento.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Desacelerar", "change-in-velocity-tooltip": "Valor para desacelerar a velocidade atual. Veja B395.
NOTA: É possível desacelerar um valor até Deslocamento Básico x 2.", "abbreviation-final-velocity-label": "Vel. Final", - "final-velocity-tooltip": "Velocidade Final
É a velocidade atingida no final do turno e é usada para calcular a
penalidade de desaceleração, raio de rotação e curva fechada.", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Pena. Desa.", "deceleration-penalty-tooltip": "Penalidade de Desaceleração
Penalidade no teste de DX ou operação de veículo devido a desaceleração brusca.
Exemplo: Você está se movendo a 12 m/s, e precisa desacelerar para 5 m/s,
desaceleração = 12 - 5 = 7.
Você pode desacelerar com segurança até o valor do Deslocamento Básico, sem precisar de teste.
Como funciona: Penalidade de -1 para cada 2 m/s inteiros além do
Deslocamento Básico pelas quais a velocidade é reduzida.
NOTA: Faça um teste adicional se você estiver mudando de direção.
Exemplo: Um objeto com Deslocamento Básico 3, movendo-se a 16 m/s,
precisa desacelerar para 6 m/s.
Perícia de Condução: 12.
Desaceleração Total = 16 -6 = 10.
Você pode desacelerar com segurança até 16-3 (Deslocamento Básico) = 13.
Penalidade = (13-6)/ 2 = -3.
Faça o teste de Condução com 12 -3.
Veja B395.", "turn-radius-label": "Rotação", - "turn-radius-tooltip": "Raio de Rotação
Número mínimo de hexágonos movendo-se para frente
para alterar a direção (até 60º).
Raio de Rotação = (Velocidade Final/Deslocamento Básico) arredondado para baixo.
Veja B394.", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "C. Fechada", "tight-turn-tooltip": "Curva Fechada
Penalidade para uma curva não prevista ou fechada.
Curva de 120° em vez de 60°.
Penalidade = -1 para cada incremento completo de
Deslocamento Básico pelo qual a velocidade atual
excede o Deslocamento Básico.
Veja B395.", "option-select": "--Selecione--", @@ -700,6 +706,8 @@ "racial-traits-label": "Características Raciais", "templates-label": "Modelos", "general-information-label": "Informações Gerais", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Nome", "player-name-label": "Jogador", "nickname-label": "Apelido", @@ -713,6 +721,8 @@ "close-reach-tooltip": "Se marcado, uma arma de alcance \"C\" passa a ter alcance 1, sem outros efeitos.
Veja Modificador de Tamanho e Alcance, B402.", "main-hand-label": "Mão Hábil", "reactions-label": "Reações", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Descrição Física", "age-label": "Idade", "height-label": "Altura", @@ -721,6 +731,7 @@ "eyes-label": "Olhos", "build-label": "Constituição", "hair-label": "Cabelo", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Aparência", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrendo (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Antecedentes", "birth-date-label": "Data Nasc.", "birth-place-label": "Local Nasc.", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Riqueza", "income-label": "Renda Própria", @@ -749,7 +763,7 @@ "family-label": "Família", "background-history-label": "História de Fundo & Notas", "training-label": "Treinamento", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "NT", "skill-level-label": "Nível", "abbreviation-attribute-label": "Atr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "Baseado no valor da ST de Golpe.
NOTA: As futuras versões dessa ficha, irão adicionar capacidade de escolher a fonte da ST ou digitar a ST.", "thrown-strength-modifier-tooltip": "Bônus de ST quando estiver calculando a distância de arremesso.
Arremesso ou Arte do Arremesso: Se tiver NH igual a DX nesta perícia, adicione um bônus de +1 à ST.
Arremesso ou Arte do Arremesso: Se o NH for maior ou igual a DX+1 nesta perícia, adicione um bônus de +2 à ST.", "thrown-super-tooltip": "Nível do Super Arremesso.
Cada Nível de Super Arremesso dobra o alcance.
Para cada Nível de Super Arremesso adicione um bônus de +2 por dado de dano.
Veja Supers, pág. 30.", @@ -1318,6 +1334,7 @@ "minimum-label": "Mínimo", "rolltemplate-minimum-damage-description": "Veja Avaliação de Dano B378", "resisted-by-label": "Resistível Com", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recuo", "abbreviation-malfunction-label": "Mau Funcionamento", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/ru.json b/GURPS/translations/ru.json index 52d9341c4813..3c34442801cf 100644 --- a/GURPS/translations/ru.json +++ b/GURPS/translations/ru.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Смерть", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Скорость", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Текущий", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Передвижение", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Реакции", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Возраст", "height-label": "Рост", @@ -721,6 +731,7 @@ "eyes-label": "Глаза", "build-label": "Build", "hair-label": "Волосы", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Внешность", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Уровень", "abbreviation-attribute-label": "Хар.", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/sl.json b/GURPS/translations/sl.json index 7b685f2df31f..7cb22e4e784b 100644 --- a/GURPS/translations/sl.json +++ b/GURPS/translations/sl.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "Fright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
This means that a roll of 14 or more is automatically a failure.
This Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
(Power Ups 2, p13).
Will and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
to be useful, of course!
Note: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
Confusion Check Table for failures. (Powers p85).", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Important: Be sure to check your max allowed velocity based on movement type.", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "Final velocity. Current Velocity - Deceleration.
The final velocity is how you start the turn and is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "Deceleration Skill penalty to DX roll or operation skill.
Example: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
Can safely decelerate up to base move, no roll needed.
If over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
Apply the appropriate skill penalty from the input forms to the right.
How it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
NOTE: make an additional roll if you're also turning.
Example: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
Driving Skill: 12, Handling: 0.
Total Deceleration = 16 - 6 = 10.
Can safely decelerate to 16 - 3 (base move) = 13.
Penalty = 13 - 6 (goal speed) / 2 = -3.
Making Driving Skill 12 - 3 to succeed.
see B395.", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Final Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "Tight Turn Skill Penalty. Allows you to make an additional facing change.
120° facing change instead of 60°.
Penalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
See B395.", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "Training rules can be found at ‘Improvement
Through Study’ B292.
Advanced rules can be found in Social
Engineering: Back to School.", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "Based on Striking ST
Note: future versions will add ability to choose ST source or enter ST.", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "Super Throw Level
Each level of Super Throw, double range.
Each level of Super Throw increases damage by +2 per die.", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/sv.json b/GURPS/translations/sv.json index 4250daf73ff5..f8b6f379a484 100644 --- a/GURPS/translations/sv.json +++ b/GURPS/translations/sv.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Nivå", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/tr.json b/GURPS/translations/tr.json index 506f27badabf..2cb5d2765723 100644 --- a/GURPS/translations/tr.json +++ b/GURPS/translations/tr.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/uk.json b/GURPS/translations/uk.json index ef59df0b3d4e..2bbf2d1cd47b 100644 --- a/GURPS/translations/uk.json +++ b/GURPS/translations/uk.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "Death", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "Speed", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "Current", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "Movement", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "Racial Traits", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "Reactions", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "Age", "height-label": "Height", @@ -721,6 +731,7 @@ "eyes-label": "Eyes", "build-label": "Build", "hair-label": "Hair", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "Appearance", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "Level", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/GURPS/translations/zh.json b/GURPS/translations/zh.json index 16373f8a51ec..b478885a19a0 100644 --- a/GURPS/translations/zh.json +++ b/GURPS/translations/zh.json @@ -52,6 +52,10 @@ "spell-modifiers-tooltip": "These modifiers affect all spell rolls, use the reset button to clear modifiers. These modifiers will be cleared the next time you load your character sheet.", "max-skill-9-label": "Max skill of 9", "max-skill-9-tooltip": "The effective skill cannot exceed 9.", + "rule-of-16-label": "Rule of 16", + "rule-of-16-tooltip": "B349. If a supernatural attack (magic spell, psi ability, etc.) offers a resistance roll and the subject is living or sapient, the attacker's effective skill cannot exceed the higher of 16 and the defender's actual resistance. If it does, reduce it to that level.", + "target-resistance-label": "Target Resistance", + "rule-of-16-target-resistance-tooltip": "Enter target's resistance level to use with Rule of 16 B349.
To use Rule of 16, the option needs to be turned on and the spell must have a value for the resistance column.", "custom-modifier-label": "Custom Modifier.", "reason-label": "Reason", "roll-modifier-reason-tooltip": "Describe the reasons why you entered the custom modifier.", @@ -464,13 +468,13 @@ "attribute-fright-check-threshold-tooltip": "\nFright Check Threshold - Uses Rule of 14 (B360). By default this value is 13.
\nThis means that a roll of 14 or more is automatically a failure.
\nThis Threshold can be modifier by the Perks of Brave (Dungeon Fantasy 11, p11) or Rule of 15
\n(Power Ups 2, p13).
\nWill and/or Fright plus bonuses (like Fearlessness or Combat Reflexes) must total 14+ for this
\nto be useful, of course!
\nNote: A Fright Check can be used for Awe and Confusion. (Powers p84 under Terror) and the Awe and
\nConfusion Check Table for failures. (Powers p85).\n\t\t\t\t\t\t\t", "fright-check-label": "Fright Check", "attribute-unstun": "Unstun", - "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +3 to Unstun.", + "attribute-unstun-tooltip": "Recover from Physical Stun (B380), based on HT (Health)
Roll at the end of your turn after you Do Nothing.
Notes: (These should be entered as a MOD)
● Fit +1 to Unstun, Very Fit +2 to Unstun.
-1 for Unfit, -2 for Very Unfit.", "abbreviation-knock-down": "K Down", - "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", + "attribute-knock-down-tooltip": "Knockdown and Stunning check (B420), based on HT (Health).
Roll immediately whenever the following happens:
Modifiers:
", "abbreviation-unconscious": "Unc.", - "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check", + "attribute-unconscious-check-tooltip": "Unconscious Check, based on Health
Roll to stay conscious.
Roll immediately when HP first reaches zero or less. (Per Kromm).
At the beginning of your turn and when HP is zero or less, roll per turn to take an Active Action.
-1 per full multiple of HP below zero.
Notes: (These should be entered as a MOD)
Hard/Easy to Subdue: Gives +/- per level to Unconscious Check
Fit +1 to Unc. Check . Very Fit +2 to Unc. Check
-1 for Unfit, -2 for Very Unfit.", "abbreviation-death-check": "死亡", - "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check", + "attribute-death-check-tooltip": "Death Check (B423), based on HT (Health).
On damage taken: Immediately Roll a Death Check if you are
at-1xHP or more.
Roll again each time you suffer injury equal to a further
multiple of your HP. (-2xHP, -3xHP, -4xHP)
Immediate Death at -5xHP
Notes: (These should be entered as a MOD)
Hard/Easy to Kill: Gives +/- per level to a Death Check
Fit +1 to Death Check . Very Fit +2 to Death Check
-1 for Unfit, -2 for Very Unfit.", "speed-label": "速度", "attribute-speed-tooltip": "Basic Speed
Based on Health and Dexterity
5pts/0.25
Unmodified: ", "attribute-move": "Move", @@ -554,6 +558,8 @@ "custom-macro-melee-tooltip": "Enter a custom macro to apply to all melee rolls.", "custom-macro-ranged-label": "Custom Macro for Ranged", "custom-macro-ranged-tooltip": "Enter a custom macro to apply to all ranged rolls.", + "custom-macro-spells-label": "Custom Macro for Spells", + "custom-macro-spells-tooltip": "Enter a custom macro to apply to all spell rolls.", "encumbrance-label": "Encumbrance", "load-label": "Load", "encumbrance-move-score-tooltip": "Note: The Move score automatically adjusts for Encumbrance
and for HP and/or FP loss below 1/3. (B419, B426).
STEP: The number in parentheses is the step distance.", @@ -574,17 +580,17 @@ "current-label": "目前", "turning-and-velocity-modifiers-label": "Turning and Velocity Modifiers", "movement-label": "移動", - "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.", + "turning-velocity-movement-tooltip": "Select movement type to determine turning radius and/or deceleration penalty.
Important: If you're in High-speed (exceeding basic move) you must move your full current velocity that you started the turn with. B394 High-Speed Movement.", "abbreviation-start-velocity-label": "Start Vel.", - "start-velocity-tooltip": "\nEnter velocity (yards/second) for current turn.
\nImportant: Be sure to check your max allowed velocity based on movement type.\n\t\t\t\t\t\t\t\t\t\t", + "start-velocity-tooltip": "Enter velocity (yards/second) for current turn.
Rule: You must move at your current start velocity, then at the end of your turn, you can increase or decrease the velocity. B394
Important: Be sure to check your max allowed velocity based on movement type.", "change-in-velocity-label": "Change", "change-in-velocity-tooltip": "Amount to accelerate or decelerate for the turn.", "abbreviation-final-velocity-label": "Final Vel.", - "final-velocity-tooltip": "\nFinal velocity. Current Velocity - Deceleration.
\nThe final velocity is how you start the turn and is used to
\ncalculate the deceleration penalty, turn radius, and tight turn penalty.\n\t\t\t\t\t\t\t\t\t\t", + "final-velocity-tooltip": "Final velocity. [Start Velocity] - [Deceleration].
The final velocity is how you start the next turn and you must move that full velocity for that next turn.
In addition, it is used to
calculate the deceleration penalty, turn radius, and tight turn penalty.", "abbreviation-deceleration-penalty-label": "Decel. Pen.", "deceleration-penalty-tooltip": "\nDeceleration Skill penalty to DX roll or operation skill.
\nExample: Moving 12/second, need to slow to 5/second, deceleration = 12 - 5 = 7.
\nCan safely decelerate up to base move, no roll needed.
\nIf over safe deceleration, then make DX+3. If in vehicle, use operation skill + handling statistic.
\nApply the appropriate skill penalty from the input forms to the right.
\nHow it works: -1 per two full yards/second beyond Basic Move by which you cut your speed.
\nNOTE: make an additional roll if you're also turning.
\nExample: Car with move 3/57 traveling at 16 yards/second, needs to decelerate to 6 yards/second.
\nDriving Skill: 12, Handling: 0.
\nTotal Deceleration = 16 - 6 = 10.
\nCan safely decelerate to 16 - 3 (base move) = 13.
\nPenalty = 13 - 6 (goal speed) / 2 = -3.
\nMaking Driving Skill 12 - 3 to succeed.
\nsee B395.\n\t\t\t\t\t\t\t\t\t\t", "turn-radius-label": "Turn Radius", - "turn-radius-tooltip": "\nTurn Radius. Minimum number of hexes to move before making a 60° facing change.
\nTurn Radius = (Final Velocity / Base Move Score) rounded down.
\nExample: Super Run = 6/24. Final Velocity = 18. Turn Radius = 18/6 = 3.
\nSee B394.\n\t\t\t\t\t\t\t\t\t\t", + "turn-radius-tooltip": "Turn Radius. Minimum number of hexes to move before making a 60° facing change.
Turn Radius = (Start Velocity / Base Move Score) rounded down.
Example: Super Run = 6/24. Start Velocity = 18. Turn Radius = 18/6 = 3.
See B394.", "tight-turn-label": "Tight Turn", "tight-turn-tooltip": "\nTight Turn Skill Penalty. Allows you to make an additional facing change.
\n120° facing change instead of 60°.
\nPenalty = -1 per full increment of base move which your velocity exceeds your Basic Move.
\nSee B395.\n\t\t\t\t\t\t\t\t\t\t", "option-select": "--Select--", @@ -700,6 +706,8 @@ "racial-traits-label": "種族特性", "templates-label": "Templates", "general-information-label": "General Information", + "abbrevation-biography-label": "Bio", + "campaign-label": "Campaign", "full-name-label": "Full name", "player-name-label": "Player name", "nickname-label": "Nickname", @@ -713,6 +721,8 @@ "close-reach-tooltip": "If checked, a reach C weapon increases to reach 1, but no other effects.
See Size Modifier and Reach, B402", "main-hand-label": "Main Hand", "reactions-label": "反應", + "reaction-notes-label": "Reaction Notes", + "reaction-notes-tooltip": "Reference: B8, B494, NPC Reactions B559, and the Reaction Table B560.", "physical-description-label": "Physical Description", "age-label": "年齡", "height-label": "身高", @@ -721,6 +731,7 @@ "eyes-label": "瞳色", "build-label": "Build", "hair-label": "髮色", + "physical-color-tooltip": "Enter the Color(s)", "physical-appearance-label": "外觀", "physical-appearance-tooltip": "The appearance drop-down is for reference. If there's a point cost, please enter your appearance and cost on the Traits tab under Advantages or Disadvantages.", "option-horrific": "Horrific (-6)", @@ -738,6 +749,9 @@ "background-information-label": "Background Information", "birth-date-label": "Birth Date", "birth-place-label": "Birth Place", + "homeworld-label": "Homeworld", + "gravity-rating-label": "G Rating", + "gravity-rating-tooltip": "Enter the Surface Gravity of your Homeworld. SPACE 84 and B350.", "status-label": "Status", "wealth-label": "Wealth", "income-label": "Income", @@ -749,7 +763,7 @@ "family-label": "Family", "background-history-label": "Background History & Notes", "training-label": "Training", - "training-tooltip": "\nTraining rules can be found at ‘Improvement
\nThrough Study’ B292.
\nAdvanced rules can be found in Social
\nEngineering: Back to School.\n\t\t\t\t\t\t\t", + "training-tooltip": "Reference: Improvement Trough Study B292 for details, and for even greater detailed information, see GURPS Social Engineering: Back to School.", "abbreviation-technology-level-label": "TL", "skill-level-label": "會員等級", "abbreviation-attribute-label": "Attr", @@ -1014,6 +1028,8 @@ "ranged-weapon-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results. Hint: Enter inline rolls for additional results. To select a targeted Hit Location, use this example:
***Selected Location:*** **?{Location|Head|Torso}**
Note: You can add additional Hit Locations as desired. This is only for a Hit Location selection, it does not apply any modifiers to the die roll - for that you need to manually enter that value as a modifier when clicking the Macro button.", "ranged-damage-notes-tooltip": "Any standard notes entered here will appear in the Roll Template in chat.
Hint: Enter inline rolls for additional results.
Example: Does an additional [[1d6]] fire damage.", "abbreviation-thrown-pounds-label": "Thrown ()", + "abbrevation-pounds-label": "lbs", + "abbrevation-kilagrams-label": "kg", "thrown-strength-tooltip": "\nBased on Striking ST
\nNote: future versions will add ability to choose ST source or enter ST.\n\t\t\t\t\t\t\t", "thrown-strength-modifier-tooltip": "Strength Modifier to distance only
Throwing or Throwing Art at DX Level = +1 ST
Throwing or Throwing Art at DX+1 Level = +2 ST", "thrown-super-tooltip": "\nSuper Throw Level
\nEach level of Super Throw, double range.
\nEach level of Super Throw increases damage by +2 per die.\n\t\t\t\t\t\t\t", @@ -1318,6 +1334,7 @@ "minimum-label": "Minimum", "rolltemplate-minimum-damage-description": "Applied to Target's DR
See B378 Damage Roll", "resisted-by-label": "Resisted by", + "rule-of-16-applied": "Rule of 16 Applied", "recoil-label": "Recoil", "abbreviation-malfunction-label": "Malf", "default-repeating-skill-crit-success-message": "The GM may determine what happens to you. (B347)", diff --git a/Tribes in the Dark/translations/af.json b/Tribes in the Dark/translations/af.json index db0850c017c5..13475502f5e9 100644 --- a/Tribes in the Dark/translations/af.json +++ b/Tribes in the Dark/translations/af.json @@ -1,8 +1,9 @@ { - "+heavy": "+Heavy", "+heavy_description": "Addition of a heavy helm, greaves, and metal or relic plates. The load for heavy armor is in addition to normal armor, for 3 load total.", - "+shield_heavy": "+Heavy", + "+heavy": "+Heavy", "+shield_heavy_description": "A larger shield, you can fully hide behind it by crouching slightly. More effective against longer weapons. Reduces stress taken by 2 when resisting an appropriate consequence. The load for a heavy shield is in addition to a normal shield, for 2 load total.", + "+shield_heavy": "+Heavy", + "a_boon": "A boon", "a_consequence": "a consequence", "ability_description": "Ability description", "ability_name": "Ability Name", @@ -17,103 +18,104 @@ "advocate": "Advocate", "agnite": "Agnite", "alchemicals": "Alchemicals", - "an_upgrade": "An upgrade", + "an_upgrade": "Upgrade", "anarchic": "Anarchic", - "aptitude": "Aptitude", "aptitude_info": "Community-Building—Discovery—Dissent—Pandemonium—Prophecy—Protest—Revolution—Survival", - "armor": "Armure", + "sheet_instructions": "To use this sheet: