{ "TYPES": { "Item": { "ancestry": "种族", "community": "社群", "class": "职业", "subclass": "子职业", "feature": "特性", "domainCard": "领域卡", "consumable": "消耗品", "loot": "战利品", "weapon": "武器", "armor": "护甲", "beastform": "野兽形态" }, "ActiveEffect": { "beastform": "野兽形态" }, "Actor": { "character": "角色", "companion": "动物伙伴", "adversary": "敌人", "environment": "环境" } }, "CONTROLS": { "inFront": "前置显示" }, "DAGGERHEART": { "ACTIONS": { "TYPES": { "attack": { "name": "攻击", "tooltip": "武器攻击、施法等进攻性动作" }, "beastform": { "name": "野兽形态", "tooltip": "转变使用者的形态" }, "damage": { "name": "伤害", "tooltip": "无需掷骰的直接伤害" }, "effect": { "name": "通用", "tooltip": "未配置时仅显示聊天消息的通用动作" }, "healing": { "name": "治疗", "tooltip": "为目标恢复资源。可配置为掷骰" }, "macro": { "name": "宏", "tooltip": "通过UUID执行宏" }, "summon": { "name": "召唤", "tooltip": "在场景中创建指示物" } }, "Config": { "beastform": { "exact": "野兽形态最大阶位", "exactHint": "留空时使用角色阶位", "label": "野兽形态" }, "displayInChat": "在聊天中显示" }, "RollField": { "diceRolling": { "compare": "应为", "dice": "骰子类型", "flatMultiplier": "固定倍率", "multiplier": "骰子数量", "threshold": "阈值" } }, "Settings": { "attackBonus": "攻击加值", "attackName": "攻击名称", "includeBase": { "label": "包含物品伤害" }, "multiplier": "倍率", "resultBased": { "label": "基于希望/恐惧结果的公式" }, "applyTo": { "label": "目标资源" }, "consumeOnSuccess": { "label": "仅在成功时消耗", "short": "(仅成功时)" }, "cost": { "stepTooltip": "每级+{step}" } } }, "ACTIVEEFFECT": { "Config": { "rangeDependence": { "title": "范围依据" } }, "RangeDependance": { "hint": "设置此效果激活时的可选距离", "title": "范围依据" } }, "ACTORS": { "Adversary": { "FIELDS": { "attack": { "name": { "label": "名称" }, "modifier": { "label": "调整值" }, "range": { "label": "范围" }, "damage": { "value": { "label": "伤害" }, "type": { "label": "伤害类型" } } }, "damageThresholds": { "major": { "label": "重度" }, "severe": { "label": "严重" } }, "description": { "label": "描述" }, "difficulty": { "label": "难度" }, "experiences": { "element": { "name": { "label": "名称" }, "value": { "label": "调整值" } } }, "motivesAndTactics": { "label": "动机与战术" }, "resources": { "hitPoints": { "value": { "label": "当前" }, "max": { "label": "最大" } }, "stress": { "value": { "label": "当前" }, "max": { "label": "最大" } } }, "tier": { "label": "位阶" }, "type": { "label": "类型" } }, "hordeDamage": "集群伤害", "horderHp": "集群/生命值" }, "Character": { "advantageSources": { "label": "优势来源", "hint": "添加单词或简短文本作为角色优势的来源提示" }, "age": "年龄", "companionFeatures": "动物伙伴特性", "contextMenu": { "consume": "消耗物品", "equip": "装备", "sendToChat": "发送至聊天", "toLoadout": "发送至配置", "toVault": "发送至宝库", "unequip": "卸下", "useItem": "使用物品" }, "disadvantageSources": { "label": "劣势来源", "hint": "添加单词或简短文本作为角色劣势的来源提示" }, "faith": "信仰", "levelUp": "你可以升级", "maxEvasionBonus": "最大闪避加成", "maxHPBonus": "最大生命值加成", "pronouns": "代词", "story": { "backgroundTitle": "背景", "characteristics": "个人特征", "connectionsTitle": "关系" }, "experienceDataRemoveConfirmation": { "title": "移除经验值数据", "text": "你即将移除的经验数据包含升级信息(可能因为你使用了'levelupAuto'自动化设置)。移除将同时删除这些自动化数据。是否继续?" }, "manualMulticlass": { "title": "兼职", "text": "是否将此职业添加为你的兼职?" }, "manualMulticlassSubclass": { "title": "兼职子职业", "text": "是否将此子职业添加为你的兼职子职业?" }, "cannotRemoveCoreExperience": "你正在使用自动升级。无法移除规则赋予的经历。" }, "Companion": { "FIELDS": { "attack": { "name": { "label": "攻击名称" } }, "evasion": { "value": { "label": "闪避" } }, "partner": { "label": "搭档" }, "resources": { "stress": { "value": { "label": "压力" }, "currentStress": { "label": "当前压力" }, "maxStress": { "label": "最大压力" } } } }, "noPartner": "未选择搭档" }, "Environment": { "FIELDS": { "description": { "label": "描述" }, "difficulty": { "label": "难度" }, "impulses": { "label": "趋向" }, "tier": { "label": "位阶" }, "type": { "label": "类型" } }, "newAdversary": "新建敌人" } }, "APPLICATIONS": { "CharacterCreation": { "setupTabs": { "ancestry": "种族", "community": "社群", "class": "职业", "experience": "经历", "traits": "属性", "domainCards": "领域卡" }, "ancestryNamePlaceholder": "你的种族名称", "buttonTitle": "角色设置", "choice": "选择", "finishCreation": "完成角色设置", "heritage": "传承", "initialExperiences": "初始经历", "mixedAncestry": "混血种族", "newExperience": "新经历", "selectAncestry": "选择种族", "selectPrimaryAncestry": "选择种族特性1", "selectSecondaryAncestry": "选择种族特性2", "selectArmor": "选择护甲", "selectClass": "选择职业", "selectCommunity": "选择社群", "selectPrimaryWeapon": "选择主武器", "selectSecondaryWeapon": "选择副武器", "selectSubclass": "选择子职业", "startingItems": "初始物品", "story": "故事", "suggestedArmor": "推荐护甲", "suggestedPrimaryWeapon": "推荐主武器", "suggestedSecondaryWeapon": "推荐副武器", "suggestedTraits": "推荐属性", "suggestedWeapons": "推荐武器", "title": "{actor} - 角色设置", "traitIncreases": "属性提升" }, "CombatTracker": { "combatStarted": "激活", "giveSpotlight": "给予聚光灯", "requestingSpotlight": "请求聚光灯中", "requestSpotlight": "请求聚光灯" }, "ContextMenu": { "disableEffect": "禁用效果", "enableEffect": "启用效果", "equip": "装备", "sendToChat": "发送至聊天", "toLoadout": "发送至装备栏", "toVault": "发送至宝库", "unequip": "卸下", "useItem": "使用物品" }, "Countdown": { "addCountdown": "添加倒计时", "FIELDS": { "countdowns": { "element": { "name": { "label": "名称" }, "progress": { "current": { "label": "当前" }, "max": { "label": "最大" }, "type": { "label": { "label": "标签", "hint": "用于自定义" }, "value": { "label": "值" } } } } } }, "newCountdown": "新倒计时", "openOwnership": "编辑玩家所有权", "removeCountdownText": "确定要移除倒计时:{name}吗?", "removeCountdownTitle": "移除倒计时", "title": "{type}倒计时", "toggleSimple": "切换简易视图", "types": { "narrative": "叙事", "encounter": "遭遇" } }, "DeleteConfirmation": { "title": "删除{type} - {name}", "text": "确定要删除{name}吗?" }, "DamageReduction": { "armorMarks": "护甲标记", "armorWithStress": "消耗1点压力使用额外标记", "thresholdImmunities": "阈值免疫", "stress": "压力", "stressReduction": "通过压力减免", "title": "伤害减免", "unncessaryStress": "你不需要消耗压力", "usedMarks": "已用槽位" }, "DeathMove": { "selectMove": "选择行动", "takeMove": "执行死亡行动", "title": "{actor} - 死亡行动" }, "Downtime": { "longRest": { "title": "长休", "moves": "长休行动({current}/{max})", "clearStress": { "description": "描述你如何发泄情绪或振作精神,并清除所有标记的压力点。", "name": "清除压力" }, "prepare": { "description": "描述你如何为明天的冒险做准备,然后获得1点希望。如果与一名或多名队友一起准备,每人可获得2点希望。", "name": "准备" }, "repairArmor": { "description": "描述你如何花时间修理护甲并清除所有护甲槽。你也可以对盟友的护甲执行此操作。", "name": "修理护甲" }, "tendToWounds": { "description": "描述你如何包扎伤口并清除所有标记的生命点。你也可以对盟友执行此操作。", "name": "处理伤口" }, "workOnAProject": { "description": "建立或继续推进长期项目。", "name": "推进长期项目" } }, "shortRest": { "title": "短休", "moves": "短休行动({current}/{max})", "tendToWounds": { "name": "处理伤口", "description": "描述你如何快速包扎自己,然后回复等于1d4+你位阶的生命点。可以对盟友执行此操作。" }, "clearStress": { "name": "清除压力", "description": "描述你如何发泄情绪或振作精神,然后清除等于1d4+你阶位的压力点。" }, "repairArmor": { "name": "修理护甲", "description": "描述你如何快速修理护甲,然后清除等于1d4+你阶位的护甲槽。可以对盟友的护甲执行此操作。" }, "prepare": { "name": "准备", "description": "描述你如何为前路做准备,然后获得1点希望。如果与一名或多名队友一起准备,每人可获得2点希望。" } }, "refreshable": { "title": "刷新资源" }, "takeDowntime": "执行休整" }, "HUD": { "tokenHUD": { "genericEffects": "Foundry效果" } }, "Levelup": { "actions": { "creatureComfort": { "name": "动物抚慰", "description": "每次休息一次,当你用片刻宁静来给予你的伙伴爱意与关切,你可以获得 1 希望点,或者你们双方都可以清除 1 压力点" }, "armored": { "name": "装甲", "description": "当你的伙伴受到伤害时,你可以标记自己的一个护甲槽来代替标记他们的压力点。" }, "bonded": { "name": "羁绊", "description": "当你标记最后一个生命点时,你的伙伴会冲到你身边安慰你。掷出等同于它们未标记的压力槽数量的 d6,并标记它们。如果任何骰子掷出 6,你的伙伴会帮助你站起来。恢复你的最后一个生命点,然后回到场景中。" } }, "choiceDescriptions": { "attributes": "对两个未标记的角色属性获得 +1 加值并标记它们", "hitPointSlots": "永久获得1个生命槽。", "stressSlots": "永久获得1个压力槽。", "experiences": "为两个经历额外添加+1加值", "domainCard": "从你所属领域中选择一张不超过你等级的额外领域卡(最高{maxLevel}级)", "evasion": "永久获得+1闪避加值。", "proficiency": "熟练+1。", "subclass": "获取升级的子职业卡。然后划掉本阶位的兼职选项。", "multiclass": "兼职:为你的角色选择一个额外职业,然后划掉本表上未使用的[获取升级的子职业卡]和另一个兼职选项。" }, "delevel": { "content": "重置等级选择将移除本等级的所有选择。是否继续?", "title": "回退到上一等级" }, "navigateLevel": "升到{level}级", "navigateToLevelup": "返回升级时", "navigateToSummary": "前往摘要", "options": { "trait": "对两个未标记的角色属性获得 +1 加值并标记它们", "hitPoint": "永久获得1个生命槽。", "stress": "永久获得1个压力槽。", "experience": "为两个经历额外添加+1加值", "domainCard": "从你所属领域中选择一张不超过你等级的额外领域卡(最高{maxLevel}级)", "evasion": "永久获得+1闪避加值。", "subclass": "获取升级的子职业卡。然后划掉本阶位的兼职选项。", "proficiency": "熟练+1。", "multiclass": "兼职:为你的角色选择一个额外职业,然后划掉本表上未使用的[获取升级的子职业卡]和另一个兼职选项。", "intelligent": "你的伙伴永久获得+1加值到你选择的一个伙伴经验。", "lightInTheDark": "为你的角色获得一个额外的希望点槽。", "creatureComfort": "每次休息一次,当你用片刻宁静来给予你的伙伴爱意与关切,你可以获得 1 希望点,或者你们双方都可以清除 1 压力点", "armored": "当你的伙伴受到伤害时,你可以标记自己的一个护甲槽来代替标记他们的压力点。", "vicious": "提升伙伴的伤害骰或范围一级(d6到d8,近距离到远距离等)", "resilient": "你的伙伴获得一个额外的压力槽。", "bonded": "当你标记最后一个生命点时,你的伙伴会冲到你身边安慰你。掷出等同于它们未标记的压力槽数量的 d6,并标记它们。如果任何骰子掷出 6,你的伙伴会帮助你站起来。恢复你的最后一个生命点,然后回到场景中。", "aware": "你的伙伴闪避永久获得+2。" }, "selections": { "emptyDomainCardHint": "{domain} {level}级或以下", "viciousDamage": "伤害", "viciousRange": "范围" }, "summary": { "levelAchievements": "等级成就", "levelAdvancements": "升级选项", "proficiencyIncrease": "熟练提升:{proficiency}", "hpIncrease": "生命值提升:{hitPoints}", "stressIncrease": "压力提升:{stress}", "evasionIncrease": "闪避提升:{evasion}", "damageThresholdMajorIncrease": "重度:{threshold}", "damageThresholdSevereIncrease": "严重:{threshold}", "newExperiences": "新经历", "experiencePlaceholder": "新经历", "domainCards": "领域卡", "subclass": "子职业", "multiclass": "兼职", "traits": "提升属性", "experienceIncreases": "提升经历", "damageThresholds": "伤害阈值", "vicious": "凶暴", "damageIncreased": "伤害提升:{damage}", "rangeIncreased": "范围提升:{range}", "simpleFeature": "特性:{feature}" }, "takeLevelUp": "完成升级", "tier2": { "label": "2-4级", "infoLabel": "在2级时,获得一个+2的额外经历,并获得+1熟练。", "pretext": "从以下列表中选择两项", "posttext": "从你的领域中选择一张不超过你等级的额外领域卡。" }, "tier3": { "label": "5-7级", "infoLabel": "在5级时,获得一个额外经历并清除所有角色属性提升标记。", "pretext": "升级时,在角色卡上记录,然后从以下列表或之前位阶未标记的选项中选择两项。", "posttext": "从你的领域中选择一张不超过你等级的额外领域卡。" }, "tier4": { "label": "8-10级", "infoLabel": "在8级时,获得一个额外经历并清除所有角色属性升级标记。", "pretext": "升级时,在角色卡上记录,然后从以下列表或之前位阶未标记的选项中选择两项。", "posttext": "从你的领域中选择一张不超过你等级的额外领域卡。" }, "title": "{actor}升级" }, "MulticlassChoice": { "title": "兼职 - {actor}", "explanation": "你正在添加{class}作为你的兼职", "selectDomainPrompt": "选择你的新领域" }, "OwnershipSelection": { "title": "所有权选择 - {name}", "default": "默认所有权" }, "ReactionRoll": { "title": "反应掷骰:{trait}" }, "RerollDialog": { "title": "重掷", "deselectDiceNotification": "请先取消选择其中一个已选骰子", "acceptCurrentRolls": "接受当前掷骰" }, "ResourceDice": { "title": "{name}资源", "rerollDice": "重掷骰子" } }, "CLASS": { "Feature": { "rallyDice": "吟游鼓舞骰", "short": "鼓舞人心" } }, "CONFIG": { "ActionType": { "passive": "被动", "action": "动作", "reaction": "反应" }, "AdversaryTrait": { "relentless": { "name": "无情", "description": "在每个游戏主持人轮次中,此敌人可以至多被聚焦 X 次。像往常一样花费恐惧点来聚焦该敌人。", "tip": "当需要设计能在单次GM行动中多次激活的敌人时,无情特质非常有用。特别适用于极端快速或危险的敌人,或可能独自对抗队伍的敌对者。" }, "slow": { "name": "迟缓", "description": "当你聚焦【敌人名称】,且其数据块上没有指示物时,它无法立即行动。在它的数据块上放置一个标记,并描述它正在准备做什么。当你聚焦【敌人名称】,且其数据块上有指示物时,移除指示物,它才可以行动。", "tip": "当需要设计叙事上行动更缓慢的敌人(如蛞蝓生物或巨型食人魔)时,迟缓特质很实用。通常在该敌人行动时非常强大但需消耗大量行动令牌时最有效。" }, "minion": { "name": "杂兵", "description": "当此敌人受到任何伤害时,其即被击败。玩家角色每对此敌人造成 X 点伤害,则在攻击能够成功命中的范围内额外击败一个此敌人。", "tip": "当需要在战场上投放大量弱小敌人时,杂兵特质非常实用。该特质意味着若PC击中一名杂兵并造成足够伤害,还可击中范围内其他多名杂兵。因此最好让杂兵包围PC——在PC能发动攻击前会营造出压倒性的危险感。" } }, "AdversaryType": { "bruiser": { "label": "斗士", "description": "拥有强大攻击力的坚韧敌人" }, "horde": { "label": "集群", "description": "代表成群结队行动的敌人群体" }, "leader": { "label": "头目", "description": "能指挥和召唤其他敌人的敌人" }, "minion": { "label": "杂兵", "description": "易于消灭但数量众多时很危险的普通敌人" }, "ranged": { "label": "远程", "description": "从远处发动攻击的敌人" }, "skulk": { "label": "潜伏", "description": "善于机动并利用机会伏击对手的敌人" }, "social": { "label": "社交", "description": "主要构成人际威胁或挑战的敌人" }, "solo": { "label": "独狼", "description": "设计用于挑战整个队伍的敌人" }, "standard": { "label": "标准", "description": "普通常规敌人" }, "support": { "label": "辅助", "description": "能强化盟友和/或干扰对手的敌人" } }, "ArmorFeature": { "burning": { "name": "灼燃", "description": "当敌人在近战范围内攻击你时,其标记1点压力", "actions": { "burn": { "name": "灼烧", "description": "当敌人在近战范围内攻击你时,其标记1点压力" } } }, "channeling": { "name": "导能", "description": "施法检定+1", "effects": { "channeling": { "name": "导能", "description": "施法检定+1" } } }, "difficult": { "name": "笨拙", "description": "所有角色属性和闪避-1", "effects": { "difficult": { "name": "笨拙", "description": "所有角色属性和闪避-1" } } }, "flexible": { "name": "灵巧", "description": "闪避+1", "effects": { "flexible": { "name": "灵巧", "description": "闪避+1" } } }, "fortified": { "name": "加固", "description": "当你标记护甲槽位时,可将攻击的伤害等级降低两级而非一级", "effects": { "fortified": { "name": "加固", "description": "当你标记护甲槽位时,可将攻击的伤害等级降低两级而非一级" } } }, "gilded": { "name": "镀金", "description": "风度+1", "effects": { "gilded": { "name": "镀金", "description": "风度+1" } } }, "heavy": { "name": "沉重", "description": "闪避-1", "effects": { "heavy": { "name": "沉重", "description": "闪避-1" } } }, "hopeful": { "name": "希望", "description": "当你将要消耗希望点时,可改为标记一个护甲槽", "actions": { "hope": { "name": "希望", "description": "当你将要消耗希望点时,可改为标记一个护甲槽" } } }, "impenetrable": { "name": "坚不可摧", "description": "每短休一次,当你将要标记最后生命点时,可改为标记1点压力", "actions": { "impenetrable": { "name": "坚不可摧", "description": "每短休一次,当你将要标记最后生命点时,可改为标记1点压力" } } }, "magical": { "name": "魔法", "description": "无法标记护甲槽减免物理伤害", "effects": { "magical": { "name": "魔法", "description": "无法标记护甲槽减免物理伤害" } } }, "painful": { "name": "痛苦", "description": "每次标记护甲槽时,必须标记1点压力", "actions": { "pain": { "name": "痛苦", "description": "每次标记护甲槽时,必须标记1点压力" } } }, "physical": { "name": "物理", "description": "无法标记护甲槽减免魔法伤害", "effects": { "physical": { "name": "物理", "description": "无法标记护甲槽减免魔法伤害" } } }, "quiet": { "name": "静谧", "description": "进行潜行检定时获得+2加值", "actions": { "quiet": { "name": "静谧", "description": "潜行检定+2" } } }, "reinforced": { "name": "强化", "description": "当你标记最后护甲槽后,伤害阈值+2(直到清除至少1个护甲槽位)", "actions": { "reinforce": { "name": "强化", "description": "当你标记最后护甲槽后,伤害阈值+2(直到清除至少1个护甲槽位)" } }, "effects": { "reinforced": { "name": "强化", "description": "当你标记最后护甲槽后,伤害阈值+2(直到清除至少1个护甲槽位)" } } }, "resilient": { "name": "坚韧", "description": "标记最后护甲槽位前,投d6。若结果为6,可不标记护甲槽位降低一级伤害", "actions": { "resilient": { "name": "坚韧", "description": "标记最后护甲槽位前,投d6。若结果为6,可不标记护甲槽位降低一级伤害" } } }, "sharp": { "name": "锋利", "description": "对近战范围内的目标攻击成功时,伤害骰额外增加d4", "effects": { "sharp": { "name": "锋利", "description": "对近战范围内的目标攻击成功时,伤害骰额外增加d4" } } }, "shifting": { "name": "移形", "description": "当你成为攻击目标时,可标记护甲槽位使该攻击检定获得劣势", "actions": { "shift": { "name": "移形", "description": "当你成为攻击目标时,可标记护甲槽位使该攻击检定获得劣势" } } }, "timeslowing": { "name": "缓时", "description": "你可以标记护甲槽然后投d4,将结果作为闪避加值来对抗一次即将到来的攻击", "actions": { "slowTime": { "name": "缓时", "description": "你可以标记护甲槽然后投d4,将结果作为闪避加值来对抗一次即将到来的攻击" } } }, "truthseeking": { "name": "求真", "description": "当近距离范围内生物说谎时,此护甲会发光", "actions": { "truthseeking": { "name": "求真", "description": "当近距离范围内生物说谎时,此护甲会发光" } } }, "veryHeavy": { "name": "极重", "description": "闪避-2;敏捷-1", "effects": { "veryHeavy": { "name": "极重", "description": "闪避-2;敏捷-1" } } }, "warded": { "name": "防护", "description": "你在面对魔法伤害时可以将护甲值添加到你的伤害阈值中", "effects": { "warded": { "name": "防护", "description": "你在面对魔法伤害时可以将护甲值添加到你的伤害阈值中" } } } }, "BeastformType": { "normal": "普通", "evolved": "进化", "hybrid": "混合" }, "Burden": { "oneHanded": "单手", "twoHanded": "双手" }, "RangeInclusion": { "withinRange": "范围内", "outsideRange": "范围外" }, "Condition": { "dead": { "name": "死亡", "description": "角色已死亡" }, "hidden": { "name": "隐匿", "description": "隐匿状态下无法被直接攻击,针对其进行的检定均具劣势。\n当隐匿生物移动或攻击时,隐匿状态结束。但若在发动攻击时处于隐匿状态,该攻击检定具优势;隐匿状态在攻击结算后才解除。" }, "restrained": { "name": "束缚", "description": "被束缚的生物无法移动直至状态解除。\n仍可从当前位置执行动作。" }, "unconcious": { "name": "昏迷", "description": "角色无法移动或行动,且不能成为攻击的目标" }, "vulnerable": { "name": "脆弱", "description": "处于脆弱状态时,针对该生物的所有检定均具优势。\n已处于脆弱状态的生物不会再次获得此状态。" } }, "CountdownType": { "spotlight": "聚焦", "custom": "自定义", "characterAttack": "角色攻击" }, "DamageType": { "physical": { "name": "物理", "abbreviation": "物" }, "magical": { "name": "魔法", "abbreviation": "魔" } }, "DeathMoves": { "avoidDeath": { "name": "避死", "description": "你暂时昏迷,与GM共同描述因此导致的局势恶化。投恐惧骰,若结果≤你的等级,获得一道伤疤" }, "riskItAll": { "name": "孤注一掷", "description": "投二元骰。若希望骰更高,你保持站立并清除等于希望骰数值的生命值/压力(可自由分配)。若恐惧骰更高,不可避免的落入死亡。若平局,你保持战力并恢复所有生命和清除所有压力" }, "blazeOfGlory": { "name": "光荣就义", "description": "接受角色死亡。执行一个动作(由GM裁定),该动作自动判定为关键成功,随后跨过死亡帷幕" } }, "DomainCardTypes": { "ability": "能力", "spell": "法术", "grimoire": "魔典" }, "EnvironmentType": { "exploration": { "label": "探索", "description": "" }, "social": { "label": "社交", "description": "" }, "traversal": { "label": "险境", "description": "" }, "event": { "label": "事件", "description": "" } }, "Gold": { "title": "金币", "coins": "硬币", "handfuls": "把", "bags": "袋", "chests": "箱" }, "HealingType": { "hitPoints": { "name": "生命点", "abbreviation": "HP" }, "stress": { "name": "压力", "abbreviation": "压力" }, "hope": { "name": "希望点", "abbreviation": "HO" }, "armor": { "name": "护甲槽", "abbreviation": "AS" }, "fear": { "name": "恐惧", "abbreviation": "FR" } }, "ItemResourceProgression": { "increasing": "递增", "decreasing": "递减" }, "ItemResourceType": { "simple": "简单", "diceValue": "骰值" }, "Range": { "self": { "name": "自身", "description": "表示使用者自身", "short": "自身" }, "melee": { "name": "近战", "description": "表示角色与目标处于可接触距离。PC通常可触及几英尺内的目标,但体型巨大的NPC近战范围可能更广", "short": "近战" }, "veryClose": { "name": "临近", "description": "表示可看清目标细节的距离——必要时瞬间可达。通常约5-10英尺。危险状态下,PC通常可在执行其他动作时触及极近距离目标。战场地图上约卡牌短边长度(2-3英寸)内视为极近", "short": "临近" }, "close": { "name": "近距", "description": "表示可看清目标显著特征的距离——房间对侧或邻近摊位,通常约10-30英尺。危险状态下,PC通常可在执行其他动作时触及近距目标。战场地图上约标准笔长(5-6英寸)内视为近距", "short": "近距" }, "far": { "name": "远距", "description": "表示可看清人或物体轮廓但难辨细节的距离——小型战场对侧或长廊尽头,通常约30-100英尺。危险状态下,PC需通过敏捷检定才能安全抵达。战场地图上约标准纸张长度(10-11英寸)内视为远距", "short": "远距" }, "veryFar": { "name": "极远", "description": "表示可辨别人或物体形状但难察细节的距离——大型战场对侧或长街远端,通常约100-300英尺。危险状态下,PC需通过敏捷检定才能安全抵达。战场地图上超出远距但仍在视野内视为极远", "short": "极远" } }, "RollTypes": { "trait": { "name": "属性" }, "attack": { "name": "攻击" }, "spellcast": { "name": "施法" }, "diceSet": { "name": "骰组" } }, "RuleChoice": { "off": "关闭", "offWithToggle": "关闭(可切换)", "on": "开启", "onWithToggle": "开启(可切换)" }, "SelectAction": { "selectType": "选择动作类型", "selectAction": "选择动作" }, "TemplateTypes": { "circle": "圆形", "cone": "锥形", "emanation": "辐射", "inFront": "前方", "rect": "矩形", "ray": "射线" }, "Traits": { "agility": { "name": "敏捷", "short": "AGI", "verb": { "sprint": "冲刺", "leap": "跳跃", "maneuver": "机动" } }, "strength": { "name": "力量", "short": "STR", "verb": { "lift": "举起", "smash": "粉碎", "grapple": "擒抱" } }, "finesse": { "name": "灵巧", "short": "FIN", "verb": { "control": "操控", "hide": "隐匿", "tinker": "修补" } }, "instinct": { "name": "本能", "short": "INS", "verb": { "perceive": "观察", "sense": "感知", "navigate": "导航" } }, "presence": { "name": "风度", "short": "PRE", "verb": { "charm": "魅惑", "perform": "表演", "deceive": "欺瞒" } }, "knowledge": { "name": "学识", "short": "KNO", "verb": { "recall": "回忆", "analyze": "分析", "comprehend": "理解" } } }, "WeaponFeature": { "barrier": { "name": "屏障", "description": "护甲值+(武器位阶+1);闪避-1", "effects": { "barrier": { "name": "屏障", "description": "护甲值+(武器位阶+1);闪避-1" } } }, "bonded": { "name": "羁绊", "description": "伤害骰获得等同于角色等级的加值", "effects": { "damage": { "name": "武器绑定", "description": "伤害骰获得等同于角色等级的加值" } } }, "bouncing": { "name": "弹射", "description": "标记1点或更多压力,可攻击范围内等量目标", "actions": { "bounce": { "name": "弹射", "description": "标记1点或更多压力,可攻击范围内等量目标" } } }, "brave": { "name": "勇毅", "description": "闪避-1;严重伤害阈值+武器位阶", "effects": { "brave": { "name": "勇毅", "description": "闪避-1;严重伤害阈值+武器位阶" } } }, "brutal": { "name": "残暴", "description": "当伤害骰掷出最大值时,额外投一枚伤害骰", "actions": { "addDamage": { "name": "残暴", "description": "当伤害骰掷出最大值时,额外投一枚伤害骰" } } }, "burning": { "name": "灼烧", "description": "当你的伤害骰投出6时,目标必须标记1点压力", "actions": { "burn": { "name": "灼烧", "description": "当你的伤害骰投出6时,目标必须标记1点压力" } } }, "charged": { "name": "充能", "description": "标记1点压力使主武器的这次攻击检定+1", "actions": { "markStress": { "name": "充能", "description": "标记1点压力使主武器的这次攻击检定+1" } }, "effects": { "charged": { "name": "充能", "description": "主武器攻击检定+1" } } }, "concussive": { "name": "震荡", "description": "攻击成功后,可消耗1点希望将目标击退至远距", "actions": { "attack": { "name": "震荡", "description": "攻击成功后,可消耗1点希望将目标击退至远距" } } }, "cumbersome": { "name": "笨重", "description": "灵巧-1", "effects": { "cumbersome": { "name": "笨重", "description": "灵巧-1" } } }, "deadly": { "name": "致命", "description": "造成严重伤害时,目标必须额外标记1点生命值", "actions": { "extraDamage": { "name": "致命", "description": "造成严重伤害时,目标必须额外标记1点生命值" } } }, "deflecting": { "name": "偏转", "description": "被攻击时可标记护甲槽,使闪避获得等同于护甲值的加值", "actions": { "deflect": { "name": "偏转", "description": "被攻击时可标记护甲槽,使闪避获得等同于护甲值的加值" } }, "effects": { "deflecting": { "name": "偏转", "description": "闪避获得护甲值加值" } } }, "destructive": { "name": "毁灭", "description": "敏捷-1;攻击成功时,极近距离内所有敌人必须标记1点压力", "actions": { "attack": { "name": "毁灭", "description": "攻击成功时,极近距离内所有敌人必须标记1点压力" } }, "effects": { "agility": { "name": "毁灭", "description": "敏捷-1" } } }, "devastating": { "name": "毁灭打击", "description": "攻击检定前可标记1点压力,使用d20作为伤害骰", "actions": { "devastate": { "name": "毁灭打击", "description": "消耗压力使用d20伤害骰" } } }, "doubleDuty": { "name": "双重职责", "description": "护甲值+1;近战范围内主武器伤害+1", "effects": { "doubleDuty": { "name": "双重职责", "description": "护甲值+1;近战范围内主武器伤害+1" } } }, "doubledUp": { "name": "双重打击", "description": "主武器攻击时可对近战范围内另一目标造成伤害", "actions": { "doubleUp": { "name": "双重打击", "description": "同时攻击两个目标" } } }, "dueling": { "name": "决斗", "description": "目标近距范围内无其他生物时,攻击检定获得优势", "actions": { "duel": { "name": "决斗", "description": "孤立目标获得优势" } } }, "eruptive": { "name": "迸发", "description": "对近战目标攻击成功时,极近距离内所有敌人需通过反应投骰(14)否则承受半伤", "actions": { "erupt": { "name": "迸发", "description": "对近战目标攻击成功时,极近距离内所有敌人需通过反应投骰(14)否则承受半伤" } } }, "grappling": { "name": "擒拿", "description": "攻击成功后,可消耗1点希望束缚目标或将其拉至近战范围", "actions": { "grapple": { "name": "擒拿", "description": "消耗希望控制目标" } } }, "greedy": { "name": "贪婪", "description": "消耗一把金币使这次伤害检定的熟练值+1", "actions": { "greed": { "name": "贪婪", "description": "消耗金币提升伤害" } } }, "healing": { "name": "治愈", "description": "休整期自动恢复1点生命值", "actions": { "heal": { "name": "治愈", "description": "休整期自动恢复" } } }, "heavy": { "name": "沉重", "description": "闪避-1", "effects": { "heavy": { "name": "沉重", "description": "闪避-1" } } }, "hooked": { "name": "钩索", "description": "攻击成功后可将目标拉至近战范围", "actions": { "hook": { "name": "钩索", "description": "拉近目标" } } }, "hot": { "name": "炽热", "description": "此武器可切割固体材料", "actions": { "hot": { "name": "炽热", "description": "切割固体" } } }, "invigorating": { "name": "激励", "description": "攻击成功后投d4,结果为4时清除1点压力", "actions": { "invigorate": { "name": "激励", "description": "概率清除压力" } } }, "lifestealing": { "name": "生命窃取", "description": "攻击成功后投d6,结果为6时清除1点生命值或1点压力", "actions": { "lifesteal": { "name": "生命窃取", "description": "概率恢复资源" } } }, "lockedOn": { "name": "锁定", "description": "攻击成功后,下次对同一目标的主武器攻击自动成功", "actions": { "lockOn": { "name": "锁定", "description": "确保下次攻击命中" } } }, "long": { "name": "长距", "description": "此武器攻击可命中范围内直线上所有敌人", "actions": { "long": { "name": "长距", "description": "直线范围攻击" } } }, "lucky": { "name": "幸运", "description": "攻击失败时可标记1点压力重掷", "actions": { "luck": { "name": "幸运", "description": "消耗压力重掷攻击" } } }, "massive": { "name": "巨型", "description": "闪避-1;攻击成功时额外投一枚伤害骰并丢弃伤害骰中最低的那枚伤害骰", "effects": { "massive": { "name": "巨型", "description": "闪避减益但伤害增强" } } }, "painful": { "name": "痛苦", "description": "每次成功攻击后必须标记1点压力", "actions": { "pain": { "name": "痛苦", "description": "攻击成功反噬压力" } } }, "paired": { "name": "双持", "description": "你的主武器在对近战范围内的敌人攻击时伤害+你的角色位阶+1点伤害", "actions": { "paired": { "name": "双持", "description": "你的主武器在对近战范围内的敌人攻击时伤害+你的角色位阶+1点伤害" } }, "effects": { "paired": { "name": "双持", "description": "你的主武器在对近战范围内的敌人攻击时伤害+你的角色位阶+1点伤害" } } }, "parry": { "name": "招架", "description": "当你受到攻击时,投掷此武器的伤害骰。如果攻击者的任何伤害骰子与您的骰子掷出的值相同,则在伤害结算前之前,将匹配结果的骰子丢弃。", "actions": { "parry": { "name": "招架", "description": "骰值匹配抵消伤害" } } }, "persuasive": { "name": "说服", "description": "风度检定前可标记1点压力使结果+2", "actions": { "persuade": { "name": "说服", "description": "消耗压力提升风度" } }, "effects": { "persuasive": { "name": "说服", "description": "风度检定+2" } } }, "pompous": { "name": "傲慢", "description": "需风度≤0才能使用此武器", "actions": { "pompous": { "name": "傲慢", "description": "低风度需求" } } }, "powerful": { "name": "强力", "description": "攻击成功时额外投一枚伤害骰并弃最低值", "effects": { "powerful": { "name": "强力", "description": "伤害骰增效" } } }, "protective": { "name": "防护", "description": "护甲值+角色阶位", "effects": { "protective": { "name": "防护", "description": "护甲值提升" } } }, "quick": { "name": "迅捷", "description": "攻击时可标记1点压力改为攻击范围内另一目标", "actions": { "quick": { "name": "迅捷", "description": "消耗压力切换目标" } } }, "reliable": { "name": "可靠", "description": "攻击检定+1", "effects": { "reliable": { "name": "可靠", "description": "攻击命中提升" } } }, "reloading": { "name": "装填", "description": "攻击后投d6,结果为1时必须标记1点压力进行重新装填才能再次使用", "actions": { "reload": { "name": "装填", "description": "概率触发装填惩罚" } } }, "retractable": { "name": "伸缩", "description": "刀刃可收进刀柄避免侦测", "actions": { "retract": { "name": "伸缩", "description": "隐藏武器" } } }, "returning": { "name": "回旋", "description": "当这把武器被用于投掷在他射程内,他会在投掷结束后立刻回到你的手中", "actions": { "return": { "name": "回旋", "description": "自动回收武器" } } }, "scary": { "name": "威慑", "description": "攻击成功后目标必须标记1点压力", "actions": { "scare": { "name": "威慑", "description": "攻击附加压力" } } }, "selfCorrecting": { "name": "自修正", "description": "伤害骰掷出1时改为造成6点伤害", "effects": { "selfCorrecting": { "name": "自修正", "description": "低伤转高伤" } } }, "serrated": { "name": "锯齿", "description": "伤害骰掷出1时改为造成8点伤害", "effects": { "serrated": { "name": "锯齿", "description": "强化低伤修正" } } }, "sharpwing": { "name": "锐翼", "description": "伤害骰获得等同于敏捷的加值", "effects": { "sharpwing": { "name": "锐翼", "description": "敏捷加成伤害" } } }, "sheltering": { "name": "庇护", "description": "当你标记护甲槽时,这会让你近战范围内的所有盟友都同时减少伤害。", "actions": { "shelter": { "name": "庇护", "description": "群体伤害减免" } } }, "startling": { "name": "惊骇", "description": "标记1点压力迫使近战范围内所有敌人退至近距", "actions": { "startle": { "name": "惊骇", "description": "消耗压力击退群体" } } }, "timebending": { "name": "时曲", "description": "可在攻击检定后选择目标", "actions": { "bendTime": { "name": "时曲", "description": "延迟选择目标" } } } } }, "EFFECTS": { "ApplyLocations": { "attackRoll": { "name": "攻击检定" }, "damageRoll": { "name": "伤害检定" }, "healingRoll": { "name": "治疗检定" } }, "Duration": { "passive": "被动", "temporary": "暂时" }, "Types": { "damage": { "name": "伤害" }, "hitPoints": { "name": "生命点" }, "reach": { "name": "长臂" }, "stress": { "name": "压力" } }, "Attachments": { "attachHint": "拖放物品至此附加", "transferHint": "勾选后,此效果将应用于拥有该效果父物品的任何角色。若此物品附加于其他物品,则始终应用效果" } }, "GENERAL": { "Action": { "single": "动作", "plural": "动作" }, "Advantage": { "full": "优势", "plural": "优势", "short": "优势" }, "Adversary": { "singular": "敌人", "plural": "敌人" }, "Bonuses": { "rest": { "downtimeAction": "休整期动作", "shortRest": { "shortRestMoves": { "label": "短休:额外短休行动", "hint": "角色在短休期间可执行的额外短休行动次数" }, "longRestMoves": { "label": "短休:额外长休行动", "hint": "角色在短休期间可执行的额外长休行动次数" } }, "longRest": { "shortRestMoves": { "label": "长休:额外短休行动", "hint": "角色在长休期间可执行的额外短休行动次数" }, "longRestMoves": { "label": "长休:额外长休行动", "hint": "角色在长休期间可执行的额外长休行动次数" } } }, "maxLoadout": { "label": "配置栏上限加成" } }, "Character": { "singular": "角色", "plural": "角色" }, "Cost": { "single": "消耗", "plural": "消耗" }, "Damage": { "severe": "严重", "major": "重度", "minor": "轻度", "none": "无", "allDamage": "所有伤害", "physicalDamage": "物理伤害", "magicalDamage": "魔法伤害", "primaryWeapon": "主武器伤害", "secondaryWeapon": "副武器伤害" }, "DamageResistance": { "none": "无", "physicalResistance": { "label": "伤害抗性:物理", "hint": "设为1时物理伤害减半" }, "magicalResistance": { "label": "伤害抗性:魔法", "hint": "设为1时魔法伤害减半" }, "physicalImmunity": { "label": "伤害免疫:物理", "hint": "设为1时免疫物理伤害" }, "magicalImmunity": { "label": "伤害免疫:魔法", "hint": "设为1时免疫魔法伤害" }, "physicalReduction": { "label": "伤害减免:物理", "hint": "物理伤害减少此处设定的数值" }, "magicalReduction": { "label": "伤害减免:魔法", "hint": "魔法伤害减少此处设定的数值" } }, "DamageThresholds": { "title": "伤害阈值", "minor": "轻度", "major": "重度", "severe": "严重", "majorThreshold": "重度伤害阈值", "severeThreshold": "严重伤害阈值", "with": "{threshold}伤害阈值" }, "Dice": { "single": "骰子", "plural": "骰子" }, "Difficulty": { "all": "难度:全部", "reaction": "难度:反应" }, "Disadvantage": { "full": "劣势", "short": "劣势" }, "Domain": { "single": "领域", "plural": "领域", "arcana": { "label": "奥术", "description": "此领域涉及本能或直觉的魔法运用。追随此道者驾驭原始神秘的领域力量,操纵元素与自身能量。奥秘赋予使用者不稳定的力量,但正确引导时威力惊人。" }, "blade": { "label": "利刃", "description": "此领域属于毕生钻研武器之道者。无论刀剑、弓箭还是特殊兵器,此道追随者皆精于终结生命。利刃要求追随者潜心研习,换取对死亡的绝对掌控。" }, "bone": { "label": "骸骨", "description": "此领域关乎迅捷与战术掌控。修习者能非凡地驾驭自身躯体,预判战斗中他人行为。骸骨以刻苦训练为代价,赋予信徒对躯体运动的极致理解。" }, "codex": { "label": "典籍", "description": "此领域专注深奥魔法研究。求索魔法知识者从典籍、卷轴、壁刻乃至身纹中追寻力量秘方。法典为愿超越常识的追随者提供强大而多变的魔法理解。" }, "grace": { "label": "优雅", "description": "此领域体现魅力之道。通过动人故事、机敏魅惑或谎言帷幕,此力量使用者能扭曲对手的现实认知。优雅赋予使用者原始吸引力与语言掌控力。" }, "midnight": { "label": "午夜", "description": "此领域属于暗影与隐秘。无论巧技还是夜幕掩护,此力量使用者精于隐匿之道,无秘可藏。午夜赋予修习者操控与创造谜团的非凡力量。" }, "sage": { "label": "贤者", "description": "此领域连接自然世界。此道追随者汲取大地生灵的原始力量释放野性魔法。贤者赋予信徒如绽放花朵的活力与饥渴掠食者的凶暴。" }, "splendor": { "label": "辉耀", "description": "此领域掌管生命。此魔法赋予追随者治愈之力,同时亦能掌控死亡。辉光为门徒赋予赐予与终结生命的宏伟能力。" }, "valor": { "label": "勇气", "description": "此领域专注守护之道。无论攻防,此道选择者皆能引导磅礴力量护佑战友。勇毅为举盾卫护他人者赋予伟力。" } }, "Effect": { "single": "效果", "plural": "效果" }, "Experience": { "single": "经历", "plural": "经历" }, "Healing": { "healingAmount": "治疗量" }, "Modifier": { "single": "调整值", "plural": "调整值" }, "Neutral": { "full": "无", "short": "无" }, "Range": { "other": "范围提升:其他", "spell": "范围提升:法术", "weapon": "范围提升:武器" }, "RefreshType": { "session": "会话", "shortrest": "短休", "longrest": "长休" }, "Resource": { "single": "资源", "plural": "资源" }, "Roll": { "attack": "攻击检定", "basic": "检定", "difficulty": "检定(难度{difficulty})", "primaryWeaponAttack": "主武器攻击检定", "secondaryWeaponAttack": "副武器攻击检定", "spellcast": "施法检定", "trait": "特质检定", "action": "行动检定", "reaction": "反应检定" }, "Rules": { "damageReduction": { "increasePerArmorMark": { "label": "每护甲槽伤害减免", "hint": "通常每个使用的护甲槽位降低一级伤害。此值增加伤害降低的级数" }, "maxArmorMarkedBonus": "最大护甲使用数", "maxArmorMarkedStress": { "label": "压力附加护甲上限", "hint": "设定后可消耗压力使用超出正常上限的额外护甲槽" }, "stress": { "any": { "label": "压力伤害减免:任意", "hint": "可消耗压力降低一级伤害阈值" }, "severe": { "label": "压力伤害减免:严重", "hint": "可消耗压力将致命伤害降为重度" }, "major": { "label": "压力伤害减免:重度", "hint": "可消耗压力将严重伤害降为轻度" }, "minor": { "label": "压力伤害减免:轻微", "hint": "可消耗压力将轻微伤害降为无" } } }, "attack": { "damage": { "dice": { "label": "基础攻击:伤害骰索引", "hint": "基础攻击使用的伤害骰索引。0=d4,1=d6,2=d8,3=d10,4=d12,5=d20" }, "bonus": { "label": "基础攻击:伤害加值" } }, "roll": { "trait": { "label": "基础攻击:属性" } } } }, "Tabs": { "details": "详情", "attack": "攻击", "experiences": "经历", "features": "特性", "actions": "动作", "potentialAdversaries": "潜在敌人", "adversaries": "敌人", "advancement": "等级提升", "selections": "提升选项", "summary": "摘要", "effects": "效果", "settings": "设置", "description": "描述", "main": "数据", "information": "信息", "notes": "笔记", "inventory": "物品", "loadout": "领域卡", "vault": "宝库", "heritage": "传承", "story": "故事", "biography": "传记", "general": "常规", "foundation": "基础", "specialization": "专精", "mastery": "精通", "optional": "可选", "recovery": "恢复", "setup": "设置", "equipment": "装备", "attachments": "附件", "advanced": "高级", "tier1": "阶位1", "tier2": "阶位2", "tier3": "阶位3", "tier4": "阶位4", "domains": "领域", "downtime": "休整期" }, "Tiers": { "1": "阶位1", "2": "阶位2", "3": "阶位3", "4": "阶位4", "singular": "阶位" }, "Trait": { "single": "属性", "plural": "属性" }, "actorName": "角色名称", "amount": "数量", "any": "任意", "armor": "护甲", "armorScore": "护甲值", "activeEffects": "生效效果", "armorSlots": "护甲槽", "attack": "攻击", "basics": "基础", "bonus": "加值", "burden": "负荷", "continue": "继续", "criticalSuccess": "关键成功", "criticalShort": "大成功", "d20Roll": "D20检定", "damage": "伤害", "damageRoll": "伤害检定", "damageType": "伤害类型", "description": "描述", "difficulty": "难度", "downtime": "休整期", "dropActorsHere": "拖放角色至此", "duality": "二元骰", "dualityRoll": "二元骰检定", "enabled": "启用", "evasion": "闪避", "equipment": "装备", "experience": { "single": "经历", "plural": "经历" }, "failure": "失败", "fear": "恐惧", "features": "特性", "formula": "公式", "healing": "治疗", "healingRoll": "治疗检定", "hit": { "single": "命中", "plural": "命中" }, "HitPoints": { "single": "生命值", "plural": "生命点", "short": "HP" }, "hope": "希望", "hordeHp": "集群生命值", "identify": "身份", "imagePath": "图片路径", "inactiveEffects": "未生效效果", "inventory": "物品栏", "itemResource": "物品资源", "label": "标签", "level": "等级", "levelUp": "升级", "loadout": "配置", "max": "最大", "miss": { "single": "未命中", "plural": "未命中" }, "maxWithThing": "最大{thing}", "multiclass": "兼职", "newCategory": "新分类", "none": "无", "noTarget": "无当前目标", "partner": "搭档", "proficiency": "熟练", "quantity": "数量", "range": "范围", "reactionRoll": "反应检定", "recovery": "恢复", "reroll": "重掷", "rerollThing": "重掷{thing}", "resource": "资源", "roll": "掷骰", "rollAll": "全部掷骰", "rollDamage": "掷伤害", "rollWith": "{roll}检定", "save": "保存", "scalable": "可扩展", "situationalBonus": "情境加值", "stress": "压力", "success": "成功", "take": "执行", "Target": { "single": "目标", "plural": "目标" }, "title": "标题", "total": "总计", "true": "是", "type": "类型", "unarmed": "徒手", "unarmedStrike": "徒手打击", "unarmored": "无甲", "use": "使用", "used": "已使用", "uses": "使用次数", "value": "数值", "withThing": "使用{thing}" }, "ITEMS": { "FIELDS": { "resource": { "amount": { "label": "数量" }, "dieFaces": { "label": "骰面" }, "icon": { "label": "图标" }, "max": { "label": "最大" }, "progression": { "label": "进度" }, "recovery": { "label": "恢复" }, "type": { "label": "类型" }, "value": { "label": "数值" } } }, "Ancestry": { "primaryFeature": "主要特性", "secondaryFeature": "次要特性" }, "Armor": { "baseScore": "基础值", "baseThresholds": { "base": "基础阈值", "major": "重度阈值", "severe": "严重阈值" } }, "Beastform": { "FIELDS": { "beastformType": { "label": "野兽形态类型" }, "tier": { "label": "阶位" }, "mainTrait": { "label": "主特质" }, "examples": { "label": "范例" }, "advantageOn": { "label": "获得优势于" }, "tokenImg": { "label": "指示物图像" }, "tokenRingImg": { "label": "主体纹理" }, "tokenSize": { "placeholder": "使用角色尺寸", "height": { "label": "高度" }, "width": { "label": "宽度" } }, "evolved": { "maximumTier": { "label": "最高阶位" }, "mainTraitBonus": { "label": "主特质加值" } }, "hybrid": { "beastformOptions": { "label": "野兽形态数量" }, "advantages": { "label": "优势数量" }, "features": { "label": "特性数量" } } }, "attackName": "野兽攻击", "beastformEffect": "野兽形态变形", "dialogTitle": "野兽形态选择", "tokenTitle": "野兽形态令牌", "transform": "变形", "evolve": "进化", "evolvedFeatureTitle": "进化形态", "evolvedDrag": "拖放形态至此进化", "hybridize": "混合", "hybridizeFeatureTitle": "混合特性", "hybridizeDrag": "拖放形态至此混合" }, "Class": { "hopeFeatures": "希望特性", "classFeatures": "职业特性", "guide": { "suggestedEquipment": "推荐装备", "suggestedPrimaryWeaponTitle": "主武器", "suggestedSecondaryWeaponTitle": "副武器", "suggestedArmorTitle": "护甲", "inventory": { "thenChoose": "然后选择", "andEither": "以及" } } }, "Consumable": { "consumeOnUse": "使用时消耗" }, "DomainCard": { "type": "类型", "recallCost": "回想消耗", "foundationTitle": "基础", "specializationTitle": "专精", "masteryTitle": "精通" }, "Subclass": { "spellcastingTrait": "施法特质" }, "Weapon": { "weaponType": "武器类型", "primaryWeapon": "主武器", "secondaryWeapon": "副武器" } }, "SETTINGS": { "Appearance": { "FIELDS": { "displayFear": { "label": "恐惧显示" }, "dualityColorScheme": { "label": "聊天风格" }, "showGenericStatusEffects": { "label": "显示Foundry状态效果" } }, "fearDisplay": { "token": "指示物", "bar": "状态条", "hide": "隐藏" } }, "Automation": { "fear": { "name": "恐惧", "hint": "恐惧二元检定结果时自动增加GM恐惧池" }, "FIELDS": { "damageReductionRulesDefault": { "label": "伤害减免规则默认", "hint": "是否默认启用护甲和减免规则" }, "hopeFear": { "label": "希望与恐惧", "gm": { "label": "GM" }, "players": { "label": "玩家" } }, "levelupAuto": { "label": "自动升级", "hint": "完成升级选择后自动应用数值变更到角色" }, "actionPoints": { "label": "行动点数", "hint": "自动分配行动点数" }, "hordeDamage": { "label": "自动集群伤害", "hint": "生命值降至一半时自动触发集群效果" }, "effects": { "rangeDependent": { "label": "效果距离依赖", "hint": "具有距离依赖的效果将根据距离自动开关" } }, "resourceScrollTexts": { "label": "显示资源变动滚动文本", "hint": "角色受伤或使用护甲时显示动态文本提示" }, "playerCanEditSheet": { "label": "允许玩家手动编辑角色", "hint": "允许玩家访问角色设置并修改数据" } } }, "Homebrew": { "newDowntimeMove": "休整期行动", "downtimeMoves": "休整期行动", "nrChoices": "每次休息可选行动数", "resetMovesTitle": "重置{type}休整期行动", "resetMovesText": "确定要重置吗?", "FIELDS": { "maxFear": { "label": "最大恐惧" }, "traitArray": { "label": "初始特质调整值" }, "maxLoadout": { "label": "配置栏最大卡牌数", "hint": "留空或0表示无上限" }, "maxDomains": { "label": "最大职业领域数", "hint": "单个职业可设置的领域上限" } }, "currency": { "enabled": "启用覆盖", "title": "货币覆盖", "currencyName": "货币名称", "coinName": "硬币名称", "handfulName": "把名称", "bagName": "袋名称", "chestName": "箱名称" }, "domains": { "domainsTitle": "基础领域", "homebrewDomains": "自制领域", "newDomain": "新领域", "newDomainInputTitle": "创建自制领域", "newDomainInputLabel": "新领域名称", "newDomainInputHint": "后续不可修改", "editDomain": "激活领域", "deleteDomain": "删除领域", "deleteDomainText": "确定删除{name}领域?将立即从所有使用该领域的角色中移除。", "duplicateDomain": "已存在同名领域" } }, "Menu": { "title": "匕首之心游戏设置", "automation": { "name": "自动化设置", "label": "配置自动化", "hint": "资源配置等自动化设置" }, "homebrew": { "name": "自制规则设置", "label": "配置自制规则", "hint": "扩展类型或修改游戏规则" }, "range": { "name": "距离设置", "label": "配置距离处理", "hint": "匕首之心距离标尺设置" }, "appearance": { "title": "外观设置", "label": "外观设置", "hint": "修改系统视觉样式", "name": "外观设置", "duality": "二元检定", "diceSoNice": { "title": "DICE SO NICE mod", "hint": "使用Dice So Nice模块时的骰子配色", "foreground": "前景色", "background": "背景色", "outline": "轮廓", "edge": "边缘", "texture": "纹理", "colorset": "主题", "material": "材质", "system": "骰子预设" } }, "variantRules": { "title": "变体规则", "label": "变体规则", "hint": "应用匕首之心系统变体规则", "name": "变体规则", "actionTokens": "行动令牌" } }, "Resources": { "fear": { "name": "恐惧", "hint": "GM的恐惧池" } }, "VariantRules": { "FIELDS": { "actionTokens": { "enabled": { "label": "启用" }, "tokens": { "label": "令牌" } } } }, "ResetSettings": { "resetConfirmationTitle": "重置设置", "resetConfirmationText": "确定重置{settings}?" } }, "UI": { "Chat": { "action": { "title": "动作" }, "applyEffect": { "title": "应用效果 - {name}" }, "attackRoll": { "title": "攻击 - {attack}", "rollDamage": "掷伤害", "rollHealing": "掷治疗", "applyEffect": "应用效果" }, "damageRoll": { "title": "伤害 - {damage}", "dealDamageToTargets": "对目标造成伤害", "dealDamage": "造成伤害", "rollDamage": "掷伤害", "hitTarget": "命中目标", "selectedTarget": "选定目标", "currentTarget": "当前目标" }, "deathMove": { "title": "死亡行动" }, "dicePool": { "title": "骰池" }, "domainCard": { "title": "领域卡" }, "dualityRoll": { "abilityCheckTitle": "{ability}检定" }, "featureTitle": "职业特性", "healingRoll": { "title": "治疗 - {damage}", "heal": "治疗", "applyHealing": "应用治疗" }, "reroll": { "confirmTitle": "重掷骰子", "confirmText": "确定重掷?" }, "resourceRoll": { "playerMessage": "{user}重掷了{name}" } }, "Notifications": { "adversaryMissing": "关联的敌对者不存在", "beastformInapplicable": "野兽形态仅适用于角色", "beastformAlreadyApplied": "角色已应用野兽形态", "noTargetsSelected": "未选择目标", "attackTargetDoesNotExist": "目标令牌已不存在", "insufficentAdvancements": "提升点数不足", "noAssignedPlayerCharacter": "未分配角色", "noSelectedToken": "未选择令牌", "onlyUseableByPC": "仅限PC令牌使用", "dualityParsing": "二元检定格式错误", "attributeFaulty": "属性不存在", "domainCardWrongDomain": "无此领域权限", "domainCardToHighLevel": "领域卡等级过高", "domainCardDuplicate": "已拥有此领域卡", "noSelectionsLeft": "无更多选项", "alreadySelectedClass": "已选择此职业", "classAlreadySelected": "角色已有职业", "subclassAlreadySelected": "角色已有该职业子职业", "noClassSelected": "角色未选择职业", "lacksDomain": "角色无此领域权限", "duplicateDomainCard": "已存在同名领域卡", "missingClassOrSubclass": "角色缺少职业或子职业", "tooHighLevel": "无法超过最高等级", "tooLowLevel": "无法低于初始等级", "subclassNotInClass": "子职业不属于所选职业", "subclassNotInMulticlass": "子职业不属于所选兼职", "missingClass": "未选择职业", "missingMulticlass": "缺少兼职", "wrongDomain": "卡片不属于职业领域", "cardTooHighLevel": "卡片等级过高", "duplicateCard": "不可重复选择相同卡片", "notPrimary": "非主武器", "notSecondary": "非副武器", "itemTooHighTier": "物品必须为阶位1", "primaryIsTwoHanded": "主武器为双手时不可选副武器", "noMoreMoves": "无法选择更多休整期行动", "damageAlreadyNone": "伤害已降至最低", "noAvailableArmorMarks": "无可用护甲槽位", "notEnoughStress": "压力不足", "damageIgnore": "{character}未受伤害", "featureIsMissing": "特性缺失", "actionIsMissing": "动作缺失", "attackIsMissing": "攻击缺失", "unownedActionMacro": "无法为未拥有动作创建宏", "unownedAttackMacro": "无法为未拥有攻击创建宏", "featureNotHope": "此特性非希望特性", "featureNotClass": "此特性非职业特性", "featureNotPrimary": "此特性非主要特性", "featureNotSecondary": "此特性非次要特性", "featureNotFoundation": "此特性非基础特性", "featureNotSpecialization": "此特性非专精特性", "featureNotMastery": "此特性非精通特性", "beastformMissingEffect": "野兽形态缺少效果", "beastformToManyAdvantages": "优势选择已达上限", "beastformToManyFeatures": "特性选择已达上限", "beastformEquipWeapon": "野兽形态无法使用武器", "loadoutMaxReached": "装备栏已达上限", "domainMaxReached": "职业领域已达上限", "insufficientResources": "资源不足", "multiclassAlreadyPresent": "已存在职业和兼职", "subclassesAlreadyPresent": "已存在职业和兼职子职业", "noDiceSystem": "所选骰子系统{system}不包含{faces}面骰" }, "Tooltip": { "disableEffect": "禁用效果", "enableEffect": "启用效果", "openItemWorld": "打开物品", "openActorWorld": "打开角色", "sendToChat": "发送至聊天", "maxEvasionClassBound": "闪避基础值由职业决定", "maxHPClassBound": "生命值基础值由职业决定", "moreOptions": "更多选项", "equip": "装备", "unequip": "卸下", "sendToVault": "发送至宝库", "sendToLoadout": "发送至装备栏", "makeDeathMove": "执行死亡行动", "rangeAndTarget": "范围与目标", "dragApplyEffect": "拖拽效果应用到角色", "appliedEvenIfSuccessful": "豁免成功时仍生效", "diceIsRerolled": "骰子已重掷(x{times})", "pendingSaves": "待处理反应检定", "openSheetSettings": "打开设置", "compendiumBrowser": "合集浏览器", "rulesOn": "规则启用", "rulesOff": "规则禁用", "remainingUses": "使用次数在{type}时恢复" } } } }