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* - Move all DataModel item files to a new 'items' subfolder for better organization - Add _module.mjs file to simplify imports - Update all import paths - Rename class for use the new acronym DH * FIX: remove unnecessary import * FEAT: BaseDataItem class add TODO comments for future improvements FIX: Remove effect field on template FIX: remove unused DhpEffects file * FEAT: new FormulaField class FEAT: add getRollData on BaseDataItem Class FEAT: weapon FIX: remove inventoryWeapon field on Weapon Data Model * FEAT: add class prepareBaseData for domains * FEAT: new ForeignDocumentUUIDField FIX: Remove unnecessary fields FEAT: use ForeignDocumentUUIDField in the Item Class DataModel * FIX: remove wrong option in String Field * FIX: remove unused import * FIX: ADD htmlFields description in manifest * FIX: minor fixes * REFACTOR: rename folder `data/items` -> `data/item` REFACTOR: rename folder `data/messages` -> `data/chat-message`. * FIX: imports FIX: items sheet new paths FIX: ItemDataModelMetadata type jsdoc * FEAT: formatting code FIX: fix fields used FEAT: add jsdoc * 110 - Class Data Model (#111) * Added PreCreate/Create/Delete logic for Class/Subclass and set it as foreignUUID fields in PC * Moved methods into TypedModelData * Simplified Subclass * Fixed up data model and a basic placeholder template (#117) * 118 - adversary data model (#119) * Fixed datamodel and set up basic template in new style * Added in a temp attack button, because why not * Restored HitPoints counting up * 113 - Character Data Model (#114) * Improved Character datamodel * Removed additional unneccessary getters * Preliminary cleanup in the class sheet * Cleanup of 'pc' references * Corrected Duality rolling from Character * Fix to damage roll * Added a basic BaseDataActor data model * Gathered exports * getRollData recursion fix * Feature/112 items use action datamodel (#127) * Create new actions classes * actions types - attack roll * fixes before merge * First PR * Add daggerheart.css to gitignore * Update ToDo * Remove console log * Fixed chat /dr roll * Remove jQuery * Fixed so the different chat themes work again * Fixed duality roll buttons * Fix to advantage/disadvantage shortcut * Extand action to other item types * Roll fixes * Fixes to adversary rolls * resources * Fixed adversary dice --------- Co-authored-by: WBHarry <williambjrklund@gmail.com> * Feature/116-implementation-of-pseudo-documents (#125) * FEAT: add baseDataModel logic * FEAT: new PseudoDocumentsField FIX: BasePseudoDocument 's getEmbeddedDocument * FEAT: PseudoDocument class * FEAT: add TypedPseudoDocument REFACTOR: PreudoDocument FIX: Typos Bug * FIX: CONFIG types * FEAT: basic PseudoDocumentSheet * FIX: remove schema ADD: input of example --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: WBHarry <williambjrklund@gmail.com> * Levelup Followup (#126) * Levelup applies bonuses to character * Added visualisation of domain card levels * Fixed domaincard level max for selections in a tier * A trait can now only be level up once within the same tier --------- Co-authored-by: Joaquin Pereyra <joaquinpereyra98@users.noreply.github.com> Co-authored-by: joaquinpereyra98 <24190917+joaquinpereyra98@users.noreply.github.com> Co-authored-by: Dapoulp <74197441+Dapoulp@users.noreply.github.com>
1345 lines
59 KiB
JSON
Executable file
1345 lines
59 KiB
JSON
Executable file
{
|
||
"TYPES": {
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||
"Item": {
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||
"ancestry": "Ancestry",
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||
"community": "Community",
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||
"class": "Class",
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||
"subclass": "Subclass",
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||
"feature": "Feature",
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||
"domainCard": "Domain Card",
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||
"consumable": "Consumable",
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||
"miscellaneous": "Miscellaneous",
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||
"weapon": "Weapon",
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||
"armor": "Armor"
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||
},
|
||
"Actor": {
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||
"character": "Character",
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||
"adversary": "Adversary",
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||
"environment": "Environment"
|
||
}
|
||
},
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||
"DAGGERHEART": {
|
||
"Settings": {
|
||
"Menu": {
|
||
"Automation": {
|
||
"Name": "Automation Settings",
|
||
"Label": "Configure Automation",
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||
"Hint": "Various settings automating resource management and more",
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||
"HopeLabel": "Hope",
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||
"FearLabel": "Fear",
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||
"ActionPointsLabel": "Action Points"
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||
},
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||
"Homebrew": {
|
||
"Name": "Homebrew Settings",
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||
"Label": "Configure Homebrew",
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||
"Hint": "Various settings allowing extensions to types or altered game rules",
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||
"AbilityArrayLabel": "Ability Array"
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||
},
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||
"Range": {
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||
"Name": "Range Settings",
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||
"Label": "Configure Range Handling",
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||
"Hint": "System ruler setup for displaying ranges in Daggerheart",
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||
"EnabledLabel": "Enabled",
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||
"MeleeLabel": "Melee",
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||
"VeryCloseLabel": "Very Close",
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||
"CloseLabel": "Close",
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||
"FarLabel": "Far",
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||
"VeryFarLabel": "Very Far"
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||
},
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||
"Appearance": {
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||
"title": "Appearance Settings",
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||
"label": "Appearance Settings",
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||
"hint": "Modify the look of various parts of the system",
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||
"name": "Appearance Settings",
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||
"duality": "Duality Rolls",
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||
"DiceSoNice": {
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||
"title": "Dice So Nice",
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||
"hint": "Coloration of Hope and Fear dice if the Dice So Nice module is used.",
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||
"foreground": "Foreground",
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||
"background": "Background",
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||
"outline": "Outline",
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||
"edge": "Edge"
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||
}
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||
},
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||
"VariantRules": {
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"title": "Variant Rules",
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||
"label": "Variant Rules",
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||
"hint": "Apply variant rules from the Daggerheart system",
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"name": "Variant Rules",
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"actionTokens": "Action Tokens"
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||
}
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||
},
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||
"Automation": {
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||
"Hope": {
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"Name": "Hope",
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||
"Hint": "Automatically increase a character's hope on a hope duality roll result."
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||
},
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||
"Fear": {
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"Name": "Fear",
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"Hint": "Automatically increase the GM's fear pool on a fear duality roll result."
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},
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"ActionPoints": {
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"Name": "Action Points",
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"Hint": "Automatically give and take Action Points as combatants take their turns."
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}
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||
},
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"Resources": {
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||
"Fear": {
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"Name": "Fear",
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"Hint": "The Fear pool of the GM."
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},
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"MaxFear": {
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"Name": "Maximum amount of Fear",
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"Hint": "The maximum amount of Fear the GM can get."
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},
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"DisplayFear": {
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"Name": "Fear display style",
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"Hint": "Change how the GM Fear count should be displayed."
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}
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||
},
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"General": {
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||
"AbilityArray": {
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"Name": "Ability Score Array",
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"Hint": "The starting distribution of Ability Scores for a character."
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||
},
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"RangeMeasurement": {
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"Name": "Enable Range Measurement",
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||
"Hint": "Enable measuring of ranges with the ruler according to set distances."
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||
}
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},
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"VariantRules": {
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||
"ActionTokens": {
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"label": "Action Tokens",
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"hint": "Give each player action tokens to use in combat"
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||
},
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"FIELDS": {
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||
"useCoins": {
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"label": "Use Coins",
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"hint": "test"
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||
}
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||
}
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},
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"DualityRollColor": {
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"Name": "Duality Roll Colour Scheme",
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||
"Hint": "The display type for Duality Rolls",
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||
"Options": {
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||
"Colorful": "Colorful",
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||
"Normal": "Normal"
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||
}
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||
}
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},
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||
"Notification": {
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||
"Info": {
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||
"ClassCanOnlyHaveTwoDomains": "A class can only have 2 domains!",
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||
"NoTargetsSelected": "No targets are selected.",
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||
"SelectClassBeforeSubclass": "Select a Class before selecting a Subclass.",
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||
"SubclassNotOfClass": "This Subclass doesn't belong to your current Class.",
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||
"AttackTargetDoesNotExist": "The target token no longer exists"
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||
},
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"Error": {
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||
"ActionRequiresTarget": "The action requires at least one target",
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"NoAssignedPlayerCharacter": "You have no assigned character.",
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||
"NoSelectedToken": "You have no selected token",
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||
"OnlyUseableByPC": "This can only be used with a PC token",
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||
"DualityParsing": "Duality roll not properly formated",
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||
"AttributeFaulty": "The supplied Attribute doesn't exist"
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}
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||
},
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"General": {
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||
"Name": "Name",
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||
"Hope": "Hope",
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||
"Fear": "Fear",
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"Duality": "Duality",
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"Check": "{check} Check",
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"CriticalSuccess": "Critical Success",
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"Advantage": {
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"Full": "Advantage",
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"Short": "Adv"
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},
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"Disadvantage": {
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"Full": "Disadvantage",
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"Short": "Dis"
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||
},
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||
"OK": "OK",
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||
"Cancel": "Cancel",
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||
"Or": "Or",
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||
"Description": "Description",
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||
"Features": "Features",
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||
"proficiency": "Proficiency",
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||
"unarmored": "Unarmored",
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"Experience": {
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"Single": "Experience",
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"plural": "Experiences"
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||
},
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"Adversary": {
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"Singular": "Adversary",
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"Plural": "Adversaries"
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||
},
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||
"Character": {
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||
"Singular": "Character",
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||
"Plural": "Characters"
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||
},
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||
"RefreshType": {
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||
"Session": "Session",
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||
"Shortrest": "Short Rest",
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||
"Longrest": "Long Rest"
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||
}
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||
},
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"ActionType": {
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"Passive": "Passive",
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||
"Action": "Action",
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||
"Reaction": "Reaction"
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||
},
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"Abilities": {
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"agility": {
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"name": "Agility",
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"short": "AGI",
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"verb": {
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||
"sprint": "Sprint",
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||
"leap": "Leap",
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||
"maneuver": "Maneuver"
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||
}
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||
},
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"strength": {
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"name": "Strength",
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"short": "STR",
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"verb": {
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||
"lift": "Lift",
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||
"smash": "Smash",
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"grapple": "Grapple"
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}
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},
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"finesse": {
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"name": "Finesse",
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"short": "FIN",
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"verb": {
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"control": "Control",
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||
"hide": "Hide",
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||
"tinker": "Tinker"
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||
}
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||
},
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"instinct": {
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"name": "Instinct",
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"short": "INS",
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"verb": {
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"perceive": "Perceive",
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"sense": "Sense",
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"navigate": "Navigate"
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}
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},
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"presence": {
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"name": "Presence",
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"short": "PRE",
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"verb": {
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"charm": "Charm",
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"perform": "Perform",
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"deceive": "Deceive"
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}
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},
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"knowledge": {
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"name": "Knowledge",
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"short": "KNO",
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"verb": {
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||
"recall": "Recall",
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||
"analyze": "Analyze",
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||
"comprehend": "Comprehend"
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||
}
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||
}
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||
},
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"FeatureProperty": {
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"SpellcastingTrait": "Spellcasting Trait"
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},
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"Condition": {
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"Vulnerable": {
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"Name": "Vulnerable",
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"Description": "While a creature is Vulnerable, all rolls targeting them have advantage.\nA creature who is already Vulnerable can’t be made to take the condition again."
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},
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"Hidden": {
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"Name": "Hidden",
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"Description": "While Hidden, attacks cannot be made directly targeting them nd any rolls against them are at disadvantage.\nWhen a Hidden creature moves or attacks, they are no longer Hidden. However, if a creature is Hidden when they begin making an attack, the roll has advantage; the Hidden condition isn’t cleared until after the attack is resolved."
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},
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"Restrained": {
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"Name": "Restrained",
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"Description": "When an effect makes a creature Restrained, it means they cannot move until this condition is cleared.\nThey can still take actions from their current position."
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}
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},
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"Tiers": {
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"tier1": "Tier 1",
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"tier2": "Tier 2",
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"tier3": "Tier 3",
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"tier4": "Tier 4"
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},
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"Adversary": {
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"Type": {
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"Bruiser": {
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"label": "Bruiser",
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"Description": "Tough adversaries with powerful attacks."
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},
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"Horde": {
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"label": "Horde",
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"Description": "A Horde represents a number of foes working in a group."
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},
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"Leader": {
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"label": "Leader",
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"Description": "Adversaries that command and summon other adversaries."
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},
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"Minion": {
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"label": "Minion",
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"Description": "Basic enemies that are easily dispatched but dangerous in numbers."
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},
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"Ranged": {
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"label": "Ranged",
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"Description": "Adversaries that attack from a distance."
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},
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"Skulk": {
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"label": "Skulk",
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"Description": "Adversaries that maneuver and exploit opportunities to ambush their opponents."
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},
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"Social": {
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"label": "Social",
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"Description": "Adversaries that are primarily interpersonal threats or challenges."
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},
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"Solo": {
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"label": "Solo",
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"Description": "Designed to present a challenge to a whole party."
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},
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"Standard": {
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"label": "Standard",
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"Description": "Rank and File adversaries."
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},
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"Support": {
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"label": "Support",
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"Description": "Enemies that enhance their allies and/or disrupt their opponents."
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}
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},
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"Trait": {
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"Relentless": {
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"Name": "Relentless",
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"Description": "A foe with Relentless can activate up to X times during a GM move so long as there are enough action tokens.",
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"Tip": "The Relentless move is useful if you want an adversary you can activate more than once during a single GM move. This is often best for exceedingly fast or dangerous foes, or for adversaries who are likely to be battling the party on their own."
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},
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"Slow": {
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"Name": "Slow",
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"Description": "A foe with Slow costs X action tokens to activate.",
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"Tip": "The Slow move is useful if you want an adversary who narratively takes longer to act than others, like a slug creature or a massive ogre. This is usually most effective when that creature is very powerful when it does act, but eats up lots of action tokens to do it."
|
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},
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"Minion": {
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"Name": "Minion",
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"Description": "For every X damage a PC deals to this adversary, they also deal 1 HP to an additional minion within their attack’s range.",
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"Tip": "The Minion move is useful when you want to drop lots of small enemies into the battlefield, knowing the party can swing through them very easily. This move means that if a PC hits one minion and they do enough damage, they also hit a number of others that are in range for them. Because of this, it’s often best to have minions crowd a PC–it will feel overwhelming and dangerous until they’re able to make an attack against them. If you want that cinematic feeling of the PCs taking out waves of enemies with a single attack roll, minions are a great tool to make that happen."
|
||
}
|
||
}
|
||
},
|
||
"Environment": {
|
||
"Type": {
|
||
"Exploration": {
|
||
"label": "Exploration",
|
||
"description": ""
|
||
},
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||
"Social": {
|
||
"label": "Social",
|
||
"description": ""
|
||
},
|
||
"Traversal": {
|
||
"label": "Traversal",
|
||
"description": ""
|
||
},
|
||
"Event": {
|
||
"label": "Event",
|
||
"description": ""
|
||
}
|
||
}
|
||
},
|
||
"Domains": {
|
||
"Arcana": {
|
||
"label": "Arcana",
|
||
"Description": "This is the domain of the innate or instinctual use of magic. Those who walk this path tap into the raw, enigmatic forces of the realms to manipulate both the elements and their own energy. Arcana offers wielders a volatile power, but it is incredibly potent when correctly channeled."
|
||
},
|
||
"Blade": {
|
||
"label": "Blade",
|
||
"Description": "This is the domain of those who dedicate their lives to the mastery of weapons. Whether by blade, bow, or perhaps a more specialized arm, those who follow this path have the skill to cut short the lives of others. Blade requires study and dedication from its followers, in exchange for inexorable power over death."
|
||
},
|
||
"Bone": {
|
||
"label": "Bone",
|
||
"Description": "This is the domain of mastery of swiftness and tactical mastery. Practitioners of this domain have an uncanny control over their own physical abilities, and an eye for predicting the behaviors of others in combat. Bone grants its adherents unparalleled understanding of bodies and their movements in exchange for diligent training."
|
||
},
|
||
"Codex": {
|
||
"label": "Codex",
|
||
"Description": "This is the domain of intensive magical study. Those who seek magical knowledge turn to the recipes of power recorded in books, on scrolls, etched into walls, or tattooed on bodies. Codex offers a commanding and versatile understanding of magic to those devotees who are willing to seek beyond the common knowledge."
|
||
},
|
||
"Grace": {
|
||
"label": "Grace",
|
||
"Description": "This is the domain of charisma. Through rapturous storytelling, clever charm, or a shroud of lies, those who channel this power define the realities of their adversaries, bending perception to their will. Grace offers its wielders raw magnetism and mastery over language."
|
||
},
|
||
"Midnight": {
|
||
"label": "Midnight",
|
||
"Description": "This is the domain of shadows and secrecy. Whether by clever tricks, or cloak of night those who channel these forces are practiced in that art of obscurity and there is nothing hidden they cannot reach. Midnight offers practitioners the incredible power to control and create enigmas."
|
||
},
|
||
"Sage": {
|
||
"label": "Sage",
|
||
"Description": "This is the domain of the natural world. Those who walk this path tap into the unfettered power of the earth and its creatures to unleash raw magic. Sage grants its adherents the vitality of a blooming flower and ferocity of a hungry predator."
|
||
},
|
||
"Splendor": {
|
||
"label": "Splendor",
|
||
"Description": "This is the domain of life. Through this magic, followers gain the ability to heal, though such power also grants the wielder some control over death. Splendor offers its disciples the magnificent ability to both give and end life."
|
||
},
|
||
"Valor": {
|
||
"label": "Valor",
|
||
"Description": "This is the domain of protection. Whether through attack or defense, those who choose this discipline channel formidable strength to protect their allies in battle. Valor offers great power to those who raise their shield in defense of others."
|
||
}
|
||
},
|
||
"Domain": {
|
||
"CardTypes": {
|
||
"ability": "Ability",
|
||
"spell": "Spell",
|
||
"grimoire": "Grimoire"
|
||
}
|
||
},
|
||
"Combat": {
|
||
"giveSpotlight": "Give The Spotlight",
|
||
"requestSpotlight": "Request The Spotlight",
|
||
"requestingSpotlight": "Requesting The Spotlight",
|
||
"combatStarted": "Active"
|
||
},
|
||
"LevelUp": {
|
||
"Options": {
|
||
"trait": "Gain a +1 bonus to two unmarked character traits and mark them.",
|
||
"hitPoint": "Permanently gain one Hit Point slot.",
|
||
"stress": "Permanently gain one Stress slot.",
|
||
"experience": "Permanently gain a +1 bonus to two experiences.",
|
||
"domainCard": "Choose an additional domain card of your level or lower from a domain you have access to (up to level {maxLevel})",
|
||
"evasion": "Permanently gain a +1 bonus to your Evasion.",
|
||
"subclass": "Take an upgraded subclass card. Then cross out the multiclass option for this tier.",
|
||
"proficiency": "Increase your Proficiency by +1.",
|
||
"multiclass": "Multiclass: Choose an additional class for your character, then cross out an unused “Take an upgraded subclass card” and the other multiclass option on this sheet."
|
||
},
|
||
"Tier2": {
|
||
"Label": "Levels 2-4",
|
||
"InfoLabel": "At Level 2, gain an additional Experience at +2 and gain a +1 bonus to your Proficiency.",
|
||
"Pretext": "Choose two options from the list below",
|
||
"Posttext": "Take an additional domain card of your level or lower from a domain you have access to."
|
||
},
|
||
"Tier3": {
|
||
"Label": "Levels 5-7",
|
||
"InfoLabel": "At Level 5, take an additional Experience and clear all marks on Character Traits.",
|
||
"Pretext": "When you level up, record it on your character sheet, then choose two from the list below or any unmarked from the previous tier.",
|
||
"Posttext": "Take an additional domain card of your level or lower from a domain you have access to."
|
||
},
|
||
"Tier4": {
|
||
"Label": "Levels 8-10",
|
||
"InfoLabel": "At Level 8, take an additional Experience and clear all marks on Character Traits.",
|
||
"Pretext": "When you level up, record it on your character sheet, then choose two from the list below or any unmarked from the previous tier.",
|
||
"Posttext": "Take an additional domain card of your level or lower from a domain you have access to."
|
||
},
|
||
"ChoiceDescriptions": {
|
||
"Attributes": "Gain a +1 bonus to two unmarked character traits and mark them.",
|
||
"HitPointSlots": "Permanently gain one Hit Point slot.",
|
||
"StressSlots": "Permanently gain one Stress slot.",
|
||
"Experiences": "Permanently gain a +1 bonus to two experiences.",
|
||
"DomainCard": "Choose an additional domain card of your level or lower from a domain you have access to (up to level {maxLevel})",
|
||
"Evasion": "Permanently gain a +1 bonus to your Evasion.",
|
||
"Proficiency": "Increase your Proficiency by +1.",
|
||
"Subclass": "Take an upgraded subclass card. Then cross out the multiclass option for this tier.",
|
||
"Multiclass": "Multiclass: Choose an additional class for your character, then cross out an unused “Take an upgraded subclass card” and the other multiclass option on this sheet."
|
||
}
|
||
},
|
||
"Downtime": {
|
||
"TendToWounds": {
|
||
"Name": "Tend to Wounds",
|
||
"Description": "Describe how you patch yourself up and remove all marked Hit Points. You may also do this on an ally instead."
|
||
},
|
||
"ClearStress": {
|
||
"Name": "Clear Stress",
|
||
"Description": "Describe how you blow off steam or pull yourself together, and clear all marked Stress."
|
||
},
|
||
"RepairArmor": {
|
||
"Name": "Repair Armor",
|
||
"Description": "Describe how you spend time repairing your armor and clear all of its Armor Slots. You may also do this to an ally’s armor instead."
|
||
},
|
||
"Prepare": {
|
||
"Name": "Prepare",
|
||
"Description": "Describe how you are preparing for the next day’s adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you may each take two Hope."
|
||
},
|
||
"WorkOnAProject": {
|
||
"Name": "Work on a Project",
|
||
"Description": "Establish or continue work on a project. The GM might ask for a roll to determine how much to tick down on the completion track."
|
||
},
|
||
"Custom": {
|
||
"NamePlaceholder": "Custom Activity...",
|
||
"Placeholder": "A custom downtime activity description..."
|
||
}
|
||
},
|
||
"DeathMoves": {
|
||
"AvoidDeath": {
|
||
"Name": "Avoid Death",
|
||
"Description": "You drop unconscious temporarily and work with the GM to describe how the situation gets much worse because of it. Then roll your Fear die; if its value is equal to or under your Level, take a Scar."
|
||
},
|
||
"RiskItAll": {
|
||
"Name": "Risk It All",
|
||
"Description": "Roll your Duality Dice. If Hope is higher, you stay on your feet and clear an amount of Hit Points and/or Stress equal to the value of the Hope die (divide the Hope die value up between these however you’d prefer). If your Fear die is higher, you cross through the veil of death. If the Duality Dice are tied, you stay on your feet and clear all Hit Points and Stress."
|
||
},
|
||
"BlazeOfGlory": {
|
||
"Name": "Blaze Of Glory",
|
||
"Description": "With Blaze of Glory, the player is accepting death for the character. Take one action (at GM discretion), which becomes an automatic critical success, then cross through the veil of death."
|
||
}
|
||
},
|
||
"Burden": {
|
||
"oneHanded": "One-Handed",
|
||
"twoHanded": "Two-Handed"
|
||
},
|
||
"Range": {
|
||
"self": {
|
||
"name": "Self",
|
||
"description": "means yourself."
|
||
},
|
||
"melee": {
|
||
"name": "Melee",
|
||
"description": "means a character is within touching distance of the target. PCs can generally touch targets up to a few feet away from them, but melee range may be greater for especially large NPCs."
|
||
},
|
||
"veryClose": {
|
||
"name": "Very Close",
|
||
"description": "means a distance where one can see fine details of a target- within moments of reaching, if need be. This is usually anywhere from about 5-10 feet away. While in danger, a PC can usually get to anything that’s very close as part of any other action they take. Anything on a battle map that is within the shortest length of a game card (~2-3 inches) can usually be considered very close."
|
||
},
|
||
"close": {
|
||
"name": "Close",
|
||
"description": "means a distance where one can see prominent details of a target-- across a room or to a neighboring market stall, generally about 10-30 feet away. While in danger, a PC can usually get to anything that’s close as part of any other action they take. Anything on a battle map that is within the length of a standard pen or pencil (~5-6 inches) can usually be considered close."
|
||
},
|
||
"far": {
|
||
"name": "Far",
|
||
"description": "means a distance where one can see the appearance of a person or object, but probably not in great detail-- across a small battlefield or down a large corridor. This is usually about 30-100 feet away. While under danger, a PC will likely have to make an Agility check to get here safely. Anything on a battle map that is within the length of a standard piece of paper (~10-11 inches) can usually be considered far."
|
||
},
|
||
"veryFar": {
|
||
"name": "Very Far",
|
||
"description": "means a distance where you can see the shape of a person or object, but probably not make outany details-- across a large battlefield or down a long street, generally about 100-300 feet away. While under danger, a PC likely has to make an Agility check to get here safely. Anything on a battle map that is beyond far distance, but still within sight of the characters can usually be considered very far."
|
||
}
|
||
},
|
||
"DamageType": {
|
||
"physical": {
|
||
"name": "Physical",
|
||
"abbreviation": "Phy"
|
||
},
|
||
"magical": {
|
||
"name": "Magical",
|
||
"abbreviation": "Mag"
|
||
}
|
||
},
|
||
"HealingType": {
|
||
"HitPoints": {
|
||
"Name": "Hit Points",
|
||
"Abbreviation": "HP"
|
||
},
|
||
"Stress": {
|
||
"Name": "Stress",
|
||
"Stress": "STR"
|
||
}
|
||
},
|
||
"ArmorFeature": {
|
||
"Burning": {
|
||
"Name": "Burning",
|
||
"Description": "When an adversary attacks you within Melee range, they mark a Stress."
|
||
},
|
||
"Channeling": {
|
||
"Name": "Channeling",
|
||
"Description": "+1 to Spellcast Rolls"
|
||
},
|
||
"Difficult": {
|
||
"Name": "Difficult",
|
||
"Description": "-1 to all character traits and Evasion"
|
||
},
|
||
"Flexible": {
|
||
"Name": "Flexible",
|
||
"Description": "+1 to Evasion"
|
||
},
|
||
"Fortified": {
|
||
"Name": "Fortified",
|
||
"Description": "When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one."
|
||
},
|
||
"Gilded": {
|
||
"Name": "Gilded",
|
||
"Description": "+1 to Presence"
|
||
},
|
||
"Heavy": {
|
||
"Name": "Heavy",
|
||
"Description": "-1 to Evasion"
|
||
},
|
||
"Hopeful": {
|
||
"Name": "Hopeful",
|
||
"Description": "When you would spend a Hope, you can mark an Armor Slot instead."
|
||
},
|
||
"Impenetrable": {
|
||
"Name": "Impenetrable",
|
||
"Description": "Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress."
|
||
},
|
||
"Magic": {
|
||
"Name": "Magic",
|
||
"Description": "You can't mark an Armor Slot to reduce physical damage."
|
||
},
|
||
"Painful": {
|
||
"Name": "Painful",
|
||
"Description": "Each time you mark an Armor Slot, you must mark a Stress."
|
||
},
|
||
"Physical": {
|
||
"Name": "Physical",
|
||
"Description": "You can't mark an Armor Slot to reduce magic damage."
|
||
},
|
||
"Quiet": {
|
||
"Name": "Quiet",
|
||
"Description": "You gain a +2 bonus to rolls you make to move silently."
|
||
},
|
||
"Reinforced": {
|
||
"Name": "Reinforced",
|
||
"Description": "When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot."
|
||
},
|
||
"Resilient": {
|
||
"Name": "Resilient",
|
||
"Description": "Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot."
|
||
},
|
||
"Sharp": {
|
||
"Name": "Sharp",
|
||
"Description": "On a successful attack against a target within Melee range, add a d4 to the damage roll."
|
||
},
|
||
"Shifting": {
|
||
"Name": "Shifting",
|
||
"Description": "When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage."
|
||
},
|
||
"Timeslowing": {
|
||
"Name": "Timeslowing",
|
||
"Description": "Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack."
|
||
},
|
||
"Truthseeking": {
|
||
"Name": "Truthseeking",
|
||
"Description": "This armor glows when another creature within Close range tells a lie."
|
||
},
|
||
"VeryHeavy": {
|
||
"Name": "Very Heavy",
|
||
"Description": "-2 to Evasion; -1 to Agility"
|
||
},
|
||
"Warded": {
|
||
"Name": "Warded",
|
||
"Description": "You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds."
|
||
}
|
||
},
|
||
"WeaponFeature": {
|
||
"Barrier": {
|
||
"Name": "Barrier",
|
||
"Description": "+{armorBonus} to Armor Score; -1 to Evasion"
|
||
},
|
||
"Bonded": {
|
||
"Name": "Bonded",
|
||
"Description": "Gain a bonus to your damage rolls equal to your level."
|
||
},
|
||
"Bouncing": {
|
||
"Name": "Bouncing",
|
||
"Description": "Mark 1 or more Stress to hit that many targets in range of the attack."
|
||
},
|
||
"Brave": {
|
||
"Name": "Brave",
|
||
"Description": "-1 to Evasion; +3 to Severe damage threshold"
|
||
},
|
||
"Brutal": {
|
||
"Name": "Brutal",
|
||
"Description": "When you roll the maximum value on a damage die, roll an additional damage die."
|
||
},
|
||
"Charged": {
|
||
"Name": "Charged",
|
||
"Description": "Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack."
|
||
},
|
||
"Concussive": {
|
||
"Name": "Concussive",
|
||
"Description": "On a successful attack, you can spend a Hope to knock the target back to Far range."
|
||
},
|
||
"Cumbersome": {
|
||
"Name": "Cumbersome",
|
||
"Description": "-1 to Finesse"
|
||
},
|
||
"Deadly": {
|
||
"Name": "Deadly",
|
||
"Description": "When you deal Severe damage, the target must mark an additional HP."
|
||
},
|
||
"Deflecting": {
|
||
"Name": "Deflecting",
|
||
"Description": "When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your Armor Score against the attack."
|
||
},
|
||
"Destructive": {
|
||
"Name": "Destructive",
|
||
"Description": "-1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress."
|
||
},
|
||
"Devastating": {
|
||
"Name": "Devastating",
|
||
"Description": "Before you make an attack roll, you can mark a Stress to use a d20 as your damage die."
|
||
},
|
||
"DoubleDuty": {
|
||
"Name": "Double Duty",
|
||
"Description": "+1 to Armor Score; +1 to primary weapon damage within Melee range"
|
||
},
|
||
"DoubledUp": {
|
||
"Name": "Doubled Up",
|
||
"Description": "When you make an attack with your primary weapon, you can deal damage to another target within Melee range."
|
||
},
|
||
"Dueling": {
|
||
"Name": "Dueling",
|
||
"Description": "When there are no other creatures within Close range of the target, gain advantage on your attack roll against them."
|
||
},
|
||
"Eruptive": {
|
||
"Name": "Eruptive",
|
||
"Description": "On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage."
|
||
},
|
||
"Grappling": {
|
||
"Name": "Grappling",
|
||
"Description": "On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you."
|
||
},
|
||
"Greedy": {
|
||
"Name": "Greedy",
|
||
"Description": "Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll."
|
||
},
|
||
"Heavy": {
|
||
"Name": "Heavy",
|
||
"Description": "-1 to Evasion"
|
||
},
|
||
"Hooked": {
|
||
"Name": "Hooked",
|
||
"Description": "On a successful attack, you can pull the target into Melee range."
|
||
},
|
||
"Hot": {
|
||
"Name": "Hot",
|
||
"Description": "This weapon cuts through solid material."
|
||
},
|
||
"Invigorating": {
|
||
"Name": "Invigorating",
|
||
"Description": "On a successful attack, roll a d4. On a result of 4, clear a Stress."
|
||
},
|
||
"Lifestealing": {
|
||
"Name": "Lifestealing",
|
||
"Description": "On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress."
|
||
},
|
||
"LockedOn": {
|
||
"Name": "Locked On",
|
||
"Description": "On a successful attack, your next attack against the same target with your primary weapon automatically succeeds."
|
||
},
|
||
"Long": {
|
||
"Name": "Long",
|
||
"Description": "This weapon's attack targets all adversaries in a line within range."
|
||
},
|
||
"Massive": {
|
||
"Name": "Massive",
|
||
"Description": "-1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result."
|
||
},
|
||
"Painful": {
|
||
"Name": "Painful",
|
||
"Description": "Each time you make a successful attack, you must mark a Stress."
|
||
},
|
||
"Paired": {
|
||
"Name": "Paired",
|
||
"Description": "+{bonusDamage} to primary weapon damage to targets within Melee range"
|
||
},
|
||
"Parry": {
|
||
"Name": "Parry",
|
||
"Description": "When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled."
|
||
},
|
||
"Persuasive": {
|
||
"Name": "Persuasive",
|
||
"Description": "Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result."
|
||
},
|
||
"Pompous": {
|
||
"Name": "Pompous",
|
||
"Description": "You must have a Presence of 0 or lower to use this weapon."
|
||
},
|
||
"Powerful": {
|
||
"Name": "Powerful",
|
||
"Description": "On a successful attack, roll an additional damage die and discard the lowest result."
|
||
},
|
||
"Protective": {
|
||
"Name": "Protective",
|
||
"Description": "+{armorBonus} to Armor Score"
|
||
},
|
||
"Quick": {
|
||
"Name": "Quick",
|
||
"Description": "When you make an attack, you can mark a Stress to target another creature within range."
|
||
},
|
||
"Reliable": {
|
||
"Name": "Reliable",
|
||
"Description": "+1 to attack rolls"
|
||
},
|
||
"Reloading": {
|
||
"Name": "Reloading",
|
||
"Description": "After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again."
|
||
},
|
||
"Retractable": {
|
||
"Name": "Retractable",
|
||
"Description": "The blade can be hidden in the hilt to avoid detection."
|
||
},
|
||
"Returning": {
|
||
"Name": "Returning",
|
||
"Description": "When this weapon is thrown within its range, it appears in your hand immediately after the attack."
|
||
},
|
||
"Scary": {
|
||
"Name": "Scary",
|
||
"Description": "On a successful attack, the target must mark a Stress."
|
||
},
|
||
"Serrated": {
|
||
"Name": "Serrated",
|
||
"Description": "When you roll a 1 on a damage die, it deals 8 damage instead."
|
||
},
|
||
"Sharpwing": {
|
||
"Name": "Sharpwing",
|
||
"Description": "Gain a bonus to your damage rolls equal to your Agility."
|
||
},
|
||
"Sheltering": {
|
||
"Name": "Sheltering",
|
||
"Description": "When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage."
|
||
},
|
||
"Startling": {
|
||
"Name": "Startling",
|
||
"Description": "Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range."
|
||
},
|
||
"Timebending": {
|
||
"Name": "Timebending",
|
||
"Description": "You can choose the target of your attack after making your attack roll."
|
||
},
|
||
"Versatile": {
|
||
"Name": "Versatile",
|
||
"Description": "This weapon can also be used with these statistics—{characterTrait}, {range}, {damage}."
|
||
}
|
||
},
|
||
"Feature": {
|
||
"Type": {
|
||
"ancestry": "Ancestry",
|
||
"community": "Community",
|
||
"class": "Class",
|
||
"subclass": "Subclass",
|
||
"classHope": "Class Hope",
|
||
"domainCard": "Domain Card",
|
||
"equipment": "Equipment"
|
||
},
|
||
"ValueType": {
|
||
"Normal": "Normal",
|
||
"Input": "Input",
|
||
"Dice": "Dice"
|
||
},
|
||
"Max": "Max"
|
||
},
|
||
"FeatureType": {
|
||
"Normal": "Normal",
|
||
"Input": "Input",
|
||
"Ticks": "Ticks"
|
||
},
|
||
"Application": {
|
||
"Downtime": {
|
||
"TakeDowntime": "Take Downtime"
|
||
},
|
||
"LevelUp": {
|
||
"Title": "{actor} Level Up",
|
||
"Tabs": {
|
||
"advancement": "Level Advancement",
|
||
"selections": "Advancement Choices",
|
||
"summary": "Summary"
|
||
},
|
||
"navigateLevel": "To Level {level}",
|
||
"navigateToLevelup": "Return To Levelup",
|
||
"navigateToSummary": "To Summary",
|
||
"TakeLevelUp": "Finish Level Up",
|
||
"Delevel": {
|
||
"title": "Go back to previous level",
|
||
"content": "Returning to the previous level selection will remove all selections made for this level. Do you want to proceed?"
|
||
},
|
||
"Selections": {
|
||
"emptyDomainCardHint": "{domain} level {level} or below"
|
||
},
|
||
"summary": {
|
||
"levelAchievements": "Level Achievements",
|
||
"levelAdvancements": "Level Advancements",
|
||
"proficiencyIncrease": "Proficiency Increased: {proficiency}",
|
||
"hpIncrease": "Hit Points Increased: {hitPoints}",
|
||
"stressIncrease": "Stress Increased: {stress}",
|
||
"evasionIncrease": "Evasion Increased: {evasion}",
|
||
"damageThresholdMajorIncrease": "Major: {threshold}",
|
||
"damageThresholdSevereIncrease": "Severe: {threshold}",
|
||
"newExperiences": "New Experiences",
|
||
"experiencePlaceholder": "A new experience..",
|
||
"domainCards": "Domain Cards",
|
||
"subclass": "Subclass",
|
||
"multiclass": "Multiclass",
|
||
"traits": "Increased Traits",
|
||
"experienceIncreases": "Experience Increases",
|
||
"damageThresholds": "Damage Thresholds"
|
||
},
|
||
"notifications": {
|
||
"info": {
|
||
"insufficentAdvancements": "You don't have enough advancements left.",
|
||
"insufficientTierAdvancements": "You have no available advancements for this tier."
|
||
},
|
||
"error": {
|
||
"domainCardWrongDomain": "You don't have access to that Domain",
|
||
"domainCardToHighLevel": "The Domain Card is too high level to be selected",
|
||
"domainCardDuplicate": "You already have that domain card!",
|
||
"noSelectionsLeft": "Nothing more to select!",
|
||
"alreadySelectedClass": "You already have that class!"
|
||
}
|
||
}
|
||
},
|
||
"DeathMove": {
|
||
"Title": "{actor} - Death Move",
|
||
"TakeMove": "Take Death Move"
|
||
},
|
||
"RollSelection": {
|
||
"Title": "Roll Options"
|
||
},
|
||
"Settings": {
|
||
"Title": "Daggerheart Settings"
|
||
},
|
||
"Multiclass": {
|
||
"ClassSection": {
|
||
"Title": "Select Class"
|
||
},
|
||
"SubclassSection": {
|
||
"Title": "Select Subclass"
|
||
},
|
||
"DomainSection": {
|
||
"Title": "Select Domain"
|
||
},
|
||
"AlreadyOwnedDomain": "You already have this domain!",
|
||
"Finish": "Finish Multiclass",
|
||
"Close": "Cancel"
|
||
},
|
||
"Cancel": "Cancel"
|
||
},
|
||
"Chat": {
|
||
"DualityRoll": {
|
||
"AbilityCheckTitle": "{ability} Check"
|
||
},
|
||
"AttackRoll": {
|
||
"Title": "Attack - {attack}",
|
||
"RollDamage": "Roll Damage"
|
||
},
|
||
"DamageRoll": {
|
||
"Title": "Damage - {damage}",
|
||
"DealDamageToTargets": "Damage Hit Targets",
|
||
"DealDamage": "Deal Damage"
|
||
},
|
||
"HealingRoll": {
|
||
"Heal": "Heal"
|
||
},
|
||
"DeathMove": {
|
||
"Title": "Death Move"
|
||
},
|
||
"DomainCard": {
|
||
"Title": "Domain Card"
|
||
},
|
||
"FoundationCard": {
|
||
"AncestryTitle": "Ancestry Card",
|
||
"CommunityTitle": "Community Card",
|
||
"SubclassFeatureTitle": "Subclass Feature"
|
||
},
|
||
"FeatureTitle": "Class Feature",
|
||
"EnvironmentTitle": "Environment {actionType}",
|
||
"Downtime": {
|
||
"Title": "Downtime"
|
||
}
|
||
},
|
||
"Sheets": {
|
||
"PC": {
|
||
"Name": "Name",
|
||
"Pronouns": "Pronouns",
|
||
"ShortRest": "Take a Short Rest",
|
||
"LongRest": "Take a Long Rest",
|
||
"Level": "Level",
|
||
"LevelUp": "Level Up!",
|
||
"Tabs": {
|
||
"Features": "Features",
|
||
"Inventory": "Inventory",
|
||
"Foundation": "Foundation",
|
||
"Loadout": "Loadout",
|
||
"Vault": "Vault",
|
||
"Heritage": "Heritage",
|
||
"Story": "Story"
|
||
},
|
||
"Armor": {
|
||
"Title": "Active Armor"
|
||
},
|
||
"Attributes": {
|
||
"AttributeBaseMenuTitle": "Edit starting attribute values"
|
||
},
|
||
"Defense": {
|
||
"Evasion": "EVASION",
|
||
"Armor": "ARMOR"
|
||
},
|
||
"DomainCard": {
|
||
"Recall": "Recall",
|
||
"ToVault": "To Vault",
|
||
"AvailableDomainSlot": "Available Loadout Slot",
|
||
"UnavailableDomainSlot": "Available at level {level}",
|
||
"FoundationTitle": "Foundation",
|
||
"SpecializationTitle": "Specialization",
|
||
"MasteryTitle": "Mastery"
|
||
},
|
||
"Experience": {
|
||
"Title": "Experience"
|
||
},
|
||
"Features": {
|
||
"Title": "Class Features"
|
||
},
|
||
"Gold": {
|
||
"Title": "Gold",
|
||
"Coins": "Coins",
|
||
"Handfulls": "Handfulls",
|
||
"Bags": "Bags",
|
||
"Chests": "Chests"
|
||
},
|
||
"Health": {
|
||
"Title": "HIT POINTS & STRESS",
|
||
"Minor": "Minor",
|
||
"Major": "Major",
|
||
"Severe": "Severe",
|
||
"DeathMoveTooltip": "Make a Death Move",
|
||
"HealthTitle": "HP",
|
||
"StressTitle": "STRESS"
|
||
},
|
||
"Heritage": {
|
||
"EmptyAncestry": "Ancestry Card",
|
||
"EmptyAncestryTip": "(Select an Ancestry)",
|
||
"EmptyCommunity": "Community Card",
|
||
"EmptyCommunityTip": "(Select a Community)",
|
||
"SubclassFoundation": "Subclass Foundation",
|
||
"SubclassFoundationTip": "(Select a Subclass)",
|
||
"Subclass": "Subclass Upgrade",
|
||
"Multiclass": "Multiclass"
|
||
},
|
||
"Hope": {
|
||
"Title": "Hope",
|
||
"Description": "Spend Hope to use an experience or help an ally."
|
||
},
|
||
"Inventory": {
|
||
"Title": "Inventory",
|
||
"InventoryArmor": "Inventory Armor",
|
||
"InventoryWeapon": "Inventory Weapon"
|
||
},
|
||
"InventoryTab": {
|
||
"ConsumableTitle": "Consumables",
|
||
"MiscellaneousTitle": "Miscellaneous",
|
||
"WeaponsTitle": "Weapons",
|
||
"ArmorsTitle": "Armors",
|
||
"QuantityTitle": "Quantity"
|
||
},
|
||
"Weapons": {
|
||
"Title": "Active Weapons",
|
||
"ProficiencyTitle": "Proficiency",
|
||
"PrimaryTitle": "PRIMARY",
|
||
"SecondaryTitle": "SECONDARY"
|
||
},
|
||
"Story": {
|
||
"BackgroundTitle": "Background",
|
||
"AppearanceTitle": "Appearance",
|
||
"ConnectionsTitle": "Connections",
|
||
"Scars": {
|
||
"Title": "Scars"
|
||
}
|
||
},
|
||
"NewItem": "New Item",
|
||
"NewScar": "New Scar",
|
||
"DeleteConfirmation": "Are you sure you want to delete the item - {item}?",
|
||
"Errors": {
|
||
"missingClassOrSubclass": "The character doesn't have a class and subclass"
|
||
}
|
||
},
|
||
"Adversary": {
|
||
"FIELDS": {
|
||
"tier": { "label": "Tier" },
|
||
"type": { "label": "Type" },
|
||
"description": { "label": "Description" },
|
||
"motivesAndTactics": { "label": "Motives & Tactics" },
|
||
"difficulty": { "label": "Difficulty" },
|
||
"damageThresholds": {
|
||
"major": { "label": "Major" },
|
||
"severe": { "label": "Severe" }
|
||
},
|
||
"resources": {
|
||
"hitPoints": {
|
||
"value": { "label": "Current" },
|
||
"max": { "label": "Max" }
|
||
},
|
||
"stress": {
|
||
"value": { "label": "Current" },
|
||
"max": { "label": "Max" }
|
||
}
|
||
},
|
||
"experiences": {
|
||
"element": {
|
||
"name": { "label": "Name" },
|
||
"value": { "label": "Modifier" }
|
||
}
|
||
},
|
||
"attack": {
|
||
"name": { "label": "Name" },
|
||
"modifier": { "label": "Modifier" },
|
||
"range": { "label": "Range" },
|
||
"damage": {
|
||
"value": { "label": "Damage" },
|
||
"type": { "label": "Damage Type" }
|
||
}
|
||
}
|
||
},
|
||
"Tabs": {
|
||
"Main": "Data",
|
||
"Information": "Information"
|
||
},
|
||
"General": "General",
|
||
"DamageThresholds": "Damage Thresholds",
|
||
"HitPoints": "Hit Points",
|
||
"Stress": "Stress",
|
||
"Experiences": "Experiences",
|
||
"Attack": "Attack"
|
||
},
|
||
"Environment": {
|
||
"FIELDS": {
|
||
"tier": {
|
||
"label": "Tier"
|
||
},
|
||
"type": {
|
||
"label": "Type"
|
||
},
|
||
"difficulty": {
|
||
"label": "Difficulty"
|
||
}
|
||
},
|
||
"Tabs": {
|
||
"Main": "Data",
|
||
"Information": "Information"
|
||
},
|
||
"general": "General",
|
||
"newAdversary": "New Adversary",
|
||
"newFeature": "New feature",
|
||
"description": "Description",
|
||
"impulses": "Impulses",
|
||
"potentialAdversaries": {
|
||
"label": "Potential Adversaries",
|
||
"placeholder": "Optionally drag and drop adversaries here"
|
||
},
|
||
"features": {
|
||
"label": "Features"
|
||
}
|
||
},
|
||
"Armor": {
|
||
"baseScore": "Base Score",
|
||
"feature": "Feature",
|
||
"description": "Description",
|
||
"baseThresholds": {
|
||
"base": "Base Thresholds",
|
||
"major": "Major Threshold",
|
||
"severe": "Severe Threshold"
|
||
}
|
||
},
|
||
"Class": {
|
||
"Tabs": {
|
||
"Features": "Features",
|
||
"Guide": "Character Guide",
|
||
"Items": "Items",
|
||
"Appearance": "Appearance",
|
||
"settings": "Settings"
|
||
},
|
||
"Domains": "Domains",
|
||
"DamageThresholds": {
|
||
"Title": "Damage Thresholds",
|
||
"Minor": "Minor",
|
||
"Major": "Major",
|
||
"Severe": "Severe"
|
||
},
|
||
"Evasion": "Evasion",
|
||
"ClassFeatures": "Class Features",
|
||
"Subclasses": "Subclasses",
|
||
"Guide": {
|
||
"Suggestions": {
|
||
"Title": "Suggested Equipments",
|
||
"Traits": {
|
||
"Title": "Traits"
|
||
}
|
||
},
|
||
"SuggestedPrimaryWeaponTitle": "Primary Weapon",
|
||
"SuggestedSecondaryWeaponTitle": "Secondary Weapon",
|
||
"SuggestedArmorTitle": "Armor",
|
||
"Inventory": {
|
||
"Title": "Inventory",
|
||
"Take": "Take",
|
||
"ThenChoose": "Then Choose Between",
|
||
"AndEither": "And Either"
|
||
},
|
||
"Description": {
|
||
"Title": "Character Description",
|
||
"Explanation": "Choose one (or more) from each line, or make your own",
|
||
"Clothes": "Clothes",
|
||
"Eyes": "Eyes",
|
||
"Body": "Body",
|
||
"Color": "Color",
|
||
"Attitude": "Attitude"
|
||
},
|
||
"Extra": {
|
||
"Title": "Extra",
|
||
"Subtitle": "Title"
|
||
},
|
||
"BackgroundQuestions": {
|
||
"Title": "Background Questions",
|
||
"Question": "Question"
|
||
},
|
||
"Connections": {
|
||
"Title": "Connections",
|
||
"Question": "Question"
|
||
}
|
||
}
|
||
},
|
||
"Heritage": {
|
||
"Title": "Abilities"
|
||
},
|
||
"DomainCard": {
|
||
"Type": "Type",
|
||
"Category": "Category",
|
||
"Foundation": "Foundation",
|
||
"Domain": "Domain",
|
||
"Costs": "Costs",
|
||
"Level": "Level",
|
||
"RecallCost": "Recall Cost",
|
||
"Description": "Description"
|
||
},
|
||
"Feature": {
|
||
"FeatureType": "Type",
|
||
"ActionType": "Action Type",
|
||
"RefreshType": "Refresh Type",
|
||
"ValueType": {
|
||
"Title": "Feature Type",
|
||
"Type": "Type",
|
||
"Property": "Property",
|
||
"Dice": "Dice",
|
||
"Icon": "Icon"
|
||
},
|
||
"Max": "Max",
|
||
"Tabs": {
|
||
"Features": "Features",
|
||
"Effects": "Effects",
|
||
"Settings": "Settings",
|
||
"Actions": "Actions",
|
||
"Description": "Description"
|
||
},
|
||
"Description": "Description",
|
||
"effects": {
|
||
"addEffect": "Add Effect",
|
||
"applyLocation": "Apply Location",
|
||
"value": "Value",
|
||
"initiallySelected": "Initially Selected",
|
||
"hopeIncrease": "Hope Increase"
|
||
}
|
||
},
|
||
"Consumable": {
|
||
"Quantity": "Quantity",
|
||
"ConsumeOnUse": "Consume On Use"
|
||
},
|
||
"Miscellaneous": {
|
||
"Quantity": "Quantity"
|
||
},
|
||
"Subclass": {
|
||
"Tabs": {
|
||
"General": "General",
|
||
"Foundation": "Foundation",
|
||
"Specialization": "Specialization",
|
||
"Mastery": "Mastery"
|
||
},
|
||
"SpellcastingTrait": "Spellcasting Trait",
|
||
"Description": "Description",
|
||
"SubclassFeature": {
|
||
"Description": "Description",
|
||
"Abilities": "Abilities"
|
||
}
|
||
},
|
||
"Weapon": {
|
||
"PrimaryWeapon": "Primary Weapon",
|
||
"SecondaryWeapon": "Secondary Weapon",
|
||
"Trait": "Trait",
|
||
"Range": "Range",
|
||
"Damage": {
|
||
"Title": "Damage",
|
||
"Value": "Value",
|
||
"Type": "Type"
|
||
},
|
||
"Burden": "Burden",
|
||
"Feature": "Feature",
|
||
"Description": "Description"
|
||
}
|
||
},
|
||
"Item": {
|
||
"Errors": {
|
||
"MissingClass": "The character is missing a class",
|
||
"SubclassNotInClass": "The subclass does not belong to the character's class",
|
||
"ClassAlreadySelected": "The character already has a class",
|
||
"SubclassAlreadySelected": "The character already has a subclass for that class.",
|
||
"NoClassSelected": "Your character has no class selected!",
|
||
"LacksDomain": "Your character doesn't have the domain of the card!",
|
||
"MaxLoadoutReached": "You can't have any more domain cards at this level!",
|
||
"DuplicateDomainCard": "You already have a domain card with that name!"
|
||
}
|
||
},
|
||
"Effects": {
|
||
"Types": {
|
||
"health": {
|
||
"Name": "Health"
|
||
},
|
||
"stress": {
|
||
"Name": "Stress"
|
||
},
|
||
"reach": {
|
||
"Name": "Reach"
|
||
},
|
||
"damage": {
|
||
"Name": "Damage"
|
||
}
|
||
},
|
||
"ApplyLocations": {
|
||
"AttackRoll": {
|
||
"Name": "Attack Roll"
|
||
},
|
||
"DamageRoll": {
|
||
"Name": "Damage Roll"
|
||
}
|
||
}
|
||
},
|
||
"Tooltip": {
|
||
"openItemWorld": "Open Item World",
|
||
"delete": "Delete"
|
||
},
|
||
"Actions": {
|
||
"Types": {
|
||
"Attack": {
|
||
"Name": "Attack"
|
||
},
|
||
"Spellcast": {
|
||
"Name": "Spellcast"
|
||
},
|
||
"Resource": {
|
||
"Name": "Resource"
|
||
},
|
||
"Damage": {
|
||
"Name": "Damage"
|
||
},
|
||
"Healing": {
|
||
"Name": "Healing"
|
||
},
|
||
"Summon": {
|
||
"Name": "Summon"
|
||
},
|
||
"Effect": {
|
||
"Name": "Effect"
|
||
},
|
||
"Macro": {
|
||
"Name": "Macro"
|
||
}
|
||
}
|
||
},
|
||
"RollTypes": {
|
||
"ability": {
|
||
"name": "Ability"
|
||
},
|
||
"weapon": {
|
||
"name": "Weapon"
|
||
},
|
||
"spellcast": {
|
||
"name": "SpellCast"
|
||
}
|
||
}
|
||
}
|
||
}
|