diff --git a/lang/en.json b/lang/en.json index 01f1d1a..6844ea2 100644 --- a/lang/en.json +++ b/lang/en.json @@ -7,7 +7,7 @@ "BITD.Vice": "Vice", "BITD.Class": "Class", "BITD.Stress": "Stress", - "BITD.Alias": "Alias", + "BITD.Alias": "Callsign", "BITD.Designation": "Designation", "BITD.Look": "Colors/Look", "BITD.System": "System", @@ -36,7 +36,7 @@ "BITD.Adversaries": "Adversaries", "BITD.Enemies": "Enemies", "BITD.AtWar": "At War!", - "BITD.Trauma": "Trauma", + "BITD.Trauma": "Scar", "BITD.TraumaCold": "Cold", "BITD.TraumaHaunted": "Haunted", "BITD.TraumaObsessed": "Obsessed", @@ -47,7 +47,7 @@ "BITD.TraumaVicious": "Vicious", "BITD.Harm": "Harm", "BITD.Healing": "Healing", - "BITD.Armor": "Armor", + "BITD.Armor": "Armour", "BITD.NeedHelp": "Need Help", "BITD.Light": "Light", "BITD.Normal": "Normal", @@ -57,8 +57,8 @@ "BITD.Description": "Description", "BITD.Loadout": "Loadout", "BITD.Load": "Load", - "BITD.CrewType": "Crew Type", "BITD.CrewTypeBox": "Click to choose a Crew Type", + "BITD.CrewType": "Squad Type", "BITD.FactionType": "Faction Type", "BITD.Price": "Price", "BITD.Logic": "Logic", @@ -67,7 +67,7 @@ "BITD.AbilityClass": "Ability Class", "BITD.Information": "Information", "BITD.CohortType": "Cohort Type", - "BITD.GangType": "Gang Type", + "BITD.GangType": "Fireteam Type", "BITD.ExpertType": "Expert Type", "BITD.ScaleAndQuality": "Scale and Quality", "BITD.ChooseOneOrTwoEdges": "Choose one or two edges and an equal number of flaws", @@ -75,19 +75,21 @@ "BITD.Flaws": "Flaws", "BITD.Scale": "Scale", "BITD.Quality": "Quality", - "BITD.AddAdditionalTypeOfGangText": "You can add an additional type to a gang or expert by spending two crew upgrades.
When a cohort performs actions for which its types apply, it uses its full quality rating. Otherwise, its quality is zero. A given cohort can have up to two types. Some crew upgrades will add the “Elite” feature to a gang, which gives them +1d when they roll for a given Type.", + "BITD.AddAdditionalTypeOfGangText": "You can add an additional type to a fireteam or expert by spending two crew upgrades.
When a cohort performs actions for which its types apply, it uses its full quality rating. Otherwise, its quality is zero. A given cohort can have up to two types. Some crew upgrades will add the “Elite” feature to a fireteam, which gives them +1d when they roll for a given Type.", "BITD.ClassExpClue1": "Every time you roll a desperate action, mark xp in that action's attribute.", "BITD.ClassExpClue2": "You expressed your beliefs, drives, heritage, or background.", "BITD.ClassExpClue3": "You struggled with issues from your vice or traumas during the session.", "BITD.ClassExpClueDescription": "At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.", "BITD.Turf": "Turf", "BITD.Turfs": "Turfs", - "BITD.Lair": "Lair", - "BITD.Coin": "Coin", - "BITD.Coins": "Coins", - "BITD.Stash": "Stash", - "BITD.CrewReputation": "Crew Reputation", - "BITD.CrewUpgrades": "Crew Upgrades", + "BITD.Lair": "HQ", + "BITD.Coin": "Materiel", + "BITD.Coins": "Materiel", + "BITD.Materiel": "Materiel", + "BITD.Personnel": "Personnel", + "BITD.Stash": "Supply", + "BITD.CrewReputation": "Squad Reputation", + "BITD.CrewUpgrades": "Squad Upgrades", "BITD.Hold": "Hold", "BITD.Weak": "Weak", "BITD.Strong": "Strong", @@ -102,11 +104,32 @@ "BITD.Notes": "Notes", "BITD.AllItems": "All Items", "BITD.CrewXP": "Crew XP", + "BITD.PlaybookXP": "Playbook XP", "BITD.CrewExpClue1": "At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).", "BITD.SpecialAbilities": "Special Abilities", - "BITD.Gang": "Gang", + "BITD.Drive": "Drive", + "BITD.DriveClock1": "Drive Clock 1", + "BITD.DriveClock2": "Drive Clock 2", + + "BITD.Connections": "Connections", + "BITD.Discoveries": "Discovered Truths", + + "BITD.VehicleName": "Vehicle", + "BITD.VehicleModel": "Model", + "BITD.VehicleDescrition": "Vehicle Desc", + "BITD.VehicleArmour": "Armour", + "BITD.VehicleDamage": "Damage", + "BITD.VehicleRepair": "Repair", + "BITD.VehicleLoadout": "Mech Load", + "BITD.VehicleQuirks": "Quirks and breakdown", + "BITD.VehicleEnhance": "Enhance", + "BITD.VehicleBreakdown": "Breakdown", + "BITD.VehicleFaction": "Associated Faction", + + "BITD.Gang": "Fireteam", "BITD.Expert": "Expert", + "BITD.Difficulty": "Difficulty", "BITD.GangTypeAdepts": "Adepts", "BITD.GangTypeAdeptsDescription": "Scholars, tinkerers, occultists, and chemists.", "BITD.GangTypeRooks": "Rooks", @@ -123,16 +146,16 @@ "BITD.EdgesIndependent": "Independent", "BITD.EdgesIndependentDescription": "The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.", "BITD.EdgesLoyal": "Loyal", - "BITD.EdgesLoyalDescription": "The cohort can't be bribed or turned against you.", + "BITD.EdgesLoyalDescription": "The cohort can’t be bribed or turned against you.", "BITD.EdgesTenacious": "Tenacious", - "BITD.EdgesTenaciousDescription": "The cohort won't be deterred from a task.", + "BITD.EdgesTenaciousDescription": "The cohort won’t be deterred from a task.", "BITD.FlawsPrincipled": "Principled", - "BITD.FlawsPrincipledDescription": "The cohort has an ethic or values that it won't betray.", + "BITD.FlawsPrincipledDescription": "The cohort has an ethic or values that it won’t betray.", "BITD.FlawsSavage": "Savage", "BITD.FlawsSavageDescription": "The cohort is excessively violent and cruel.", "BITD.FlawsUnreliable": "Unreliable", - "BITD.FlawsUnreliableDescription": "The cohort isn't always available, due to other obligations, stupefaction from their vices, etc.", + "BITD.FlawsUnreliableDescription": "The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.", "BITD.FlawsWild": "Wild", "BITD.FlawsWildDescription": "The cohort is drunken, debauched, and loud-mouthed.", @@ -143,9 +166,9 @@ "BITD.HarmImpaired": "Impaired", "BITD.HarmImpairedDescription": "The cohort operates with reduced quality (-1d).", "BITD.HarmBroken": "Broken", - "BITD.HarmBrokenDescription": "The cohort can't do anything until they recover.", + "BITD.HarmBrokenDescription": "The cohort can’t do anything until they recover.", "BITD.HarmDead": "Dead", - "BITD.HarmDeadDescription": "The cohort is destroyed. You can spend coin equal to your Tier +2 to restore it, plus two downtime activities to recruit new gang members, or hire a new expert.", + "BITD.HarmDeadDescription": "The cohort is destroyed. You can spend coin equal to your Tier +2 to restore it, plus two downtime activities to recruit new fireteam members, or hire a new expert.", "BITD.Roll": "Roll", "BITD.RollFailure": "Failure", @@ -158,11 +181,11 @@ "BITD.RollDoWithIncreasedEffect": "You do it with increased effect.", "BITD.RollDo": "You do it.", "BITD.RollPartialSuccessPositionControlled": "You hesitate. Withdraw and try a different approach, or else do it with a minor consequence: a minor complication occurs, you have reduced effect, you suffer lesser harm, you end up in a risky position.", - "BITD.RollPartialSuccessPositionRisky": "You do it, but there's a consequence: you suffer harm, a complication occurs, you have reduced effect, you end up in a desperate position.", - "BITD.RollPartialSuccessPosition": "You do it, but there's a consequence: you suffer severe harm, a serious complication occurs, you have reduced effect.", + "BITD.RollPartialSuccessPositionRisky": "You do it, but there’s a consequence: you suffer harm, a complication occurs, you have reduced effect, you end up in a desperate position.", + "BITD.RollPartialSuccessPosition": "You do it, but there’s a consequence: you suffer severe harm, a serious complication occurs, you have reduced effect.", "BITD.RollFailurePositionControlled": "You falter. Press on by seizing a risky opportunity, or withdraw and try a different approach.", - "BITD.RollFailurePositionRisky": "Things go badly. You suffer harm, a complication occurs, you end up in a desperate position, you lose this opportunity.", - "BITD.RollFailurePositionDesperate": "It's the worst outcome. You suffer severe harm, a serious complication occurs, you lose this opportunity for action.", + "BITD.RollFailurePositionRisky": "Things go badly. You suffer harm a complication occurs, you end up in a desperate position, you lose this opportunity.", + "BITD.RollFailurePositionDesperate": "It’s the worst outcome. You suffer severe harm, a serious complication occurs, you lose this opportunity for action.", "BITD.RollResistance": "You reduce or avoid the effects of the consequence (GM chooses).
Suffer {stress} stress.", "BITD.RollResistanceCritical": "You reduce or avoid the effects of the consequence (GM chooses).
Clear 1 stress.", @@ -178,22 +201,34 @@ "BITD.SkillsHunt": "Hunt", "BITD.SkillsStudy": "Study", "BITD.SkillsSurvey": "Survey", - "BITD.SkillsTinker": "Tinker", + "BITD.SkillsTinker": "Engineer", "BITD.SkillsProwess": "Prowess", "BITD.SkillsProwessShort": "Prowess", "BITD.SkillsFinesse": "Finesse", "BITD.SkillsProwl": "Prowl", - "BITD.SkillsSkirmish": "Skirmish", + "BITD.SkillsSkirmish": "Struggle", "BITD.SkillsWreck": "Wreck", "BITD.SkillsResolve": "Resolve", "BITD.SkillsResolveShort": "Resolve", - "BITD.SkillsAttune": "Attune", + "BITD.SkillsAttune": "Interface", "BITD.SkillsCommand": "Command", "BITD.SkillsConsort": "Consort", "BITD.SkillsSway": "Sway", + "BITD.SkillsExpertise": "Expertise", + "BITD.SkillsExpertiseShort": "Expertise", + "BITD.SkillsBattle": "Battle", + "BITD.SkillsDestroy": "Destroy", + "BITD.SkillsManeuver": "Maneuver", + + "BITD.SkillsAcuity": "Acuity", + "BITD.SkillsAcuityShort": "Acuity", + "BITD.SkillsBombard": "Bombard", + "BITD.SkillsManipulate": "Manipulate", + "BITD.SkillsScan": "Scan", + "BITD.AddAbility": "Add Ability", "BITD.AddItem": "Add Item", "BITD.Uses": "No. of Uses",