{
"WFRP4E.system.title" : "Warhammer 4ième édition",
"WFRP4E.system.description" : "Un système de jeu pour Warhammer 4 dans l'environnemenbt de Foundry VTT.",
"SETTINGS.InitRule" : "Règles d'initiative",
"SETTINGS.InitHint" : "Configurez quelle méthode appliquer pour l'ordre d'initiative.",
"SETTINGS.InitDefault" : "Default (Highest to Lowest Initative, Agility Tiebreaks)",
"SETTINGS.InitSL" : "Roll an Initiative test, higher SL goes first",
"SETTINGS.InitD10" : "Roll a d10 and add Initiative, higher goes first",
"SETTINGS.InitD10Agi" : "Roll a d10, add Initiative Bonus and Agility Bonus, higher goes first",
"SETTINGS.CapAdvIB" : "Cap Advantage at IB",
"SETTINGS.CapAdvIBHint" : "Sets the max value of Advantage as the character's Initiative Bonus.",
"SETTINGS.FastSL" : "Fast SL",
"SETTINGS.FastSLHint" : "Determine SL with the Fast SL optional rule as described on page 152.",
"SETTINGS.TestsAbove100" : "Tests au dessus de 100%",
"SETTINGS.TestsAbove100Hint" : "Use optional rule Tests Above 100% as described on p 151. A successful Test gains +1 SL for each full 10% a tested Characteristic or Skill exceeds 100%.",
"SETTINGS.CriticalsFumblesAllTests" : "Criticals and Fumbles on all Tests",
"SETTINGS.CriticalsFumblesAllTestsHint" : "Rolling a double on any test results in an Astounding Success/Failure.",
"SETTINGS.ExtendedTests" : "Extended Tests and 0 SL",
"SETTINGS.ExtendedTestsHint" : "Rolling a +/- 0 on Extended Tests (currently only Channelling) results in a +1/-1 respectively (p155).",
"SETTINGS.TestDialogAutoPopulate" : "Test Dialog Auto Populate",
"SETTINGS.TestDialogAutoPopulateHint" : "This setting automatically fills out information in the dialog for Tests. Some examples include: Wielding Defensive weapons automatically fills 'SL Bonus' in roll dialogs for melee weapons. This only occurs if it is not the actor's turn. Also when wieldirg an Accurate or (Im)precise Weapon (on the actor's turn).",
"SETTINGS.NpcAverageChar" : "Set Average NPC Characteristics",
"SETTINGS.NpcAverageCharHint" : "Entering a recognized species value for an NPC automatically sets their characteristics to the average value for the species.",
"SETTINGS.PartialChannelling" : "Partial Channelling",
"SETTINGS.PartialChannellingHint" : "A common house rule that improves the flexibility of Channelling. Instead of requiring the SL to reach the spell's CN, you can instead cast at anytime with the CN reduced by the SL gained so far.",
"SETTINGS.RoundSummary" : "Display Round Summary",
"SETTINGS.RoundSummaryHint" : "When a round ends, display all combatants with conditions.",
"SETTINGS.StatusTurnStart" : "Show Combatant Status on Turn Start",
"SETTINGS.StatusTurnStartHint" : "When a Combatant starts their turn, their status is shown (Conditions and Modifiers). This status message is identical to the one shown from right clicking the combatant.",
"SETTINGS.FocusTurnStart" : "When a round ends, display all combatants with conditions",
"SETTINGS.FocusTurnStartHint" : "When a round ends, display all combatants with conditions.",
"SETTINGS.HideTestData" : "Hide Test Data",
"SETTINGS.HideTestDataHint" : "GM test chat cards don't show sensitive NPC data to players.",
"SETTINGS.ManualChatCards" : "Manual Chat Cards",
"SETTINGS.ManualChatCardsHint" : "Show blank roll result to fill in if physical dice are used.",
"SETTINGS.PlayerBrowser" : "Player access to browser",
"SETTINGS.PlayerBrowserHint" : "Allow players to access the Item browser.",
"SHEET.Close" : "Fermer",
"SHEET.Configure" : "Configurer la feuille",
"SHEET.Token" : "Configurer le Token",
"SHEET.Import" : "Importer",
"SHEET.Post" : "Envoyer au tchat",
"SHEET.NestedWarning" : "Pas possible d'ajouter plus de 4 niveaux de contenants.",
"SHEET.LocationWarning" : "Vider ce contenant avec de le déplacer",
"SHEET.SkillMissingWarning" : "Vous n'avez pas cette compétence",
"SHEET.AddSkillTitle" : "Ajouter une compétence de carrière",
"SHEET.AddSkillPrompt" : "Voulez vous ajouter cette compétence?",
"SHEET.AddTalentTitle" : "Ajouter un Talent de carrière",
"SHEET.AddTalentPrompt" : "Voulez vous ajouter ce Talent (100 Exp)",
"SHEET.RefundXPTitle" : "Remettre les XP ?",
"SHEET.RefundXPPrompt" : "Voulez vous recharger l'expérience?",
"SHEET.CareerSkill" : "Changer de compétence de carrière",
"SHEET.CareerSkillPrompt" : "You are changing the specialization of a skill in your current career. Do you want to apply this change to the career as well?",
"SHEET.MeleeWeaponHeader" : "Arme(s) de Mélée",
"SHEET.RangedWeaponHeader" : "Projectile(s)",
"SHEET.ArmourAP" : "PA d'armure",
"SHEET.ShieldAP" : "PA Bouclier",
"SHEET.TB" : "Toughness Bonus",
"SHEET.CreateItem" : "Créer un item",
"SHEET.PostItem" : "Envoyer l'Item au tchat",
"SHEET.EditItem" : "Editer l'item",
"SHEET.Dropdown" : "Lacher l'Item",
"SHEET.DeleteItem" : "Supprimer l'Item",
"SHEET.RemoveItem" : "Enlever l'Item",
"SHEET.EncCount" : "Encombrement",
"SHEET.MaxEnc" : "Encombrement Max",
"SHEET.VeryEnc" : "Très encombré",
"SHEET.Encumbered" : "Encombré",
"SHEET.UnEnc" : "Encombrement OK : pas de modificateurs",
"SHEET.EncAbbrev" : "Enc",
"SHEET.QtyAbbrev" : "Quant.",
"SHEET.CountEncOn" : "Cliquer pour ne pas compter l'encombrement de ce conteneur (chariot par exemple)",
"SHEET.CountEncOff" : "Cliquer pour compter l'encombrement de ce conteneur (sac à dos porté sur soi par exemple)",
"SHEET.CountEncTT" : "Add this encumbrance to character's encumbrance (uncheck if not carried around e.g. a cart)",
"SHEET.PettySpell" : "Petty Spell",
"SHEET.LoreSpell" : "Lore Spell",
"SHEET.CN" : "Casting Number",
"SHEET.SL" : "Success Levels Channelled",
"SHEET.CareerToolTip": "Indiquez cette carrière comme 'Actuelle' pour remplir cette zone",
"SHEET.CharAbbrev": "Car.",
"SHEET.AdvAbbrev": "Av.",
"SHEET.BonusChar": "Le Bonus de la caractéristique selectionnée est ajoutée au score",
"ACTOR.BasicSkillsTitle" : "Ajouter les compétences de base",
"ACTOR.BasicSkillsPrompt": "Ajouter les compétences de base?",
"ACTOR.PreparationError" : "Quelquechose s'est mal passé lors de la préparation des données d'Acteurs: ",
"ACTOR.CastOrChannel" : "Incanter ou Focaliser",
"ITEM.PenniesValue" : "Valeur (en sous)",
"ITEM.MeleeDamage" : "Dommages Mélée",
"ITEM.RangedDamage" : "Dommages Projectiles",
"ITEM.TwoHanded" : "A deux mains",
"ITEM.WeaponDamaged" : "L'arme est endommagée par",
"ITEM.ShieldDamaged" : "Endommagé - PA réduits de",
"ITEM.TrappingType" : "Type d'objet",
"ITEM.MutationType" : "Type de Mutation",
"ITEM.CountOwnerEnc" : "Count Towards owner's encumbrance?",
"ITEM.ArmourType" : "Type d'armure",
"ITEM.AmmunitionType" : "Type de munition",
"ITEM.AmmunitionGroup" : "Groupe de munition",
"ITEM.CountEnc" : "Compteur Enc",
"ITEM.SkillModifier" : "Modificateur de compétence?",
"ITEM.SkillModifierTT" : "Show the modifier in the Skills 'penalty' box",
"ITEM.PrayerType" : "Type de prêtre",
"ITEM.TalentMax" : "Talent Max",
"ITEM.TalentTests" : "Tests du Talent",
"ITEM.IsGrouped" : "Est groupée",
"Basic" : "Basic",
"Advanced" : "Avancée",
"Qualities" : "Qualités",
"Flaws" : "Défauts",
"Location" : "Location",
"Penalty" : "Pénalité",
"Penalties" : "Pénalités",
"Max" : "Max",
"Tests" : "Tests",
"Specification" : "Specification",
"Price" : "Prix",
"Encumbrance" : "Encombrement",
"Availability" : "Disponibilité",
"Special" : "Special",
"Specialization" : "Specialisation",
"Reach" : "Portée",
"Contraction" : "Contraction",
"Incubation" : "Incubation",
"Duration" : "Durée",
"Symptoms" : "Symptome",
"Permanent" : "Permanent",
"Status" : "Status",
"Status Tier" : "Status Tier",
"Status Standing" : "Status Standing",
"Class" : "Classe",
"Group" : "Groupe",
"Personal Details" : "Personal Details",
"Characteristics" : "Characteristics",
"Characteristic" : "Characteristic",
"Main" : "Général",
"Skills" : "Compétences",
"Skill" : "Compétence",
"Skill Type" : "Type de Compétence",
"Talents": "Talents",
"Talent": "Talent",
"Times Taken": "Pris x fois",
"Combat": "Combat",
"Magic": "Magie",
"Religion": "Religion",
"Trappings": "Equipement",
"Notes": "Notes",
"Income" : "Revenu",
"Wounds" : "Blessures",
"Modifier" : "Modificateur",
"Modifiers" : "Modificateurs",
"Range" : "Portée",
"Target" : "Cible",
"Damage" : "Dommage",
"Ammunition" : "Ammunition",
"Magic Missile" : "Projectile Magique",
"Lore" : "Connaissance",
"Lore Effect" : "Effet de la Connaissance",
"CN" : "CN",
"SL" : "DR",
"Wearable" : "Portable",
"Choose" : "Choisir",
"Roll" : "Lancer",
"Advantage" : "Avantage",
"None" : "Aucun",
"Free" : "Gratuit",
"Armour" : "Armure",
"Mutation" : "Mutation",
"Mutations" : "Mutations",
"Injury" : "Blessure",
"Injuries" : "Blessures",
"Criticals" : "Critiques",
"Equipped" : "Equipé",
"Worn" : "Worn",
"Blessing" : "Béni",
"Miracle" : "Miracle",
"Physical" : "Physique",
"Mental" : "Mental",
"Success" : "Succès",
"Cast" : "Incantation",
"Channel" : "Focalisation",
"Test" : "Test",
"WeaponTest" : "Test d'arme",
"CastingTest" : "Test d'incantation",
"ChannellingTest" : "Test de Focalisation",
"PrayerTest" : "Test de Prière",
"Opposed" : "Opposé",
"Failure" : "Echec",
"Astounding" : "Stupéfiant",
"Impressive" : "Impressionnant",
"Marginal" : "Marginal(e)",
"Critical" : "Critique",
"Critical Wound" : "Blessure critique",
"Critical Wounds" : "Blessures critiques",
"Experience" : "Experience",
"Spent" : "Dépensé",
"Corruption" : "Corruption",
"Fumble" : "Maladresse",
"Misfire" : "Misfire",
"Unopposed" : "Non opposé",
"Head" : "Tête",
"Body" : "Corps",
"Right Arm" : "Bras droit",
"Left Arm" : "Bras gauche",
"Right Leg" : "Jambe droite",
"Left Leg" : "Jambne gauche",
"Arms" : "Bras",
"Legs" : "Jambes",
"Spell" : "Sort",
"Total" : "Total",
"Carries" : "Portés",
"Memorized" : "Mémorisé",
"Initial" : "Initial",
"Advances" : "Avancées",
"Current" : "Actuelle",
"Complete" : "Terminée",
"Movement" : "Mouvement",
"Move" : "Mouvement",
"Walk" : "Marche",
"Run" : "Course",
"Fortune" : "Chance",
"Fate" : "Destin",
"Resolve" : "Détermination",
"Resilience" : "Résilience",
"Career" : "Carrière",
"Level" : "Niveau",
"Biography" : "Biographie",
"Personal Ambitions" : "Ambitions personnelles",
"Party Ambitions" : "Ambitions de Groupe",
"Short Term" : "Court Terme",
"Long Term" : "Long Terme",
"Motivation" : "Motivation",
"Psychology" : "Psychologie",
"Disease" : "Maladie",
"Diseases" : "Maladies",
"GM Notes" : "Notes MJ",
"Blessed By" : "Béni Par",
"Sin" : "Ame",
"Species" : "Race",
"Gender" : "Genre",
"Career Level" : "Niveau de carrière",
"Career Group" : "Groupe de carrière",
"Career Class" : "Classe de carrière",
"Career Tier" : "Niveau de carrière",
"Earning Skill" : "Compétence apprise",
"Age" : "Age",
"Height" : "Taille",
"Weight" : "Poids",
"Hair Colour" : "Couleur de cheveux",
"Eye Colour" : "Couleur de cheveux",
"Distinguishing Mark" : "Marque Distinctive",
"Star Sign" : "Signe Astral",
"Basic Skills" : "Compétences de Base",
"Grouped & Advanced Skills" : "Compétences Groupées & Avancées",
"Creature Traits" : "Traits de Créature",
"Creature Trait" : "Trait de Créature",
"Creature Overview" : "Aperçu de la Créature",
"Trained Skills" : "Compétences entraînées",
"Traits" : "Traits",
"Randomize Attributes" : "Attributs Aléatoires",
"Character Name" : "Nom du personnage",
"Extra" : "Extra",
"Exp" : "Exp",
"Details" : "Détails",
"Attributes" : "Attributs",
"Reroll" : "Relancer",
"Description" : "Description",
"Overcast" : "Overcast",
"Other" : "Autre",
"Category" : "Catégorie",
"God" : "Dieu",
"AoE" : "AoE",
"Radius" : "Rayon",
"Extendable Duration" : "Durée allongeable",
"Rollable" : "Lançable",
"Roll Characteristics" : "Lancer de Caractéristique",
"Bonus Characteristic" : "Bonus de Caractéristique",
"Weapon Group" : "Groupe d'arme",
"Type" : "Type",
"Container" : "Conteneur",
"Money" : "Argent",
"Prayer" : "Prêtre",
"Trait" : "Trait",
"Protects" : "Protects",
"BROWSER.ItemCategories" : "Catégorie d'items",
"BROWSER.IncludeWorld" : "Inclure les objets du monde ?",
"BROWSER.FilterOptions" : "Options de filtre",
"BROWSER.ModifiesDamage" : "Modifie les dommanes",
"BROWSER.ModifiesRange" : "Modifie les distances",
"BROWSER.ItemList" : "Liste d'items",
"CHARGEN.AttrInstructions1" : "Déplacer cette carte sur votre feuille. Vous pourrez modifier les chiffres au prix de 25 XP. Ou, si vous le souhaitez",
"CHARGEN.AttrInstructions2" : "allouer des points, pour un cout de 50 XP.",
"CHARGEN.CareerAdvancement" : "Avancement de carrière",
"CHARGEN.CareerInstructions" : "Drag the career onto your character sheet and allocate 40 advances to the available skills. Also, add 1 Talent and allocate 5 advances across the marked characteristics. These advencements do not cost experience, so avoid clicking on the advancement buttons.",
"CHARGEN.ClassTrappings" : "Equipement de Classe",
"CHARGEN.ChooseCareer" : "Choisir une carrière",
"CHARGEN.RerollCareer" : "Re-tirer la carrière",
"CHARGEN.SpeciesInstructions" : "Choisissez 5 compétences and déplacez les dans la feuille de personnage si elles ne sont pas déja présentes. Placez 5 avancements dans 3 d'entre elles, et 3 avancements dans 3 les autres. Cela ne coute aucune XP, donc ne cliquez pas sur les boutons d'avancement.",
"CHARGEN.RerollInstructions" : "Vous pouvez relancer un talent en double.",
"DIALOG.CastChannel" : "Incanter ou Focaliser ce sort ?",
"DIALOG.ChannelSkill" : "Compétence Focaliser",
"DIALOG.MalignantInf" : "Malignant Influence",
"DIALOG.MalignantInfTT" : "Miscast on unit rolls that include 8",
"DIALOG.DeleteItem" : "Etes vous sur de vouloir supprimer cet item?",
"DIALOG.SLBonus" : "SL Bonus",
"DIALOG.SuccessBonus" : "Success Bonus",
"DIALOG.TalentBonus" : "Talent Bonuses",
"DIALOG.SLBonusTT" : "SL that is always added or subtracted (e.g. Defensive)",
"DIALOG.SuccessBonusTT" : "SL that is only applied on success (e.g. Talents)",
"DIALOG.TalentBonusTT" : "List of potential talent bonuses",
"DIALOG.RollMode" : "Roll Mode",
"DIALOG.Extensions" : "Extensions",
"DIALOG.CastSkill" : "Cast Skill",
"DIALOG.HitLocation" : "Include a roll on the hit location table",
"DIALOG.TableModifier" : "Table Modifier",
"DIALOG.Min1" : "Minimum 1",
"DIALOG.TableLookup" : "Table Lookup",
"CHAT.CareerChoose" : "Choisissez votre carrière",
"CHAT.DamageError" : "Erreur de calcul des dégats:",
"CHAT.DamageAppliedError" : "Aucune valeur de dégat. Assurez vous que l'attaquant utilise un objet capable de dégats, comme une arme.",
"CHAT.DamageAppliedErrorTiring" : "Cannot automate damage (likely due to Tiring)",
"CHAT.DamageApplied" : "Dommages appliqués",
"CHAT.DamageShield" : "Bouclier",
"CHAT.CriticalsNullified" : "Critiques annulés",
"CHAT.DamageAP" : "Damage 1 AP on",
"CHAT.ScatterNote" : "Note: Distance can be no more than half the distance between you and the target",
"CHAT.ScatterYou" : "A vos pieds",
"CHAT.ScatterThem" : "A leur pied",
"CHAT.ChooseFrom" : "Choisir depuis",
"CHAT.MustChoose" : "Choisir",
"CHAT.CritCast" : "Si le sort cause des dégats, il inflige un",
"CHAT.TotalPower" : "The spell is cast, no matter its CN and your rolled SL, but can be dispelled",
"CHAT.UnstoppableForce" : "If the spell is successfully cast, it cannot be dispelled.",
"CHAT.ColumnPrompt" : "Select a column to roll on",
"CHAT.CriticalWoundsApplied" : "Wounds applied to",
"CHAT.OpposedWonAgainst" : "won against",
"CHAT.By" : "par",
"Error.SpeciesSkills" : "Impossible d'ajouter des compétences pour les races",
"Error.SpeciesTalents" : "Impossible d'ajouter des talents pour les races",
"Error.CriticalWound" : "Erreur lors de l'application des blessures",
"Error.DamageCalc" : "Erreur lors du calcul des dommmaages",
"Error.Opposed" : "Impossible de finir le test opposé",
"Error.MacroItemMissing" : "Votre Acteur n'a pas d'item appelé",
"Error.NoAmmo" : "Plus de munitions!",
"INCOME.YouEarn" : "Vous gagnez",
"INCOME.Failure" : "Vous avez eu une très mauvaise semaine, et vous ne gagnez rien (ou votre argent a été volé).",
"ROLL.CastingSuccess" : "Incantation réussie",
"ROLL.CastingFailed" : "Incantation échouée",
"ROLL.ChannelFailed" : "Focalisation échouée",
"ROLL.ChannelSuccess" : "Focalisation réussie",
"ROLL.TotalPower" : "Total Power",
"ROLL.UnstoppableForce" : "Unstoppable Force",
"ROLL.CritCast" : "Critical Cast",
"ROLL.CritChannel" : "Critical Channel",
"ROLL.MinorMis" : "Minor Miscast",
"ROLL.MajorMis" : "Major Miscast",
"ROLL.PrayRefused" : "Prayer Refused",
"Roll.PrayGranted" : "Prayer Granted",
"ROLL.Wrath" : "Wrath of the Gods",
"ROLL.CancelOppose" : "Opposed Test Canceled",
"ROLL.HitLocation" : "Hit Location",
"ROLL.OpposedStart" : "started an opposed test!",
"ROLL.Targeting" : "is targeting",
"ROLL.MisfireText1" : "Your weapon explodes! Take",
"ROLL.MisfireText2" : "damage to your primary arm.",
"WFRP4E.GroupDescription.Cavalry" : "Cavalry weapons are assumed to be used when mounted. When not used from horse-back, all two-handed weapons in the Cavalry Weapon Group also count as Two-Handed weapons. Single-handed Cavalry weapons are not normally used when unmounted.",
"WFRP4E.GroupDescription.Flail" : "Unskilled characters add the Dangerous Weapon Flaw to their Flails, and the other listed Weapon Qualities are not used.",
"WFRP4E.GroupDescription.Parry": "Any one-handed weapon with the Defensive Quality can be used with Melee (Parry). When using Melee (Parry), a weapon can be used to Oppose an incoming attack without the normal –20 offhand penalty.",
"WFRP4E.GroupDescription.Blackpowder" : "Those with Ranged (Engineering) can use Blackpowder weapons without penalty. If you are using a Blackpowder, Engineering, or Explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage to your primary arm location using the units die as an effective SL for the hit, and your weapon is destroyed.",
"WFRP4E.GroupDescription.Crossbow" : "Crossbows weapons are relatively simple to use. You can attempt a Ranged (Crossbow) Test using your Ballistic Skill, but the weapon loses all Qualities whilst retaining its Flaws.",
"WFRP4E.GroupDescription.Engineering" : "All Engineering weapons can be used by characters with Ranged (Blackpowder), but the weapons lose all Weapon Qualities whilst retaining their flaws. If you are using a Blackpowder, Engineering, or Explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage to your primary arm location using the units die as an effective SL for the hit, and your weapon is destroyed.",
"WFRP4E.GroupDescription.Explosives" : "Those with Ranged (Engineering) can use Explosive weapons without penalty. If you are using a Blackpowder, Engineering, or Explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage to your primary arm location using the units die as an effective SL for the hit, and your weapon is destroyed.",
"WFRP4E.GroupDescription.Throwing" : "Thrown weapons are relatively simple to use. You can attempt a Ranged (Throwing) Test using your Ballistic Skill, but the weapon loses all Qualities whilst retaining its Flaws.",
"WFRP4E.Reach.Personal" : "Personal",
"WFRP4E.Reach.VShort" : "Very Short",
"WFRP4E.Reach.Short" : "Short",
"WFRP4E.Reach.Average" : "Average",
"WFRP4E.Reach.Long" : "Long",
"WFRP4E.Reach.VLong" : "Very Long",
"WFRP4E.Reach.Massive" : "Massive",
"WFRP4E.Reach.PersonalDescription" : "Your legs and fists, perhaps your head, and anything attached to those.",
"WFRP4E.Reach.VShortDescription" : "Less than a foot in length.",
"WFRP4E.Reach.ShortDescription" : "Up to 2 feet in length.",
"WFRP4E.Reach.AverageDescription" : "Up to 3 feet long.",
"WFRP4E.Reach.LongDescription" : "Up to 6 feet long.",
"WFRP4E.Reach.VLongDescription" : "Up to 10 feet in length; can Engage enemies up to 4 yards away, rather than just 2.",
"WFRP4E.Reach.MassiveDescription" : "Anything over 10 feet long; can Engage enemies up to 6 yards away, rather than just 2.",
"WFRP4E.Properties.Accurate" : "The weapon is accurate and easy to hit with. Gain a bonus of +10 to any Test when firing this weapon",
"WFRP4E.Properties.Blackpowder" : "The crack of gunfire followed by gouts of smoke and confusion can be terrifying. If you are targeted by a Blackpowder weapon, you must pass an Average (+20) Cool Test or take a Broken Condition, even if the shot misses.",
"WFRP4E.Properties.Blast" : "All Characters within (Rating) yards of the struck target point take SL+Weapon Damage, and suffer any Conditions the weapon inflicts.",
"WFRP4E.Properties.Damage" : "A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit. For example, if you roll 34 in your attack Test and the target number was 52 you can choose to use the SL, which in this case is 2, or the units die result, which is 4. An Undamaging weapon can never also be Damaging (Undamaging takes precedent).",
"WFRP4E.Properties.Defensive" : "Defensive weapons are designed to parry incoming attacks. If you are wielding such a weapon, gain a bonus of +1 SL to any Melee Test when you oppose an incoming attack.",
"WFRP4E.Properties.Distract" : "Distracting weapons can be used to drive an opponent back due to their dangerous or whip-like natures. Instead of causing Damage, a successful attack with a Distracting weapon can force an opponent back 1 yard per SL by which you win the Opposed Test.",
"WFRP4E.Properties.Entangle" : "Your weapon wraps around your opponents, entangling them. Any opponent successfully hit by your weapon gains the Entangled Condition with a Strength value equal to your Strength Characteristic. When Entangling an opponent, you cannot otherwise use the weapon to hit. You can end the Entangling whenever you wish.",
"WFRP4E.Properties.Fast" : "Fast weapons are designed to strike out with such speed that parrying is not an option, leaving an opponent skewered before they can react. A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence, either striking first, last, or somewhere in between as desired. Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal. Two opponents with Fast weapons fight in Initiative order (relative to each other) as normal. A Fast weapon may never also be Slow (Slow takes precedent).",
"WFRP4E.Properties.Hack" : "Hacking weapons have heavy blades that can hack through armor with horrific ease. If you hit an opponent, you Damage a struck piece of armor or shield by 1 point as well as wounding the target.",
"WFRP4E.Properties.Impact" : "Some weapons are just huge or cause terrible damage due to their weight or design. On a successful hit, add the result of the units die of the attack roll to any Damage caused by an Impact weapon. An Undamaging weapon can never also have Impact (Undamaging takes precedent).",
"WFRP4E.Properties.Impale" : "Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat. If the impale comes from a ranged weapon, the ammunition used has firmly lodged itself in the target’s body. Arrows and bolts require a successful Challenging (+0) Heal Test to remove — bullets require a surgeon (see the Surgery Talent in Chapter 4: Skills and Talents). You cannot heal 1 of your Wounds for each unremoved arrow or bullet.",
"WFRP4E.Properties.Penetrating" : "The weapon is highly effective at penetrating armour. Non-metal APs are ignored, and the first point of all other armour is ignored.",
"WFRP4E.Properties.Pistol" : "You can use this weapon to attack in Close Combat.",
"WFRP4E.Properties.Precise" : "The weapon is easy to get on target. Gain a bonus of +1 SL to any successful Test when attacking with this weapon.",
"WFRP4E.Properties.Pummel" : "Pummel weapons are especially good at battering foes into submission. If you score a Head hit with a Pummel weapon, attempt an Opposed Strength/ Endurance test against the struck opponent. If you win the test, your opponent gains a Stunned Condition.",
"WFRP4E.Properties.Repeater" : "Your weapon holds (Rating) shots, automatically reloading after each time you fire. When you use all your shots, you must fully reload the weapon using the normal rules.",
"WFRP4E.Properties.Shield" : "If you use this weapon to oppose an incoming attack, you count as having (Rating) Armour Points on all locations of your body. If your weapon has a Shield Rating of 2 or higher (so: Shield 2 or Shield 3), you may also Oppose incoming missile shots in your Line of Sight.",
"WFRP4E.Properties.Trapblade" : "Some weapons are designed to trap other weapons, and sometimes even break them. If you score a Critical when defending against an attack from a bladed weapon you can choose to trap it instead of causing a Critical Hit. If you choose to do this, enact an Opposed Strength Test, adding your SL from the previous Melee Test. If you succeed, your opponent drops the blade as it is yanked free. If you score an Astounding Success, you not only disarm your opponent, but the force of your maneuver breaks their blade unless it has the Unbreakable quality. If you fail the Test, your opponent frees the blade and may fight on as normal.",
"WFRP4E.Properties.Unbreakable" : "The weapon is exquisitely well-made or constructed from an especially strong material. Under almost all circumstances, this weapon will not break, corrode, or lose its edge.",
"WFRP4E.Properties.Wrap" : "Wrap weapons typically have long chains with weights at the end, making it very difficult to parry them effectively. Melee Tests opposing an attack from a Wrap weapon suffer a penalty of –1 SL, as parried strikes wrap over the top of shields, or around blades.",
"WFRP4E.Properties.Flexible" : "Flexible armor can be worn under a layer of non-Flexible armor if you wish. If you do so, you gain the benefit of both.",
"WFRP4E.Properties.Impenetrable" : "The armor is especially resilient, meaning most attacks simply cannot penetrate it. All Critical Wounds caused by an odd number to hit you, such as 11 or 33, are ignored.",
"WFRP4E.Properties.Durable" : "Laboriously crafted using strong materials, the item can take +Durable Damage points before it suffers any negatives and gains a saving throw of 9+ on a 1d10 roll against instant breakage from sources like Trap Blade. This Quality can be taken multiple times. Each time it is taken, the saving throw improves by 1 (e.g. From 9+ to 8+).",
"WFRP4E.Properties.Fine" : "Meticulously crafted to please the eye. This Quality is a sign of social status and can be taken multiple times. The higher the quality, the more impressive it seems.",
"WFRP4E.Properties.Lightweight" : "Cleverly crafted for ease of carrying. Reduce Encumbrance points by 1.",
"WFRP4E.Properties.Practical" : "Expertly crafted with utility in mind. A failed test using this item receives +1 SL. If the item is a piece of armor, any penalties for wearing it are reduced by one level (for example from -30 to -20).",
"WFRP4E.Properties.Dangerous" : "Some weapons are almost as likely to hurt you as your opponent. Any failed test including a 9 on either 10s or units die results in a Fumble.",
"WFRP4E.Properties.Imprecise" : "Imprecise weapons are difficult to bring to bear as they are unwieldy or hard to aim. Suffer a penalty of –1 SL when using the weapon to attack. An Imprecise Weapon can never be Precise (Imprecise takes precedent).",
"WFRP4E.Properties.Reload" : "The weapon is slow to reload. An unloaded weapon with this flaw requires an Extended Ranged Test for the appropriate Weapon Group scoring (Rating) SL to reload. If you are interrupted while reloading, you must start again from scratch.",
"WFRP4E.Properties.Slow" : "Slow weapons are unwieldy and heavy, making them difficult to use properly. Characters using Slow weapons always strike last in a Round, regardless of Initiative order. Further, opponents gain a bonus of +1 SL to any Test to defend against your attack",
"WFRP4E.Properties.Tiring" : "The weapon is fatiguing to use or difficult to bring to bear. You only gain the benefit of the Impact and Damaging Weapon Traits on a Turn you Charge.
Note: This changes the Damage shown in the chat card:
'Not Charging' | 'Charging' Damage.",
"WFRP4E.Properties.Undamaging" : "Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.",
"WFRP4E.Properties.Partial" : "The armor does not cover the entire hit location. An opponent that rolls an even number to hit, or rolls a Critical Hit, ignores the partial armor’s APs.",
"WFRP4E.Properties.Weakpoints" : "The armor has small weakpoints where a blade can slip in if your opponent is sufficiently skilled or lucky. If your opponent has a weapon with the Impale Quality and scores a Critical, the APs of your armor are ignored.",
"WFRP4E.Properties.Ugly" : "Crafted without any aesthetic awareness whatsoever, Ugly items attract negative attention, and related Fellowship Tests might even suffer a –10 penalty.",
"WFRP4E.Properties.Shoddy" : "Hastily crafted by an amateur or fraudster. The item breaks when used in any failed Test rolling a double. Similarly, Shoddy armor breaks if any Critical Hit is sustained to a Hit Location it protects.",
"WFRP4E.Properties.Unreliable" : "Crafted without attention to functionality, a failed test using this item receives –1 SL. Further, penalties for wearing Unreliable armor are doubled.",
"WFRP4E.Properties.Bulky" : "An awkward design crafted clumsily. Increase Encumbrance by +1 (small trinkets cannot normally have this flaw). Bulky clothing and armor are Enc 1 even when worn, and Fatigue penalties for armor are doubled.",
"WFRP4E.ArmourType.SLeather" : "Cuir Souple",
"WFRP4E.ArmourType.BLeather" : "Boiled Leather",
"WFRP4E.ArmourType.Mail" : "Maille",
"WFRP4E.ArmourType.Plate" : "Plaques",
"WFRP4E.ArmourType.Other" : "Autre",
"WFRP4E.Availability.Common" : "Commun",
"WFRP4E.Availability.Scarce" : "Limité",
"WFRP4E.Availability.Rare" : "Rare",
"WFRP4E.Availability.Exotic" : "Exotique",
"WFRP4E.TrappingType.Weapon" : "Arme",
"WFRP4E.TrappingType.Armour" : "Armure",
"WFRP4E.TrappingType.Money" : "Argent",
"WFRP4E.TrappingType.Ammunition" : "Munition",
"WFRP4E.TrappingType.Container" : "Contenant",
"WFRP4E.TrappingType.ClothingAccessories" : "Vêtements & Accessoires",
"WFRP4E.TrappingType.FoodDrink" : "Nourriture & Boisson",
"WFRP4E.TrappingType.ToolsKits" : "Tools and Kits",
"WFRP4E.TrappingType.BooksDocuments" : "Livres & Documents",
"WFRP4E.TrappingType.TradeTools" : "Trade Tools and Workshops",
"WFRP4E.TrappingType.DrugsPoisonsHerbsDraughts" : "Drugs, Poisons, Herbs, and Draughts",
"WFRP4E.TrappingType.Ingredient" : "Ingrédient",
"WFRP4E.TrappingType.Ingredients" : "Ingrédients",
"WFRP4E.TrappingType.Misc" : "Divers",
"WFRP4E.LoreDescription.Beasts" : "Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the Fear (1) Creature Trait for the next 1d10 Rounds.",
"WFRP4E.LoreDescription.Death" : "Targets afflicted by spells from the Lore of Death are drained of life, enervated, and listless. You may assign +1 Fatigued Condition to any living target affected by a spell from this lore. A target may only ever have a single Fatigued Condition gained in this manner at any one time.",
"WFRP4E.LoreDescription.Fire" : "You may inflict +1 Ablaze Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy. ",
"WFRP4E.LoreDescription.Heavens" : "Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.",
"WFRP4E.LoreDescription.Metal" : "Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.",
"WFRP4E.LoreDescription.Life" : "Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the Daemonic or Undead Creature Traits — targeted by Arcane Spells from the Lore of Life have all Fatigued and Bleeding Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the Undead Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.",
"WFRP4E.LoreDescription.Light" : "You may inflict one Blinded Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the Daemonic or Undead Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.",
"WFRP4E.LoreDescription.Shadow" : "All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.",
"WFRP4E.LoreDescription.Hedgecraft" : "Hedgecraft spells cannot be cast without ingredients, which are an integral part of their spellcasting process.
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.",
"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",
"WFRP4E.EncumbrancePenalties.Encumbered" : "–1 Movement (min: 3), –10 Agility, +1 Travel Fatigue",
"WFRP4E.EncumbrancePenalties.VeryEnc" : "–2 Movement (min: 2), –20 Agility (min: 10), +2 Travel Fatigue",
"WFRP4E.EncumbrancePenalties.MaxEnc" : "You're not moving.",
"WFRP4E.Conditions.Ablaze" : "At the end of every Round, you suffer 1d10 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.
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",
"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 Unconscious 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)
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.
Once all Bleeding Conditions are removed, gain one Fatigued Condition.",
"WFRP4E.Conditions.Blinded" : "Perhaps because of a flash of light, or because of liquid sprayed in your face, you are unable to see properly. You suffer a –10 penalty to all Tests involving sight, and any opponent attacking you in close combat gains a bonus of +10 to hit you.
One Blinded Condition is removed at the end of every other Round",
"WFRP4E.Conditions.Broken" : "You are terrified, defeated, panicked, or otherwise convinced you are going to die. On your turn, your Move and Action must be used to run away as fast as possible until you are in a good hiding place beyond the sight of any enemy; then you can use your Action on a Skill that allows you to hide more effectively. You also receive a penalty of –10 to all Tests not involving running and hiding.
You cannot Test to rally from being Broken if you are Engaged with an enemy. If you are unengaged, at the end of each Round, you may attempt a Cool Test to remove a Broken Condition, with each SL removing an extra Broken Condition, and the Difficulty determined by the circumstances you currently find yourself: it is much easier to rally when hiding behind a barrel down an alleyway far from danger (Average +20) than it is when three steps from a slavering Daemon screaming for your blood (Very Hard –30).
If you spend a full Round in hiding out of line-of-sight of any enemy, you remove 1 Broken Condition.
Once all Broken Conditions are removed, gain 1 Fatigued Condition.",
"WFRP4E.Conditions.Deafened" : "Whether caused by a loud noise or a blow to the head, you are unable to hear properly. You suffer a –10 penalty to all Tests involving hearing, and any opponent attacking you in close combat from the flank or rear gains an extra bonus of +10 to hit you (this bonus does not increase with multiple Deafened Conditions). One Deafened condition is removed at the end of every other Round and is often replaced with tinnitus.",
"WFRP4E.Conditions.Entangled" : "You are wrapped in something restricting your movement; it could be ropes, spider’s webbing, or an opponent’s bulging biceps. On your turn, you may not Move, and all your actions involving movement of any kind suffer a penalty of –10 (including Grappling). For your Action, you can remove an Entangled Condition if you win an Opposed Strength Test against the source of the entanglement, with each SL removing an extra Entangled Condition.",
"WFRP4E.Conditions.Fatigued" : "You are exhausted or stressed, and certainly in need of rest. You suffer a –10 penalty to all Tests. Removing a Fatigued Condition normally requires rest, a spell, or a divine effect, though in some instances, such as when a Fatigued Condition is caused by carrying too much (see Encumbrance), simply changing your circumstances (carrying fewer trappings, for example) can remove a Condition.",
"WFRP4E.Conditions.Poisoned" : "You have been poisoned or injected with venom. All Tests to remove poison have their difficulty determined by the poison or venom suffered. At the end of each Round, lose 1 Wound, ignoring all modifiers. Also, suffer a penalty of –10 to all Tests.
If you reach 0 Wounds when Poisoned, you cannot heal any Wounds until all Poisoned conditions are removed. If you fall Unconscious when Poisoned, make an Endurance Test after a number of Rounds equal to your Toughness Bonus or die horribly. See Injury.
At the end of each Round, you may attempt an Endurance Test. If successful, remove a Poisoned Condition, with each SL removing an extra Poisoned Condition. A Heal Test provides the same results. Once all Poisoned Conditions are removed, gain 1 Fatigued Condition.",
"WFRP4E.Conditions.Prone" : "You have fallen to the ground, possibly because you have run out of Wounds, you’ve tripped, or because you’ve been hit by something rather large. On your turn, your Move can only be used to stand up or crawl at half your Movement in yards (note: if you have 0 Wounds remaining, you can only crawl). You suffer a –20 penalty to all Tests involving movement of any kind, and any opponent trying to strike you in Melee Combat gains +20 to hit you.
Unlike most other conditions, Prone does not stack — you are either Prone, or you are not. You lose the Prone Condition when you stand up.",
"WFRP4E.Conditions.Stunned" : "You have been struck about the head or otherwise disorientated or confused; your ears are likely ringing, and little makes sense.
You are incapable of taking an Action on your turn but are capable of half your normal movement. You can defend yourself in opposed Tests — but not with Language (Magick). You also suffer a –10 penalty to all Tests. If you have any Stunned Conditions, any opponent trying to strike you in Melee Combat gains +1 Advantage before rolling the attack.
At the end of each Round, you may attempt a Challenging (+0) Endurance Test. If successful, remove a Stunned Condition, with each SL removing an extra Stunned Condition.
Once all Stunned Conditions are removed, gain 1 Fatigued Condition if you don’t already have one.",
"WFRP4E.Conditions.Surprised" : "You have been caught unawares and you aren’t at all ready for what’s about to hit you. You can take no Action or Move on your turn and cannot defend yourself in opposed Tests. Any opponent trying to strike you in Melee Combat gains a bonus of +20 to hit.
The Surprised Condition does not stack, so you do not collect multiple Surprised Conditions, even should you be technically surprised multiple times in a Round.
At the end of each Round, or after the first attempt to attack you, you lose the Surprised Condition.",
"WFRP4E.Conditions.Unconscious" : "You are knocked out, asleep, or otherwise insensible. You can do nothing on your turn and are completely unaware of your surroundings. Any Melee attack targeting you automatically hits on the location of the attacker’s choice with the maximum possible SL it could score, and also inflicts a Critical Wound; or, if the GM prefers, any close combat hit simply kills you. Any ranged combat hit automatically does the same if the shooter is at Point Blank range.
The Unconscious Condition does not stack — you are either Unconscious, or you are not — so you do not collect multiple Unconscious Conditions.
Recovering from unconsciousness requires different circumstances depending upon why you fell unconscious. Refer to Injury for more on this. If you spend a Resolve point to remove an Unconscious condition, but have not resolved the cause of the incapacitation, you gain another Unconscious Condition at the end of the round. When you lose the Unconscious Condition, you gain the Prone and Fatigued Conditions",
"WFRP4E.Conditions.Grappling" : "If you begin your turn Grappling, you may break the Grapple if you have a higher Advantage than your opponent, and do not count as being Engaged for your Move; otherwise, you must make an Opposed Strength Test for your Action. If you win, you can do one of the following: