SWADE:
  ButtonReset: Reset
  ButtonSubmit: Submit
  CommunityCharSheet: Legacy Character Sheet
  CommunityNPCSheet: Community NPC Sheet
  ItemSheet: Savage Worlds Item Sheet
  GroupSheet: Savage Worlds Group Sheet
  VehicleSheet: Savage Worlds Vehicle Sheet
  HeadquartersSheet: Savage Worlds Headquarters Sheet
  Expand: Expand
  OfficialSheet: Savage Worlds Official Sheet by Pinnacle
  ModHint: Make sure your modifier includes a + or -
  ActionDeckPresetLight: Action Deck (Light)
  ActionDeckPresetDark: Action Deck (Dark)
  ActionDeckPresetPEG: Action Deck (PEG)
  Name: Name
  disabledAE: Disabled due to Active Effect
  Tough: Toughness
  Ancestry: Ancestry
  Archetype: Archetype
  Pace: Pace
  Running: Running
  RunningDie: Running Die
  RunningMod: Running Modifier
  RunningHint:
    Header: <strong>Total running distance.</strong>
    Reminder: <p>Running during your turn incurs a -2 penalty to all your actions.</p>
  RollRun: '[Click] to roll the Running Die'
  Adv: Advances
  Advance: Advance
  Rank: Rank
  Inv: Gear
  Summary: Traits
  Pow: Powers
  WildCard: Wild Card
  Extra: Extra
  Bennies: Bennies
  BenniesCount: '{count} Bennies'
  TraitMod: Trait Modifier
  SkillTest: Skill Test
  AttributeTest: Attribute Test
  Attributes: Attributes
  Derived: Derived Stats
  AttrAgi: Agility
  AttrSma: Smarts
  AnimalSmarts: Animal Smarts
  AnimalSmartsMarker: A
  AttrSpr: Spirit
  AttrStr: Strength
  AttrVig: Vigor
  Tweaks: Tweaks
  AttrAgiShort: Agi
  AttrSmaShort: Sma
  AttrSmaShortPowerRange: Sm
  AttrSprShort: Spi
  AttrStrShort: Str
  AttrVigShort: Vig
  Skills: Skills
  Unskilled: Unskilled Attempt
  CoreSkill: Core Skill
  CoreSkills: Core Skills
  LinkAttr: Linked Attribute
  GlobalMod:
    Label: Global Modifiers
    Trait: All Traits
    Agility: Agility and linked Skills
    Smarts: Smarts and linked Skills
    Spirit: Spirit and linked Skills
    Strength: Strength and linked Skills
    Vigor: Vigor and linked Skills
    Attack: All Attacks
    TargetAttack: Target Attack
    TargetAttackRanged: Target Attack (Ranged)
    TargetAttackMelee: Target Attack (Melee)
    TargetDamage: Target Damage
    GangUp: Gang Up
    TargetGangUp: Target Gang Up Modifier
    Damage: All Damage
    AP: All Armor Piercing
  ArcaneSkill: Arcane Skill
  ActivateArcaneDevice: Activate Device
  Die: Die
  WildDie: Wild Die
  Modifier: Modifier
  BenniesSpend: Spend a Benny
  BenniesSpendGM: Spend a GM Benny
  BenniesAdjustGM: Adjust GM Bennies
  BenniesAdjustGMText: Enter the number of Bennies the GM should currently have.
  BenniesGive: Give a Benny
  BenniesRefresh: Refresh Bennies
  AllBenniesRefresh: Refresh All Bennies
  BenniesRefreshMessage: Bennies have been refreshed!
  BenniesRefreshAllMessage: All Bennies have been refreshed!
  BenniesGMRefreshMessage: GM Bennies have been refreshed!
  BenniesAddMessage: was given a new Benny!
  BenniesGMAddMessage: took an additional Benny!
  BenniesSpendMessage: spends a Benny!
  BenniesMax: Bennies Reset
  BenniesMaxNum: Maximum Bennies
  Elan: Elan
  EditSkill: Edit Skill
  EdEdge: Edit Edge
  EdHind: Edit Hindrance
  Ed: Edit
  EdF: Edit {item}
  EdRightClick: '[Right Click] to Edit'
  Del: Delete
  Arcane: Arcane
  InnatePower: Innate Power
  All: All
  HasPowers: Has Powers
  Weapons: Weapons
  MeleeWeapons: Melee Weapons
  RangedWeapons: Ranged Weapons
  Armors: Armors
  WeaponsAndArmor: Weapons & Armor
  Shields: Shields
  Biography: Biography
  Shaken: Shaken
  Distr: Distracted
  Vuln: Vulnerable
  Stunned: Stunned
  Entangled: Entangled
  Bound: Bound
  Aiming: Aiming
  Berserk: Berserk
  Defending: Defending
  Burrowing: Burrowing
  Flying: Flying
  Unfamiliar:
    '2': Unfamiliar (-2)
    '4': Unfamiliar (-4)
  FollowLabel: Follow
  Follow: Follow {name}
  Unfollow: Unfollow {name}
  DeleteGroupAndCombatants: Delete Group and Combatants
  MakeGroupLeader: Make Group Leader
  RemoveGroupLeader: Remove Group Leader
  AddTokenFollowers: Add Selected Tokens as Followers
  GroupByName: Group by Name
  SetGroupColor: Set Group Color
  SelectColor: Select a color
  Holding: Holding
  Hold: Hold
  ActAfterCurrentCombatant: Act After Current Combatant
  ActBeforeCurrentCombatant: Act now
  LoseTurn: Toggle Lose Turn
  Frightened: Frightened
  Encumbered: Encumbered
  Prone: Prone
  BleedingOut: Bleeding Out
  Diseased: Diseased
  HeartAttack: Heart Attack
  OnFire: On Fire
  Poisoned: Poisoned
  Reach: Reach
  Torch: Torch
  Invisible: Invisible
  ColdBodied: Cold Bodied
  Smite: Smite
  Armor: Armor
  Protection: Protection
  Dmg: Damage
  DmgOver: Action Damage
  ApOver: Action AP
  Resist: Resist
  ResistRolls: Resistance Rolls
  ResistRoll: Roll Resist
  ResistRollName: 'Roll Resist: {name}'
  MacroActor:
    Default: Default
    Self: Self
    Target: Target
  Ap: AP
  APLong: Armor Piercing
  RoF: RoF
  Mag: Shots
  Parry: Parry
  ShieldBonus: Shield Bonus
  Notes: Notes
  ActionsEffects: Actions & Effects
  Actions:
    Name: Actions
    Hidden:
      Label: Hidden
      Hint: Hidden actions are not displayed on the actor sheet
    DisplayHidden:
      Label: Display hidden Actions
    Activities:
      Label: Activities
      Hint: SWIDs of Actions that are linked to this Item
  DmgModUni: Damage Modifier
  SkillModUni: Trait Modifier
  ShotsUsed: Shots Used
  ShotsCurrent: Current Shots
  NaturalArmor: Natural Armor
  HitLocations: Hit Locations
  Head: Head
  Torso: Torso
  Arms: Arms
  Legs: Legs
  MinStrLong: Minimum Strength
  MinStr: Min. Strength
  MinStrShort: Min.Str
  Desc: Description
  Special: Special Abilities
  Details: Details
  Equippable: Equippable
  ArcaneDevice: Arcane Device
  Misc: Misc
  QuickAccess: Quick Access
  Effects: Effects
  Hindrances: Hindrances
  MajHind: Major Hindrance
  Major: (Major)
  Minor: (Minor)
  HindMajor: Major
  HindMinor: Minor
  Edges: Edges
  ArcBack: Arcane Background
  Value: Value
  Req: Requirements
  Requirements:
    Other: Other
    And: and
    Or: or
    Editor:
      Header: Edit requirements for {name}
      AddHint: Add a new requirement
      DeleteHint: Delete this requirement
      Label: Label
      Value: Value
      SWID: SWID
    Combinator: Combinator
  Conv: Conviction
  Hesitant: Hesitant
  LevelHeaded: Level Headed
  ImprovedLevelHeaded: Improved Level Headed
  AutoCalc: Automatic Calculations
  InclArmor: Automatically calculates Toughness, including armor
  Label: Label
  Enabled: Enabled
  Currency: Currency
  CarryWeight: Encumbrance
  Eqd: Eq'd
  Equipped: Equipped
  Unequipped: Unequipped
  Quantity: Quantity
  Weight: Weight
  Price: Cost
  PP: Power Points
  PPShort: P. Points
  PPCost: PP Cost
  PPMods: Power Modifiers
  CurPP: Current Power Points
  MaxPP: Maximum Power Points
  MaxLabel: Maximum
  Dur: Duration
  Trap: Trapping
  Wound: Wound
  Wounds: Wounds
  WoundsMax: Max Wounds
  Fatigue: Fatigue
  FatigueMax: Max Fatigue
  Incap: Incapacitated
  Init: Initiative
  Draw: Draw
  Reset: Reset
  DrawInit: Draw Initiative
  ActionDeckReset: Reshuffle Action Deck
  ActionDeckResetNotification: Action Deck reshuffled
  InitDraw: drew the…
  General: General
  Addi: Additional
  Status: Status
  Handling: Handling
  Topspeed: Top Speed
  SpeedUnit: Unit
  OutOfControl: Out of Control
  Wrecked: Wrecked
  Item: Item
  Cargo: Cargo
  MaxCargo: Maximum Cargo Weight
  CargoWeight: Cargo Weight
  Mods: Mods
  ModSlots: Mod Slots
  MaxMods: Maximum Mods
  VehicleAttributes:
    Label: Vehicle Attributes
    Agility: Vehicle Has Agility
    Spirit: Vehicle Has Spirit
    Smarts: Vehicle Has Smarts
    Strength: Vehicle Has Strength
    Vigor: Vehicle Has Vigor
  Energy:
    Label: Energy
    Value: Current Energy
    Max: Max Energy
    Enable: Enable Energy
  Operator: Operator
  OperatorIdHint: Drop an Actor or select a Token
  ManCheck: Maneuver Check
  AltSkill: Alternative Skill
  Class: Classification
  Vehicular: Vehicular Weapon
  VehicleMod: Vehicle Mod
  OpSkill: Operation Skill
  ShowBennyAnimation: Show Benny Animation
  ShowBennyAnimationDesc: >-
    Play an animation when spending a Benny. Only available if Dice So Nice! is
    installed
  WildDiePreset: Wild Die Preset
  WildDiePresetDesc: Select a DSN Preset design for your Wild Die.
  WildDieTheme: Wild Die Theme
  WildDieThemeDesc: >-
    Select a DSN Theme for your Wild Die. Select 'Custom' if you want to create
    your own or 'None' if you don't want your Wild Die to look differently.
    Please keep in mind that self-created Wild Dies currently can only be seen
    by you. Other players will see them differently.
  SettingConf: Setting Configurator
  SettingConfLabel: Open Setting Configurator
  SettingConfDesc: Fine tune the system to fit the setting you're playing.
  DiceConf: Wild Die Configuration
  DiceConfDesc: Configure the settings for the SWADE/Dice So Nice integration
  DiceConfLabel: Open Wild Die Configuration
  Formula: Formula
  SitMod: Situational Mod
  RollMode: Roll Mode
  RollExample: eg. +1d6x or -2
  Roll: Roll
  RollName: 'Roll {name}'
  RollNoun: Roll
  RollRaise: Roll Raise
  GroupRoll: Group Roll
  Ok: Ok
  Cancel: Cancel
  Redraw: Draw Card
  RedrawBenny: Redraw Card with Benny
  Add: Add
  ConfigInit: Configure Initiative
  IgnWounds: Ignore Wounds
  Size: Size
  Scale: Scale
  ScaleDifference: Scale Difference
  PickACard: Pick a card for {name}
  GMOverride: GM Override
  NoCardsLeft: >-
    There are not enough cards left in the deck! Only {current} of {needed}
    needed cards are available. Reset the deck or reduce number of combatants.
  OldCard: Old card
  ActionCard: Action Card
  ConvictionActive: Conviction Active
  ConvictionActivate: '{name} calls upon their conviction!'
  ConvictionEnd: '{name} wavers in their conviction'
  ConvictionExtend: Do you want to extend your conviction?
  ConvictionExtendPrompt: Do you want to spend a Benny to extend your conviction?
  NoBennies: You don't have enough bennies!
  GM: Game Master
  Vehicles: Vehicles
  AddStats: Additional Stats
  Stats: Stats
  Actors: Actors
  Items: Items
  Max: Max
  Curr: Current
  DSNNone: '- None -'
  Duplicate: Duplicate
  Reload: Reload
  Refresh: Refresh this card
  RefreshOnly: Refresh
  NotOwnedError: You must own this item/actor for this
  GrantsItemsError: Refresh doesn't work for items that grant others
  NoUpdatedItemFound: No item suitable for a refresh has been found
  Ammo: Ammunition
  AddOrReplaceActions:
    Title: Add or Replace Actions
    Add: Add as new
    Replace: Replace existing
    Content: >-
      <p>Do you want to add the actions from the {type}
      <strong>{source}</strong> as new actions or replace the existing
      actions?</p>
  ppReload: Power Points to Reload
  ReloadNotPossible: This actor type doesn't reload
  ReloadUnneeded: The weapon is already fully loaded
  ReloadSuccess: The weapon has been successfully reloaded
  NotEnoughAmmo: You don't have enough ammunition for this action!
  NotEnoughAmmoToReload: There's not enough ammo for a full reload
  ReloadType:
    Label: Reload Procedure
    None: None
    Self: Self
    Single: Single
    Full: Full
    Magazine: Magazine
    Battery: Battery
    PP: Power Points
  NoAmmoSet: There is no ammunition set
  NoAmmoPP: Could not find power points matching the set ammo
  NoDescription: No description available
  NoMags: You don't have any consumables marked as magazines in your inventory
  RemoveAmmo: Remove Ammunition
  DiscardMagazine: Discard empty magazine
  ConsumableType:
    Label: Subtype
    Regular: Regular
  Trapping: Trappings
  AddBenny: Add a Benny
  CurrentBennies: Current Bennies
  RerollWithBenny: Reroll with Benny
  FreeReroll: Free Reroll
  AutoCalcParry: Automatically calculates Parry, including Shields
  BaseParry: Base Parry
  Subtype: Subtype
  SpecialAbility: Special Ability
  SpecialAbilities: Special Abilities
  AncestralAbilities: Ancestral Abilities
  ArchetypeAbilities: Archetype Abilities
  BuildCost: Build Cost
  BuildLimit: Build Limit
  BuildLevel: Build Level
  About: About
  EdgesHindrances: Edges & Hindrances
  GrantsPowers: Grants Powers
  Crew: Crew
  RequiredCrew: Required Crew
  Passengers: Passengers
  String: Text
  Number: Number
  Checkbox: Checkbox
  Selection: Selection
  WealthDie:
    Label: Wealth Die
    Broke:
      Label: Broke
      Hint: You are Broke!
    Sides: Wealth Die Sides
    WildSides: Wealth Wild Die Sides
    Modifier: Wealth Die Modifier
  TraitRolls: Trait Rolls
  Trait: Trait
  AltTrait: Action Trait
  ClickSuggestions: '[Click] for suggestions'
  Quick: Quick
  BonusDamage: Bonus Damage
  Joker: Joker
  CustomWildDie: '- Custom Wild Die -'
  Subtract: Subtract
  DmgRolls: Damage Rolls
  NoAcing: No Acing
  SubtractPPDesc: Subtract PP Cost from the available PP
  AddPPDesc: Add PP Cost to the available PP
  RightClickZoom: '[Right-Click] to Zoom'
  SysMigrationWarning: >-
    Your SWADE system data is from too old a Foundry version and cannot be
    reliably migrated to the latest version. The process will be attempted, but
    errors may occur.
  DeckShuffled: Card Deck automatically shuffled
  BasePace: Base Pace
  WarningPackLocked: You cannot edit a locked Compendium. Please unlock it first
  ActionCardEditor: Action Card Editor
  CardFace: Card Face
  CardValue: Value
  CardSuit: Suit
  Cards:
    Spades: Spades
    Hearts: Hearts
    Diamonds: Diamonds
    Clubs: Clubs
    Jokers: Jokers
    Two: Two
    Three: Three
    Four: Four
    Five: Five
    Six: Six
    Seven: Seven
    Eight: Eight
    Nine: Nine
    Ten: Ten
    Jack: Jack
    Queen: Queen
    King: King
    Ace: Ace
    RedJoker: Red Joker / Spades Joker
    BlackJoker: Black Joker / Hearts Joker
    BlueJoker: Blue Joker / Diamonds Joker
    GreenJoker: Green Joker / Clubs Joker
  IsJoker: Is Joker
  Complication: Complication
  OpenACEditor: Open in Action Card Editor
  'Yes': 'Yes'
  'No': 'No'
  Headquarters:
    Advantage: Advantage
    Complication: Complication
    Form: Form
    Description: Description
    Acquisition: Acquisition
    Maintenance: Maintenance
    Upgrades: Upgrades
  SetActionDeck: Set Deck as Action Deck
  ShowCharacterSummary: Show Character Summary
  CharacterSummary: Character Summary
  CharacterSummaryTypeErr: Can't use character summariser for actor of type {type}
  CopyHtml: Copy HTML
  CopyMarkdown: Copy Markdown
  Imperial: Imperial
  Metric: Metric
  ChangeBennyWarning: Changing these settings will require you to refresh the page!
  3DBennies: 3D Bennies
  WealthSelectionNoneOther: None/Other
  Modifiers: Modifiers
  ActionTraitMod: Action Trait Modifier
  ActionDmgMod: Action Damage Modifier
  ItemTraitMod: Trait Modifier
  ItemDmgMod: Damage Modifier
  Duplicates: Duplicates Found
  DuplicateItemsBodyText: >-
    While adding the {type} <strong>{name}</strong> to the Actor {target} the
    following duplicates (by name and type) have been found. The new items  have
    been renamed to reflect their source.
  NoActionDeckFound: No Action Deck found, creating one
  NoActionDeckDiscardPileFound: No Action Deck Discard Pile found, creating one
  Wealth: Wealth
  Characters: Characters
  SettingRules: Setting Rules
  WorldBasics: World Basics
  MAPenalty:
    Label: Multi-Action Penalty
    None: None
  Mod:
    Custom:
      Add: Add Custom Modifier
    Support: Support
    Preset:
      Settings: Preset Modifiers
      Choose: Choose a Modifier…
      Add: Add Preset
    Value: Value
    Ignore: Ignore?
    None: No modifiers at the moment
    Active: Active
  Illumination:
    _name: Illumination
    Dim: Dim
    Dark: Dark
    Pitch: Pitch Darkness
  Cover:
    _name: Cover
    Shield: Cover - Shield
    Light: Light Cover
    Medium: Medium Cover
    MediumProne: Medium Cover (Prone)
    Heavy: Heavy Cover
    Total: Total Cover
  Range:
    _name: Range
    _nameShort: Range
    Medium: Medium Range
    Long: Long Range
    Extreme: Extreme Range
  GangUp: Ganging Up
  GangUpDamage: Gang Up
  GangUpHint: Automatically applies Gang Up bonus to damage
  ModOther: Other Modifiers
  ModTrait: Trait Modifiers
  ModAttack: Attack Modifiers
  ModDamage: Damage Modifiers
  Snapfire: Snapfire
  UnstablePlatform: Unstable Platform
  Weakness: Weakness
  Resistance: Resistance
  CannotAddAncestryToAncestry: You cannot add a ancestry/archetype to an ancestry/archetype!
  LayOutChaseWithDeck: Use Deck to lay out Chase
  ClearChaseCards: Clear Chase cards from Scene
  NoCCMInstall: The Complete Card Management module is not installed.
  NoCCMActive: The Complete Card Management module is not active.
  NoSceneAvailable: There is no scene available or you've disabled the canvas
  ChaseCardsCleared: All chase cards have been removed from the scene.
  SetUpChase: Set Up Chase
  ChaseLayout: Layout
  ChaseLayoutError: Not enough space on the scene to lay out the chase.
  ChaseRows: Rows
  ChaseColumns: Columns
  ChaseDiscard: Discard Pile
  ChaseNoDeck: Please provide a deck!
  ChaseReset: The deck "{deck}" has been reset.
  Expiration:
    TabLabel: Turn Behavior
    Description: <p>Effects expire on the target's <em>next turn or later</em>.</p>
    Behavior: Expiration Behavior
    BeginAuto: Start of Turn, Automatic
    BeginPrompt: Start of Turn, Prompt
    EndAuto: End of Turn, Automatic
    EndPrompt: End of Turn, Prompt
    None: None
    LooseTurnOnHold: Lose Turn on Hold
    Remaining: Remaining
  RemoveEffectLabel: Remove Effect
  RemoveEffectTitle: Remove {label} ?
  RemoveEffectBody: >-
    <p style="text-align: center;">Remove <strong>{label}</strong> from
    <strong>{parent}</strong>?</p>
  PPAbbreviation: PP
  ShowInChat: Show in chat
  ExpandDescription: Expand to show description
  Favorite: Favorite
  Unfavorite: Remove favorite
  Equip: Equip
  RollDamage: Roll Damage
  RollDamageName: 'Roll Damage: {name}'
  SystemLinks:
    Changelog: Changelog
    Wiki: Wiki
    ReportAnIssue: Report an Issue
  OpenOrigin: Open origin
  ActionsOverride: Override
  EffectsTemporary: Temporary Effects
  EffectsPermanent: Permanent Effects
  EffectsInactive: Inactive Effects
  Ranks:
    Novice: Novice
    Seasoned: Seasoned
    Veteran: Veteran
    Heroic: Heroic
    Legendary: Legendary
  Advances:
    EditorTitle: Advance Editor
    Toggle: Toggle Advance Planned Status
    Delete: Delete Advance
    Planned: Planned
    Modes:
      Label: Mode
      Legacy: Legacy
      Expanded: Expanded
    Types:
      Edge: New Edge
      SingleSkill: Raise Single Skill
      TwoSkills: Raise Two Skills
      Attribute: Raise Attribute
      Hindrance: Decrease Hindrance
    Number: Advance number
  Scales:
    Description: 'Scale: {scale} ({name})'
    LargerThan: Larger than {scale}
    SmallerThan: Smaller than {scale}
    Names:
      Tiny: Tiny
      VerySmall: Very Small
      Small: Small
      Normal: Normal
      Large: Large
      Huge: Huge
      Gargantuan: Gargantuan
  AddAdvance: Add Advance
  Appearance: Appearance
  CharacterGoals: Goals
  Background: Background
  ID: ID
  SortNum: Sorting Number
  HUD:
    RollTooltip: Click to roll {name}
    ExpandTooltip: Click to expand
    ViewCharacterTooltip: View Character Description
    WoundsTooltip: 'Wounds (Left click: -1, Right click: +1)'
    SoakTooltip: Click to Soak Damage
    OpenSheetTooltip: Left click to open full character sheet
    FatigueTooltip: 'Fatigue (Left click: -1, Right click: +1)'
    IncapacitatedTooltip: Click to Toggle Incapacitated
    PaceTooltip: 'Pace: {pace} (Left click: roll running, Right click: cycle)'
    ParryTooltip: 'Parry (Modifier: {mod}, Shield: {shield})'
    SizeTooltip: 'Size: {size} ({scale})'
    ToughTooltip: 'Toughness (Modifier: {mod}, Armor: {armor})'
    ConvictionTooltip: 'Conviction (Left click: activate, Right click: +1)'
    BenniesTooltip: 'Bennies (Left click: -1, Right click: +1)'
    CombatStateTooltip: Toggle Combat State (Click to toggle)
    RunMacroTooltip: 'Run Macro: {name}'
    ReloadTooltip: 'Reload: {name}'
    UseConsumableTooltip: 'Use: {name}'
    RemoveTooltip: Remove {name}
    AddTooltip: Add {name}
    RemoveAllConditionsTooltip: Remove all active conditions
    RemoveAllConditionsLabel: Clear All
    AENoEffects: No effects found
    AEToggleTooltip: Toggle {name}
    AERounds: 'Rounds: {rounds}'
    AEToggle: Toggle {name}
    AEToggleInherited: Cannot toggle inherited effect
    AEDragToApplyName: Drag to apply {name}
    PowerPPTooltip: 'Power Points: {pp}/{ppmax} (Left click: -1, Right click: +1)'
  ActiveEffects:
    Add: Add Active Effect
    Source: Source
    ResetDuration: Reset Duration
    AddGuided: Open Wizard
    AddUnguided: Add Empty Effect
    AddModifier: Add Modifier
    Conditional: Conditional Effect
    ConditionalTooltip: Ignore roll modifiers by default
    ModifierCost:
      Label: Modifier Cost
      Hint: The build or power point cost for this modifier
    ModifierLimit:
      Label: Modifier Limit
      Hint: How many times can this modifier be chosen?
    ModifierLevel:
      Label: Modifier Level
      Hint: How many times did you pick this modifier?
  Keybindings:
    OpenFavoriteCards:
      Name: Open Favorite Card Hand
      UserConfigLabel: Favorite Card Hand
      Hint: You can set your favorite hand in the User Config
      NoCardsWarning: You don't have a favorite card hand set!
      HandNone: None
    Bennies:
      Name: Spend/Receive a Benny
      Hint: >-
        Press to spend a Benny, hold down Alt while you press the key to receive
        a Benny instead
    ToggleHUD:
      Name: Toggle SWADE HUD
      Hint: Toggle the SWADE HUD for the currently controlled token or your assigned character
  Settings:
    ArbitFields: Arbitrary Setting Fields
    CharSheetDefaultWidth:
      Name: Default Width for Character Sheets
      Hint: 'Width of character sheets when first opened, in pixels. Default: 650.'
    HighlightTemplate:
      Name: Always Highlight Templates
      Hint: >-
        When enabled, Measured Templates alway highlight themselves instead of
        the grid.
    InitDiscardPile:
      Name: Initiative Discard Pile
    InitCardDeck:
      Name: Card Deck to use for Initiative
    ParryBase:
      Name: Fighting Skill SWID
      Hint: >-
        The Savage Worlds ID of the skill which will be used to calculate an
        actors Parry. Read more about the Savage Worlds ID in the docs!
    UseAttributeShorts:
      Name: Use shortened attribute names
      Hint: >-
        Activate this option if you want to see abbreviated attribute names on
        the pc and npc sheets, i.e. Agi instead of Agility, Sma instead of
        Smarts, etc. You'll need to close and reopen all open sheets for this
        option to take effect.
    WeightUnit:
      Name: Unit of weight
      Hint: >-
        Sets whether weights are measured in pounds or kilograms. Changing this
        will NOT change the weights on items, only how the encumbrance is
        calculated
    HideNpcItemChatCards:
      Name: Hide NPC Item Chat Cards
      Hint: >-
        When enabled, NPC Item Chat Cards are automatically sent as a whisper to
        all Gamemasters instead of being posted for all to see
    EnableBennyNotify:
      Name: Benny notifications
      Hint: Displays chat messages when bennies are taken, given or refreshed.
    HideWC:
      Name: Hide NPC Wild Cards
      Hint: Do not show which NPCs are Wild Cards to players
    CreateInitChat:
      Name: Create Chat Message for Initiative
      Hint: >-
        When Action Cards are drawn, Foundry will output the drawn Action Cards
        to the Chat if enabled.
    AutoInit:
      Name: Automatic Initiative
      Hint: Automatically draw Action Cards every round
    Bumpmaps: Bumpmaps
    Benny3DFront:
      Name: Front Texture
      Hint: Front texture of the 3D Benny
    Benny3DBack:
      Name: Back Texture
      Hint: Back texture of the 3D Benny
    Benny3DBackBump:
      Name: Back Bump Map
      Hint: Back bump map of the benny
    Benny3DFrontBump:
      Hint: Front bump map of the benny
      Name: Front Bump Map
    CoreSkillsList:
      Name: List of Core Skills
      Hint: >-
        Enter a comma-separated list of skill names or their SWIDs to be defined
        as core skills for all actors
    CoreSkillsPack:
      Name: Core Skills Compendium
      Hint: Choose from which Compendium the core skills will be drawn
    WealthType:
      Name: Wealth Type
      Hint: Choose how to track character wealth and currency
    CurrencyName:
      Name: Currency Name
      Hint: Name your currency
    JokersWild:
      Name: Joker's Wild
      Hint: >-
        Gives a Benny to every player character when one of them is dealt a
        Joker
    AmmoManagement:
      Name: Ammunition Management
      Hint: >-
        Automates ammo consumption. See system documentation journal for
        details.
    PCAmmoFromInventory:
      Name: PCs use Ammunition from Inventory
      Hint: >-
        When activated a Gear or Consumable Item that is set as ammunition will
        be used when reloading the weapon
    NPCAmmoFromInventory:
      Name: NPCs use ammunition from their inventory
    VehicleAmmoFromInventory:
      Name: Vehicles use ammunition from their inventory
    EnableWoundPace:
      Name: Adjust Pace with Wounds
      Hint: When enabled, Pace is automatically affected by Wounds
    EnableConv:
      Name: Conviction
      Hint: Enable the Conviction setting rule
    NoPowerPoints:
      Name: No Power Points
      Hint: When enabled this option hides all Power Point interactions
    AlwaysGeneralPP:
      Name: Always Show General Power Points
      Hint: >-
        When enabled the General Powers section always shows even if all powers
        have an associated Arcane Background
    ApplyEncumbrance:
      Name: Apply Encumbrance Penalties
      Hint: >-
        Apply encumbrance penalties. Please keep in mind that this currently
        does NOT SUPPORT {vigor} tests to resist {fatigue}!
    VehicleEnergy:
      Name: Vehicle Energy
      Hint: Vehicles and Armor use Energy
    VehicleMods:
      Name: Vehicle Mods
      Hint: Vehicles and Armor use Mod-Slots
    VehicleEdges:
      Name: Vehicle Edges
      Hint: Vehicles use Edges and Hindrances
    VehicleSkills:
      Name: Operation Skills
      Hint: >-
        Enter a comma-separated list of skill names to be defined as Operation
        skills for all vehicle
    StaticGmBennies:
      Name: Static Gamemaster Bennies
      Hint: >-
        Sets a static value for the number of Bennies the GM receives on a
        refresh instead of basing it on the number of active players.
    GmBennies:
      Name: Gamemaster Bennies
      Hint: Sets how many Bennies the GM receives on a refresh
    BennyImageSheet:
      Name: Benny
      Hint: Select which image to use for Bennies on the Character Sheet
    HardChoices:
      Name: Hard Choices
      Hint: Checking this will enable the Hard Choices setting rule
    CardSound:
      Name: Card Sound
      Hint: Play a short card sound when dealing Initiative
    StartingCurrency:
      PC:
        Name: Player Character starting currency
        Hint: >-
          Set the amount of currency that Player Character Actors recieve upon
          creation
      NPC:
        Hint: Set the amount of currency that NPC Actors recieve upon creation
        Name: NPC starting currency
    NPCCurrency:
      Name: NPCs use currency
      Hint: >-
        When enabled, all NPCs have the same currency options as Player
        Characters
    DumbLuck:
      Name: Dumb Luck
      Hint: Checking this will enable the Dumb Luck Setting Rule
    WoundCap:
      Name: Wound Cap
      Hint: >-
        Checking this will enable the Wound Cap Setting Rule when calculating
        Wounds.
    UnarmoredHero:
      Name: Unarmored Hero
      Hint: >-
        Checking this will enable the Unarmored Hero setting rule when rolling
        to soak
    GrittyDamage:
      Name: Gritty Damage
      Hint: >-
        Checking this will enable the Gritty Damage Setting Rule and allow for
        selecting the Injury Table to roll.
    InjuryTable:
      Name: Injury Table
      Hint: >-
        Select the appropriate RollTable to automatically roll for Gritty
        Damage.
    HeroesNeverDie:
      Name: Heroes Never Die
      Hint: >-
        Checking this will enable the Heroes Never Die Setting Rule when
        determining incapacitation
    ArmorStacking:
      Choices:
        Core: Savage Worlds Adventure Edition Core Rules
        SWPF: Pathfinder®️ for Savage Worlds
      Name: Armor Stacking
      Hint: Select which rules to use when handling stacking armor
  EffectCallbacks:
    Shaken:
      RollSpirit: Roll Spirit
      Title: Remove Shaken from {name}
      Flavor: Spirit Test to remove Shaken
      UnshakeModifier: Unshake Modifier
      Question: What do you want to do?
      Success: You are no longer Shaken
    Stunned:
      Title: Vigor Test to remove Stunned
      Fail: You remain Stunned
      Success: You are no longer Stunned but remain Vulnerable
      Raise: You are no longer Stunned nor Vulnerable
      UnStunModifier: Unstun Modifier
    BleedingOut:
      Title: Vigor Test to resist Bleeding Out
      Fail: You perish
      Success: You hang on, for now.
      Raise: You successfully stabilize
      BleedOutModifier: Bleeding Out Modifier
      IgnoreWounds: Bleeding Out Ignore Wounds
  Validation:
    OnlyOneAncestry: You can only have one ancestry at a time.
    OnlyOneArchetype: You can only have one archetype at a time.
    InvalidBasePace: You cannot set Base Pace to a pace type with no value.
    NoGroupCombatants: Group Actors cannot be combatants.
  DocumentTweaks: Tweaks
  TargetVulnerable: Target is Vulnerable
  WildAttack: Wild Attack
  DesperateAttack:
    '2': Desperate Attack (2)
    '4': Desperate Attack (4)
  CalledShot:
    HeadOrVitals: 'Called Shot: Head or Vitals'
    Hand: 'Called Shot: Hand'
    Limbs: 'Called Shot: Limbs'
  ItemType: Item Type
  Source: Source
  MigrateCompendium: Force compendium migration
  Properties: Properties
  AddAction: Add Action
  DialogConfirmPrompt: Are you sure?
  DeleteEmbeddedActionPrompt: Are you sure you want to delete the action {action}?
  DeleteEmbeddedChargePrompt: Are you sure you want to delete the charge {charge}?
  DeleteEmbeddedCardPrompt: Are you sure you want to delete the card {card}?
  DeleteEmbeddedPowerPrompt: Are you sure you want to delete the power {power}?
  TrademarkWeapon:
    Label: Trademark Weapon
    None: None
    Regular: Regular
    Improved: Improved
  OffHandPenalty: Off-Hand Penalty
  ItemEquipStatus:
    Label: Location
    Stored: Stored
    Carried: Carried
    Equipped: Equipped
    Installed: Installed
    OffHand: Off-Hand
    MainHand: Main Hand
    TwoHands: Two Hands
    Added: Added
    Readied: Readied
  DestroyOnEmpty: Destroy when Empty
  Charges: Charges
  ChargesMax: Maximum Charges
  Consumable:
    Use: Use
    Consumables: Consumables
    NotEnoughCharges: Not enough charges!
    ChargesUsed: <p>{charges} charge(s) used on <em>{name}</em></p>
  EmptyAncestralAbilitiesHint: >-
    <strong>Warning:</strong> This feature is being deprecated in favor of Item
    grants. If you are creating a new {ancestry} or {archetype}, drag & drop
    Items onto the Properties tab instead. The {ancestry} or {archetype} will
    add those Items to the Actor when applied.
  NoTokenSelectedForResistRoll: To make a resistance roll, first select one token
  Templates:
    Cone:
      Short: Cone
      Long: Cone Template
      Place: Place Cone Template
    SmallCone:
      Short: Sm Cone
      Long: Small Cone Template
      Place: Place Small Cone Template
    Stream:
      Short: Stream
      Long: Stream Template
      Place: Place Stream Template
    Small:
      Short: SBT
      Long: Small Blast Template
      Place: Place Small Blast Template
    Medium:
      Short: MBT
      Long: Medium Blast Template
      Place: Place Medium Blast Template
    Large:
      Short: LBT
      Long: Large Blast Template
      Place: Place Large Blast Template
    Available: Available Templates
    Possible: Possible Templates
  CompendiumTOC:
    Toggle: Toggle use Compendium TOC
    Dialog:
      Title: Confirm Toggle
      Content: >-
        In order for the change to take effect, Foundry VTT and all connected
        clients will be reloaded. Please confirm.
    Header: Contents
  Category: Category
  ItemIsAmmo: Is Ammunition
  Vision:
    SeeHeat: See Heat
    SenseHeat: Sense Heat
    Infravision: Infravision
  Attribute: Attribute
  BaseDie: Base Die
  AttributeManager:
    Title: Manage Attributes for {name}
    Open: Manage Attributes
  HeavyArmor: Heavy Armor
  HeavyWeapon: Heavy Weapon
  HasCharges: Has Charges
  AddCharge: Add Charge
  Default: Default
  Recharge: Recharge
  RechargeType: Recharge Type
  RechargeAmount: Recharge Amount
  Finite: Finite
  Manual: Manual
  Encounter: Encounter
  Day: Daily
  RechargeRollFlavor: Recharging {name}
  RechargeManualConfirm: Recharge {name}?
  RechargeEncounterConfirm: Recharge all encounter charges?
  RechargeDayConfirm: Recharge all daily charges?
  RechargeAllItemsEncounterConfirm: Recharge all encounter charges on all items?
  RechargeAllItemsDayConfirm: Recharge all daily charges on all items?
  UsesTOC: Use Compendium TOC
  TOCBlockList: Compendium TOC Blocklist
  TOCSettings:
    Label: Open Compendium TOC Settings
    Name: Compendium TOC Settings
    Hint: Configure the Compendum TOC Application
  DieSides: Die Sides
  WildDieSides: Wild Die Sides
  EncumbranceSteps: Encumbrance Steps
  EffectWizard:
    Preview: Preview
    Change: Change
    Mode: Mode
    Value: Value
    Changes: Changes
    SelectAttribute: Select Attribute
    EnterSkill:
      Label: Enter skill
      Hint: >-
        You can enter any skill name you like or select one from the list of
        suggestions
  OtherStats: Other Stats
  AdditionalStats:
    SelectHint: Enter a list of options, seperated by semicolon
    Key: Stat Key
    Label: Label
    Type: Type
    HasMaxValue: Has Max Value
    Current: Current {stat}
    Value: Value
    Max: Max {stat}
    MaxLabel: Maximum
    OptionLabel: Option
    KeyErr: Additional Stat key {invalid} is invalid and has been changed to {key}
  MessageOnUse:
    Label: Message on Use
    Hint: Display a chat message when this item is used
  ItemGrants:
    EmptyHint: This item currently grants no items
    Header: Item Grants
    When: Grant Items When
    Mutation: Mutation
  IgnFatigue: Ignore Fatigue
  IgnFatigueWounds: Ignore Wounds/Fatigue
  FatigueWounds: Wounds/Fatigue
  BaseDamage: Base Damage
  RefreshPP: Refresh Power Points
  Targets: Targets
  Rolls:
    RollResult: Roll Result
    SwadeRoll: Roll
    DamageRoll: Damage Roll
    TraitRoll: Trait Roll
    Critfail:
      Critfail: CRITICAL FAILURE
      ConfirmDie: Confirmation Die
      Unconfirmed: Critical Failure Not Confirmed
      Possible: POSSIBLE CRITICAL FAILURE
      Confirmed: Critical Failure Confirmation
      Confirm: Confirm
    Free: Free
    Benny: Benny
    GMBenny: GM Benny
  LoadedAmmo: Loaded Ammunition
  DamageApplicator:
    ApplyDamage:
      Label: Resolve Damage
      Hint: '[Click] to resolve damage with the selected Token'
    SoakModifier: Soak Modifier
    WoundsAboutToBeTaken: <p><strong>{name}</strong> is about to take <strong>{wounds}</strong>!</p>
    SoakDialog:
      SoakRoll: Vigor Test to Soak
      WoundedTitle: Roll to Soak Wounds for {name}?
      UnwoundedTitle: Adjust Damage to Determine Status for {name}?
      WoundedPrompt: <p>{name} is about to take {wounds}. Do you want to attempt to Soak?</p>
      ShakenPrompt: <p>{name} is about to become Shaken.</p>
      UnharmedPrompt: <p>{name} might be unharmed.</p>
      Benny: Spend a Benny to Soak
      GMBenny: Spend a GM Benny to Soak
      Free: Soak for Free
      TakeWounds: Take {wounds}
      AdjustDamage: Adjust Damage
      ApplyShaken: Apply Shaken Status
      Accept: Accept
      NoVehicleSoak: Soaking for Vehicles is not yet supported
    RerollSoakDialog:
      Title: Reroll to Soak Wounds for {name}?
      Prompt: >-
        <p>{name} is about to take {wounds}. Do you want to reroll the Soak
        roll?</p>
      PromptCritFail: >-
        <p>{name} is about to take {wounds}. A critical fail is preventing
        rerolls.</p>
      Benny: Spend a Benny to Reroll
      GMBenny: Spend a GM Benny to Reroll
      Free: Reroll for Free
      TakeWounds: Take {wounds}
    AdjustDamagePrompt: <p>Adjust damage for any abilities and effects {name} might have.</p>
    Result:
      NoSignificantDamage: <p><strong>{name}</strong> suffers no significant damage.</p>
      SoakedAll: <p><strong>{name}</strong> Soaked all Wounds and is not Shaken!</p>
      IsShaken: <p><strong>{name}</strong> is <strong>Shaken</strong>!</p>
      IsShakenWithWounds: >-
        <p><strong>{name}</strong> is <strong>Shaken</strong> with
        <strong>{wounds}</strong>!</p>
      IsIncapacitated: <p><strong>{name}</strong> is <strong>Incapacitated!</strong></p>
    Incapacitation:
      InjuryRoll: Vigor Roll to resist injury upon incapacitation
      Dies: <p><strong>{name}</strong> dies from the damage!</p>
      PermanentInjury: >-
        <p><strong>{name}</strong> suffers a permanent injury and is
        <strong>Bleeding Out!</strong></p>
      PermanentInjuryHND: <p><strong>{name}</strong> suffers a permanent injury!</p>
      TemporaryInjury: >-
        <p><strong>{name}</strong> suffers an injury that will go away when all
        Wounds are healed.</p>
      ShortInjury: >-
        <p><strong>{name}</strong> suffers an injury that will go away in 24
        hours, or when all Wounds are healed (whichever is sooner).</p>
      DefeatTitle: Mark Defeated
      MarkedDefeated: >-
        <p><strong>{name}</strong> has been marked defeated without bleeding out.</p>
      TakeFail: Suffer a permanent injury
      TakeSuccess: Suffer an injury that goes away when all wounds are healed
      Title: Reroll injury severity for {name}?
      Prompt: >-
        <p>{name} is about to be injured. Do you want to reroll the Vigor
        roll?</p>
    NoInjuryTable: No Injury Table has been selected. See SWADE Settings Configuration
    NoTargetsSelected: Please select a target to apply the damage to.
  NumberOfDice:
    Label: Dice
    Hint: Determines how many Trait dice are rolled for this action
  ResourcesUsed:
    Label: Resources Used
    Hint: How much of an arbitrary resource is used for this action
  CouldNotFindMacro: Could not find Macro with UUID {uuid}
  CouldNotFindTarget: This macro requires selecting a target!
  Magazine:
    NoneLoaded: No magazine loaded
    Select: Select a magazine
  DmgMod: Damage Modifier
  Auras:
    TabHeader: Auramancer
    Enabled: Enabled
    Color: Color
    Range: Aura Radius
    Alpha: Aura Transparency
    WallConstraints:
      Label: Constrained by Walls
      Hint: >-
        This toggle governs whether the aura is limited by walls that block
        light or if it can pass through them
    UserAura1: Aura 1
    UserAura2: Aura 2
  Aura:
    Visibility:
      Label: Visible To
      Hint: >-
        Select which tokens (by Disposition) can see this aura. You can always
        see all auras of a token of which you have at least Observer permission
  TOURS:
    ERROR:
      ActorCreatePermission: This Tour requires permission to create actors
      SettingPermission: This Tour requires modifying world settings
      JournalCreatePermission: This Tour requires creating a Journal Entry
    AMMUNITION:
      Title: Ammunition
      Description: This Tour will show you how to use automated ammunition tracking
      Actor: Ammunition Tour Demo Character
      Items:
        NONE: Longbow
        SELF: Throwing Knife
        SINGLE: Revolver
        FULL: Water Gun
        MAGAZINE: Steyr AUG
        BATTERY: Laser Gun
        PP: Wizard Gun
      GameSettings:
        Title: Game Settings
        Content: >-
          First, Ammunition Tracking must be enabled in the game's system
          settings.
      SwadeSettings:
        Title: SWADE Settings
        Content: >-
          Ammunition settings are found in the <em>Savage Worlds</em> setting
          configurator
      AmmoSettings:
        Title: Ammo Settings
        Content: These control if ammo is automatically consumed by ranged weapons.
      AmmoManagement:
        Title: Ammunition Management
        Content: >-
          This setting controls whether firing a ranged weapon consumes any ammo
          at all, either from the weapons' internal shot counter or from
          inventory.
      PCInventory:
        Title: Ammo from Inventory
        Content: >-
          The next three settings control if external items are consumed when a
          weapon reloads, based on the actor type. If these are unchecked but
          ammunition management is checked, actors of a given type will consume
          the shots on an item but can freely reload. This allows for
          arcade-style ammo management where the reload action is important to
          track but long-term ammo usage is not.
      CharacterWeapons:
        Title: Character Weapons
        Content: A character's weapons are listed in the gear tab.
      ReloadNone:
        Title: Reload Procedure — None
        Content: >-
          These weapons ignore the shots counter entirely, pulling directly from
          the linked ammo item. This setting is best for weapons that only use
          external ammo, such as a quiver of arrows or a drum-fed gattling gun.
      AmmoNone:
        Title: The Ammo Field
        Content: >-
          This should be set to a gear (e.g. Arrows) or consumable item (e.g.
          Barrel of Bullets) in the character's inventory. A gear item's
          quantity is consumed directly. Consumable items use their charges
          instead, with each quantity representing a full set of charges. This
          field must match the name of the item to be consumed <em>exactly</em>.
      ReloadSelf:
        Title: Reload Procedure — Self
        Content: >-
          These weapons use their own quantity to reset their shots counter.
          This setting is best for thrown weapons or anything else that is
          self-contained and uses itself up.
      AmmoSelf:
        Title: The Ammo Field
        Content: This field is ignored when the reload type is set to self
      ReloadSingle:
        Title: Reload Procedure — Single
        Content: >-
          These weapons reload a single shot with each press of the Reload
          button. This setting is ideal for revolvers or other weapons with
          bulky pieces of ammunition that are slow to reload.
      AmmoSingle:
        Title: The Ammo Field
        Content: >-
          This field works similarly to Reload — None, but quantity or charges
          are consumed by reloading instead of by firing the weapon, as firing
          the weapon consumes from the Shots counter.
      ReloadFull:
        Title: Reload Procedure — Full
        Content: >-
          These weapons reload their entire shot counter with each press of the
          Reload button. This can be used as a simplified version of the
          Magazine method or for weapons that don't have detachable magazines,
          such as a gun with liquid reservoirs.
      AmmoFull:
        Title: The Ammo Field
        Content: >-
          This field works similarly to Reload — None, but quantity or charges
          are consumed by reloading instead of by firing the weapon, as firing
          the weapon consumes from the Shots counter.
      ReloadMagazine:
        Title: Reload Procedure — Magazine
        Content: >-
          These weapons use fully detachable magazines that can be swapped as
          needed, tracking the amount of shots left per magazine.
      AmmoMagazine:
        Title: The Ammo Field
        Content: >-
          The item named here MUST be a consumable with the Magazine subtype to
          work correctly. Furthermore, the charges of the consumable should
          match the shots counter of the weapon.
      ReloadBattery:
        Title: Reload Procedure — Battery
        Content: >-
          These weapons operate similar to magazines, but with interchangeable
          batteries that are depleted proportional to the shots spent.
      AmmoBattery:
        Title: The Ammo Field
        Content: >-
          The item named here MUST be a consumable with the Battery subtype to
          work correctly. Furthermore, the maximum charges of the consumable
          should be out of 100.
      ReloadPP:
        Title: Reload Procedure — Power Points
        Content: >-
          These weapons don't reload with physical ammunition but by depleting
          the wielder's power points, as featured in <em>Rifts® for Savage
          Worlds</em>
      AmmoPP:
        Title: The Ammo Field
        Content: >-
          Instead of naming an item, name a valid arcane type on the character,
          such as general, magic, miracles, or psionics
    TWEAKS:
      Title: Tweaks
      Description: Learn about the unique sheet modifications in the Tweaks menu
      Actor: Tweaks Tour Demo Character
      AccessTweaks:
        Title: Accessing Tweaks
        Content: >-
          The Tweaks menu is found in each character sheet's header, and offers
          additional configuration options
      TraitTweaks:
        Title: Trait Tweaks
        Content: >-
          This tab provides a large array of additional fields that customize a
          character's traits
      Advances:
        Title: Advance Mode
        Content: >-
          Expanded advances (the default) bring enhanced data handling that
          specify the type of advance and automatically calculate your
          character's rank. Legacy advances are simply a large text box to write
          whatever you want with no data handling.
      Unshake:
        Title: Unshake Modifier
        Content: >-
          Adds a bonus to the automated shake roll that's prompted at the start
          of a shaken character's turn.
      Soak:
        Title: Soak Modifier
        Content: >-
          Adds a bonus to the soak roll that's prompted from the Take Damage
          button on the system's damage roll cards.
      Initiative:
        Title: Initiative Modifiers
        Content: >-
          Modifies the character's initiative handling based on rules found in
          the core rulebook.
      AutoCalc:
        Title: Automatic Calculations
        Content: >-
          Toggles whether the character's stats are derived from their
          attributes and equipment or manually set.
    ADDSTATS:
      Title: Additional Stats
      Description: Learn how to configure Additional Stats for your setting
      Actor: Additional Stats Tour Demo Character
      GameSettings:
        Title: Game Settings
        Content: First, Additional Stats must be configured in the Game Settings.
      SwadeSettings:
        Title: SWADE Settings
        Content: >-
          Additional Stats are found in the <em>Savage Worlds</em> setting
          configurator.
      StatSettings:
        Title: Additional Stats Configuration
        Content: >-
          All stats must be first created on this page, to be enabled later on
          actors and items.
      StatKey:
        Title: Stat Key
        Content: >-
          Stat keys determine how the additional stat is referenced in the data
          (actor.system.additionalStats.stat-key) and must be unique.
      StatLabel:
        Title: Label
        Content: The text that will show up on the character sheet.
      StatDType:
        Title: Type
        Content: Each type has unique handling.
      HasMax:
        Title: Has Max Value
        Content: >-
          Adds a field to indicate the maximum of an additional stat as well as
          its current value (Only available for Numbers and Text).
      ActorDisplay:
        Title: Additional Stats on Actors
        Content: >-
          Additional stats that are enabled on an actor display in the Summary
          tab.
      Checkbox:
        Title: Checkbox Additional Stats
        Content: The value of a checkbox is true or false.
      Number:
        Title: Number Additional Stats
        Content: Any number is acceptable, including decimals.
      Die:
        Title: Die Additional Stats
        Content: >-
          The first field accepts any valid Foundry die expression; append an x
          to make it explode (e.g. 1d6x). The second is a number that is added.
          Click the label to roll the die.
      Text:
        Title: Text Additional Stats
        Content: >-
          Simple string field; the width isn't very long, so long pieces of text
          should go in the description or other fields.
      Selection:
        Title: Selection Additional Stats
        Content: A fixed list of options based on the game settings.
      AccessTweaks:
        Title: Enabling and Disabling Additional Stats
        Content: >-
          Additional Stats can be enabled or disabled from the Additional Stats
          tab in the Tweaks menu.
      AddStatTweaks:
        Title: Additional Stats Tab
        Content: >-
          Each Additional Stat defaults to off and must be individually enabled
          on each actor or item.
    AURAS:
      Title: Auras
      Description: >-
        Introduced in version 3.2, Auras create persistent visuals that follow
        tokens around.
      Actor: Auras Tour Demo Character
      AccessAuras:
        Title: Accessing Auras
        Content: Auras can be found in the Tweaks menu
      Auramancer:
        Title: The Auras Tab
        Content: >-
          Auras have their own tab within the Tweaks menu. Characters can have a
          maximum of two auras.
      Enable:
        Title: Enabling Auras
        Content: >-
          Each aura can be enabled individually; they also fully work with
          unlinked tokens, allowing you to set auras individually even if they
          share a common source actor.
      Constrained:
        Title: Wall Constraints
        Content: >-
          This toggle governs whether the aura is limited by walls that block
          light or if it can pass through them.
      Radius:
        Title: Aura Radius
        Content: >-
          The Aura's radius, measured in grid units. The unit hint displayed
          here matches the current scene's unit of measurement.
      Color:
        Title: Aura Color and Transparency
        Content: >-
          Auras display similar to circular area templates around the source
          character; these settings let you control their visual display.
      Visibility:
        Title: Aura Visibility
        Content: >-
          Select which tokens (by Disposition) can see this aura. You can always
          see all auras of a token of which you have at least Observer
          permission.
    ADVANCES:
      Title: Advances
      Description: See how SWADE tracks character advances
      Actor: Advances Tour Demo Character
      AccessAdvanceMode:
        Title: Setting the Advance Mode
        Content: A character's advance mode can be switched in the Tweaks menu.
      Mode:
        Title: Advance Mode Selection
      AdvanceTab:
        Title: The Advances Tab
        Content: Advances are configured in the primary "About" tab.
      Create:
        Title: Creating an Advance
        Content: This button creates a new advance for use
      Editor:
        Title: The Advance Editor
        Content: This form provides configuration info for a new advance.
      Type:
        Title: Advance Type Selection
        Content: >-
          Choose what kind of advance this is. Currently this does not trigger
          any further validation or selection, but future updates to the system
          may change this.
      Rank:
        Title: Advance Rank
        Content: >-
          The rank that your character will be upon arriving at this advance.
          This cannot be directly edited, as it is derived from your character's
          total number of advances.
      Number:
        Title: Advance Number
        Content: >-
          This controls the order of advances. Changing this will move the
          advance to an earlier spot in the list.
      Planned:
        Title: Planned Advances
        Content: >-
          You can mark advances as planned to prevent them from counting towards
          your character's rank.
      Notes:
        Title: Advance Notes
        Content: >-
          Include any relevant information about your advance here; what traits
          you increased, what edges you selected, etc.
      SaveChanges:
        Title: Save Changes Button
        Content: >-
          Changes are NOT saved automatically back to the character. You must
          use the save button in the ProseMirror Editor or this "Save Changes"
          button
    HEADQUARTERS:
      Title: Headquarters
      Description: >-
        Learn about the new Journal Entry Page type, Headquarters! Useful for
        <em>Fantasy Companion</em> strongholds, <em>Horror Companion</em>
        lodges, and <em>Super Powers Companion</em> bases.
      JournalEntry: Headquarters Tour Journal
      HeadquartersPage: Headquarters Tour Page
      CreateJournal:
        Title: Create a Journal
        Content: Headquarters must be created within a parent journal.
      CreatePage:
        Title: Create a Headquarters Page
        Content: >-
          Headquarters are a new journal page type, just like text, image, and
          pdf.
      HQPage:
        Title: The Headquarters Page
        Content: >-
          Headquarters are like text pages, but provide more structured input.
          The sections are modeled after the four steps provided in each of the
          companions.
      Advantage:
        Title: Advantage
        Content: >-
          The specific advantages depend on what genre you're playing; you can
          drag roll results into this section.
      Complication:
        Title: Complication
        Content: Like advantages, you can drag roll results into this section.
      Form:
        Title: Form
        Content: >-
          The form section is split into three parts so you have room to
          describe every aspect of your headquarters.
      Upgrades:
        Title: Upgrades
        Content: >-
          You can list your upgrades here. This is a fully rendered HTML input,
          so feel free to use a bulleted list, table, or whatever other
          organizational system makes sense to you.
  SWID:
    Long: Savage Worlds ID
    Short: SWID
    Regenerate: Regenerate Savage Worlds ID
    ChangeWarning2: >-
      Changing an Item's Savage Worlds ID might break references to the Item!
      Proceed with caution and only if you are sure.
    ChangeWarning3: Do you want to proceed?
    ChangeWarning1: Proceed with caution!
  HindranceSeverity:
    Label: Severity Options
    Major: Major Only
    Minor: Minor Only
    Either: Either
  Weapon:
    RangeType:
      Label: Range Type
      Melee: Melee
      Ranged: Ranged
      Mixed: Mixed
  NpcWildCardsOnScene: NPC Wild Cards on Scene
  PlayerCardDrawHelper:
    Title: SWADE Player Card Draw Helper
  CardDrawMsgSize:
    None: None
    Compact: Compact
    Large: Large
  SelectNewGroupLeader: Select a new Group Leader
  ToggleIncap: Toggle Incapacitation
  AmbushAssistant:
    OnHold: On Hold
    NormalDraw: Normal Draw
    NoTurn: No Turn
    Title: Ambush Assistant
    Hint: Drag & Drop Combatants to set up the surprise round
    Unassigned: Unassigned
  Combat:
    LinkScene: Link Scene
    DealAll: Deal All
    DealNPC: Deal NPCs
    StartSurpriseRound: Begin Surprise Round
    StartEncounter: Begin Encounter
    AdvanceRoundTitle: Advance to next round?
    AdvanceRoundContent: Do you want to advance to the next round?
    RevertRoundTitle: Revert to previous round?
    RevertRoundContent: Do you want to revert to the previous round?
    DiscardedCards: Discarded Cards
    Redraw: Card Redraw
    RedrawFor: Card Redraw ({name})
    RedrawDialog:
      Content: Draw a new Card with a Benny or for free?
      ContentNoBenny: No bennies left. Draw a new card for free?
  FollowerCount: '{count} Followers'
  Benny: Benny
  Free: Free
  DeleteFromParentWarningPermanent: '{name} will be permanently deleted from {parent} and cannot be recovered.'
  DeleteFromParentWarning: '{name} will be permanently deleted from {parent}.'
  SettingConfigurator:
    WorldTables: World Tables
    WorldCompendiums: World Compendiums
  Group:
    Sheet:
      Members:
        Header: Members
        Hint: >-
          To add members either drag & drop them onto the sheet or copy & paste
          their UUID. This also works with token actors in a scene.
        Empty: No members yet
      Stash:
        Header: Stash
        Empty: No items present
      Lock:
        Label: Toggle Sheet Lock
        Hint: When locked, no Actors can be added to or removed from the group
  Supplies:
    Label: Supplies
    Level:
      Out: Out
      Low: Low
      High: High
      VeryHigh: Very High
    Ammo:
      Label: Ammunition
    Fuel:
      Label: Fuel
    Food:
      Label: Food
    Supply:
      Label: Supply
  Movement:
    Base: Base Movement
    Other: Other Movement Speeds
    Pace:
      Base:
        Label: Base Pace
        Hint: Which Pace is the default for the actor
      Ground:
        Label: Ground
      Fly:
        Label: Fly
      Swim:
        Label: Swim
      Burrow:
        Label: Burrow
    Running:
      OutOfCombat: You can run at {pace} Pace for {minutes} minutes outside of combat
      Dialog:
        Title: Running
        Content: Please select how you want to run
  ApplicableEffects: Applicable Effects
  DramaticTask:
    Successes: Successes
    MaxRounds:
      Label: Maximum Rounds
      Hint: How many rounds does the Dramatic Task run?
    MaxTokens:
      Label: Successes
      Hint: Target number of successes the participants need to achieve
  Vehicle:
    Cargo:
      Capacity: Cargo Capacity
    Crew:
      Add: Add Crew member
      Remove: Remove Crew member
      Role: Role
      Roles:
        Operator: Operator
        Gunner: Gunner
        Other: Other
  ChargeLevel: Charge
  BEHAVIOR:
    TYPES:
      attackModifiers:
        FIELDS:
          illumination:
            label: Level of Illumination
            hint: Will apply default illumination penalty modifiers when targeting tokens in this region.
          cover:
            label: Level of Cover
            hint: Will apply default cover penalty modifiers when targeting tokens in this region.
          unstablePlatform:
            hint: Will apply default "Unstable Platform" modifier when shooting/throwing from within this region.
TYPES:
  ActiveEffect:
    modifier: Modifier
  Actor:
    character: Player Character
    npc: NPC
    vehicle: Vehicle
    group: Group
  Item:
    weapon: Weapon
    ancestry: Ancestry
    armor: Armor
    shield: Shield
    gear: Gear
    edge: Edge
    hindrance: Hindrance
    skill: Skill
    power: Power
    ability: Ability
    consumable: Consumable
    action: Action
    charge: Charge
  Card:
    adventure: Adventure Card
    poker: Poker Card
  Combat:
    chase: Chase
    dramaticTask: Dramatic Task
  JournalEntryPage:
    headquarters: Headquarters
  RegionBehavior:
    attackModifiers: Attack Modifiers
