Re-org
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fr.json
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fr.json
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{
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"WFRP4E.system.title" : "Warhammer 4ième édition",
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"WFRP4E.system.title" : "Warhammer 4ième édition",
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"WFRP4E.system.description" : "Un système de jeu pour Warhammer 4 dans l'environnemenbt de Foundry VTT.",
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"WFRP4E.system.description" : "Un système de jeu pour Warhammer 4 dans l'environnement de Foundry VTT.",
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"SETTINGS.InitRule" : "Règles d'initiative",
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"SETTINGS.InitRule" : "Règles d'initiative",
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"SETTINGS.InitHint" : "Configurez quelle méthode appliquer pour l'ordre d'initiative.",
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"SETTINGS.InitHint" : "Configurez quelle méthode appliquer pour l'ordre d'initiative.",
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"SETTINGS.CapAdvIB" : "Limiter le nombre d'avantages au Bonus d'Initiative",
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"SETTINGS.CapAdvIB" : "Limiter le nombre d'avantages au Bonus d'Initiative",
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"SETTINGS.CapAdvIBHint" : "Le nombre max. d'Avantages est égal au Bonus d'Initiative du personnage.",
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"SETTINGS.CapAdvIBHint" : "Le nombre max. d'Avantages est égal au Bonus d'Initiative du personnage.",
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"SETTINGS.FastSL" : "DR Rapide",
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"SETTINGS.FastSL" : "DR Rapide",
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"SETTINGS.FastSLHint" : "Déterminer le DR avec l'ioption DR Rapide du livre de règle, cf page. . TODO",
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"SETTINGS.FastSLHint" : "Déterminer le DR avec l'option DR Rapide du livre de règle, cf page. . TODO",
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"SETTINGS.TestsAbove100" : "Tests au dessus de 100%",
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"SETTINGS.TestsAbove100" : "Tests au dessus de 100%",
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"SETTINGS.CriticalsFumblesAllTests" : "Criticals and Fumbles on all Tests",
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"SETTINGS.CriticalsFumblesAllTests" : "Criticals and Fumbles on all Tests",
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"SETTINGS.TestsAbove100Hint" : "Utiliser les règles optionnelles pour les tests au-dessus de 100%, tel que décrit p.TOTO. Une réussite permet de gagner +1DR pour chaque tranche pleine de 10% au-dessus de 100%.",
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"SETTINGS.TestsAbove100Hint" : "Utiliser les règles optionnelles pour les tests au-dessus de 100%, tel que décrit p.TOTO. Une réussite permet de gagner +1DR pour chaque tranche pleine de 10% au-dessus de 100%.",
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"WFRP4E.LoreDescription.Hedgecraft" : "Hedgecraft spells cannot be cast without ingredients, which are an integral part of their spellcasting process.<br><br>Fortunately, the ingredients they use are easily found on the fringes of settlements and are usually herbs or plants. You receive 1 + SL ingredients on a successful foraging roll, using Lore (Herbs), as described under Gathering Food and Herbs, or you can buy them for 5 brass pennies each.",
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"WFRP4E.LoreDescription.Hedgecraft" : "Hedgecraft spells cannot be cast without ingredients, which are an integral part of their spellcasting process.<br><br>Fortunately, the ingredients they use are easily found on the fringes of settlements and are usually herbs or plants. You receive 1 + SL ingredients on a successful foraging roll, using Lore (Herbs), as described under Gathering Food and Herbs, or you can buy them for 5 brass pennies each.",
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"WFRP4E.LoreDescription.Witchcraft" : "Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one Bleeding Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the Minor Miscast table unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs",
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"WFRP4E.LoreDescription.Witchcraft" : "Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one Bleeding Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the Minor Miscast table unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs",
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"WFRP4E.EncumbrancePenalties.Encumbered" : "–1 Movement (min: 3), –10 Agility, +1 Travel Fatigue",
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"WFRP4E.EncumbrancePenalties.Encumbered" : "–1 Mouvement (min: 3), –10 Agilité, +1 Fatigue de Voyage",
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"WFRP4E.EncumbrancePenalties.VeryEnc" : "–2 Movement (min: 2), –20 Agility (min: 10), +2 Travel Fatigue",
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"WFRP4E.EncumbrancePenalties.VeryEnc" : "–2 Mouvement (min: 2), –20 Agilité (min: 10), +2 Fatigue de Voyage",
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"WFRP4E.EncumbrancePenalties.MaxEnc" : "You're not moving.",
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"WFRP4E.EncumbrancePenalties.MaxEnc" : "Vous ne pouvez plus vous déplacer.",
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"WFRP4E.Conditions.Ablaze" : "At the end of every Round, you suffer <a class = 'chat-roll'><i class='fas fa-dice'></i> 1d10</a> Wounds, modified by Toughness Bonus and Armor Points on the least protected Hit Location, with a minimum of 1 Wound suffered. Each extra Ablaze Condition you have adds +1 to the Damage suffered; so, three Ablaze Conditions result in 1d10+2 Damage suffered.<br><br>One Ablaze Condition can be removed with a successful Athletics Test, with each SL removing an extra Ablaze Condition. The Difficulty for this Test is modified by circumstances: it’s much easier to put out a fire rolling around on sand than it is in the middle of an oil-soaked kitchen",
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"WFRP4E.Conditions.Ablaze" : "At the end of every Round, you suffer <a class = 'chat-roll'><i class='fas fa-dice'></i> 1d10</a> Wounds, modified by Toughness Bonus and Armor Points on the least protected Hit Location, with a minimum of 1 Wound suffered. Each extra Ablaze Condition you have adds +1 to the Damage suffered; so, three Ablaze Conditions result in 1d10+2 Damage suffered.<br><br>One Ablaze Condition can be removed with a successful Athletics Test, with each SL removing an extra Ablaze Condition. The Difficulty for this Test is modified by circumstances: it’s much easier to put out a fire rolling around on sand than it is in the middle of an oil-soaked kitchen",
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"WFRP4E.Conditions.Bleeding" : "You are bleeding badly. Lose 1 Wound at the end of every Round, ignoring all modifiers. Further, suffer a penalty of –10 to any Tests to resist Festering Wounds, Minor Infection, or Blood Rot. If you reach 0 Wounds, you no longer lose Wounds and instead fall immediately unconscious (gain the <a class='condition-chat'><i class='fas fa-user-injured'></i> Unconscious</a> Condition). At the end of Round, you have a 10% chance of dying per Bleeding Condition you have; so, if you had 3 Bleeding Conditions, you would die from blood loss on a roll of 0–30. If a double is scored on this roll, your wound clots a little: lose 1 Bleeding.You cannot regain consciousness until all Bleeding Conditions are removed (see Injury)<br><br>A Bleeding Condition can be removed with: a successful Heal Test, with each SL removing an extra Bleeding Condition; or with any spell or prayer that heals Wounds, with one Condition removed per Wound healed.<br><br>Once all Bleeding Conditions are removed, gain one <a class='condition-chat'><i class='fas fa-user-injured'></i> Fatigued</a> Condition.",
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"WFRP4E.Conditions.Bleeding" : "You are bleeding badly. Lose 1 Wound at the end of every Round, ignoring all modifiers. Further, suffer a penalty of –10 to any Tests to resist Festering Wounds, Minor Infection, or Blood Rot. If you reach 0 Wounds, you no longer lose Wounds and instead fall immediately unconscious (gain the <a class='condition-chat'><i class='fas fa-user-injured'></i> Unconscious</a> Condition). At the end of Round, you have a 10% chance of dying per Bleeding Condition you have; so, if you had 3 Bleeding Conditions, you would die from blood loss on a roll of 0–30. If a double is scored on this roll, your wound clots a little: lose 1 Bleeding.You cannot regain consciousness until all Bleeding Conditions are removed (see Injury)<br><br>A Bleeding Condition can be removed with: a successful Heal Test, with each SL removing an extra Bleeding Condition; or with any spell or prayer that heals Wounds, with one Condition removed per Wound healed.<br><br>Once all Bleeding Conditions are removed, gain one <a class='condition-chat'><i class='fas fa-user-injured'></i> Fatigued</a> Condition.",
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