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                "<p>This Disadvantage is linked to a particular Advantage or set of skills. Whenever the character uses it, there is some a chance for a negative modifier or role playing disadvantage. Here are some examples for certain Advantages:</p>\n\n<p>Contacts: The Contact helps the character, but he is either “annoying” about it or a “hard bargainer.” Where a normal Contact would assist the character for an almost negligible fee, the flawed Contact will haggle and nag until “rewarded.” Some reason should exist why the character would want to keep the contact happy.</p>\n\n<p>Cultures: When the character gets hints or knowledge about a culture, he knows everything except some sort of critical piece of information. Or, if the character has the “sweeping knowledge” of lots of cultures, his interpretations sometimes are almost totally wrong (Game Master option). In order to make this flaw work, the character should not find out about the error until it would be “interesting.”</p>\n\n<p>Equipment: In most cases, some sort of minor mechanical imperfection exists in the equipment that no normal means can fix. For equipment that requires a skill total, Game Masters could either add 3 to the difficulty of all actions using it, or, on a Critical Failure, the equipment either won’t work or malfunctions. For equipment that wouldn’t normally require a skill total, occasional side effects could happen or maybe it requires a periodic Moderate skill check of some kind to keep operating.</p>\n\n<p>Skills: If the character fails at the skill check with one of a set of three related skills, she can’t reroll Critical Successes either until the end of the scene or until she succeeds at the skill check.</p>\n\n<p>Wealth or Funds: The character cannot access his wealth easily. Either it is tied up in red tape most of the time (especially if the character has most of the money invested), or he has to go somewhere to get it (such as having a fortune back East while adventuring in the Wild West), or someone else (reasonably friendly) has control over it and doesn’t always release it easily.</p>\n\n<p>Restrictions/Notes: In general, at Rank 1, a flaw should not debilitate a character or take away his Advantage on a regular basis — but it should make it a little less of a sure thing.</p>\n"
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                "<p>Esta Desventaja est&aacute; vinculada a una Ventaja en particular o conjunto de habilidades.</p> <p>Cada vez que el personaje lo usa, existe la posibilidad de un modificador negativo o una desventaja en las acciones realizadas. Estos son algunos ejemplos de ciertas ventajas:</p> <p><strong> Contactos:</strong> El Contacto ayuda al personaje, pero<strong> se siente reacio</strong> al respecto o es un <strong>negociador duro</strong>. Donde un Contacto normal ayudar&iacute;a al personaje por una tarifa casi insignificante, el Contacto defectuoso regatear&aacute; y rega&ntilde;ar&aacute; hasta que sea <strong>recompensado</strong>.</p> <p>Deber&iacute;a existir alguna raz&oacute;n por la que el personaje querr&iacute;a mantener feliz al contacto.</p> <p><strong> Culturas:</strong> cuando el personaje obtiene pistas o conocimiento sobre una cultura, lo sabe todo excepto alg&uacute;n tipo de informaci&oacute;n cr&iacute;tica. O, si el personaje tiene un&nbsp;<strong>conocimiento amplio</strong>&nbsp;de muchas culturas, sus interpretaciones a veces son casi totalmente err&oacute;neas (opci&oacute;n Game Master).</p> <p>Para que esta falla funcione, el personaje no debe enterarse del error hasta que sea <strong>interesante</strong>.</p> <p><strong> Equipo:</strong> En la mayor&iacute;a de los casos, existe alg&uacute;n tipo de imperfecci&oacute;n mec&aacute;nica menor en el equipo que no podr&aacute; ser arreglado de forma convencional. Para el equipo que requiere un total de habilidad, los Game Masters pueden agregar 3 a la dificultad de todas las acciones que lo usan o, en caso de pifia, el equipo no funcionar&aacute; o funcionar&aacute; mal. Para el equipo que normalmente no requerir&iacute;a un total de habilidad, podr&iacute;an ocurrir efectos secundarios adversos <strong>ocasionales</strong> o tal vez requiera un chequeo de habilidad Moderada peri&oacute;dica de alg&uacute;n tipo para seguir funcionando.</p> <p><strong>Habilidades:</strong> si el personaje falla en la tirada de habilidad en 1 de 3 habilidades relacionadas, no puede volver a tirar los &eacute;xitos cr&iacute;ticos hasta el final de la escena o hasta que tenga &eacute;xito en la prueba de habilidad.</p> <p><strong> Riqueza o Fondos:</strong> El personaje no puede acceder f&aacute;cilmente a su riqueza. O est&aacute; atado a tr&aacute;mites burocr&aacute;ticos la mayor parte del tiempo (especialmente si el personaje tiene la mayor parte del dinero invertido), o tiene que ir a alg&uacute;n lado para conseguirlo (como tener una fortuna en el Este mientras se aventura en el Salvaje Oeste). o alguien m&aacute;s (razonablemente amigable) tiene control sobre &eacute;l y no siempre lo deje actuar libremente.</p> <p><strong> Restricciones/Notas:</strong> En general, en el Rango 1, una falla no deber&iacute;a debilitar a un personaje o quitarle su Ventaja de forma regular, pero deber&iacute;a hacerlo un poco menos efectivo.</p>"
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                "<p>This Disadvantage works in exactly the same manner as Advantage flaw (R1), above, but with more serious results. If the flaw came into play occasionally (like every time the character visited a desert), it now comes into play much more frequently (like when he is in any dry environment). If the flaw made things a little more difficult, then the flaw makes things a lot more difficult (the difficulty modifier doubles from the Rank 1 version).</p>\n\n<p>Restrictions/Notes: Having circumstances that effectively take away the complete benefit of the Advantage is certainly within the bounds of Advantage Flaw (R2), and those circumstances can occur reasonably often (no more than during one quarter of a normal adventure, however). They will force the player to role play and to think about ways to get around the flaw or to try other options, rather than just relying on a particular Advantage, Special Ability, or skill set.</p>\n\n<p>Example: If a character has a set of skills with the flaw that they only work at night — a Rank 2 flaw if only about a quarter of the character’s normal adventuring occurs during the daytime — that would force the character to rely on other abilities and his wits during the daytime. The rules for Advantage Flaw (R2) are otherwise the same as Rank 1.</p>\n"
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                "<p>Esta Desventaja funciona exactamente igual que <strong>Ventaja con defecto (R1)</strong>, pero con resultados m&aacute;s serios.</p> <p>Si el defecto aparec&iacute;a ocasionalmente (como cada vez que el personaje visitaba un desierto), ahora aparece con mucha m&aacute;s frecuencia (como cuando se encuentra en un entorno seco). Si el <strong>defecto R1</strong> consistia en hacer las cosas un poco m&aacute;s dif&iacute;ciles, el <strong>defecto R2</strong>&nbsp;las hace mucho m&aacute;s dif&iacute;ciles (el modificador de dificultad se duplica con respecto a la versi&oacute;n de rango 1).</p> <p><strong>Restricciones/Notas:</strong>&nbsp;Se basa en eliminar la efectividad del beneficio completo de la Ventaja dentro de los l&iacute;mites establecidos de la Ventaja con defecto (R2),dichas circunstancias pueden ocurrir razonablemente a menudo (sin embargo, no m&aacute;s de una cuarta parte en una aventura normal). Obligar&aacute;n al jugador a hacer un juego de roles y a pensar en formas de sortear la falla o probar otras opciones, en lugar de confiar solo en una Ventaja, Habilidad especial o conjunto de habilidades en particular.</p> <p><strong>Ejemplo:</strong> si un personaje tiene un conjunto de habilidades con la falla de que solo funcionan de noche (una falla de rango 2 si solo una cuarta parte de las aventuras normales del personaje ocurren durante el d&iacute;a), eso obligar&iacute;a al personaje a depender de otras habilidades y su ingenio durante el d&iacute;a. Por lo dem&aacute;s, las reglas para Ventaja con defecto (R2) son las mismas que para el Rango 1.</p>"
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                "<p>This rank takes on some of the characteristics of an Achilles’ Heel (R3), but more in direct relationship to an Advantage, an attribute, or a large set of skills. The rules for the flaw are the same as for Advantage Flaw (R2), but the effects are even more severe. Not only does the character lose the benefits of the Advantage or attribute (or undergoes a condition that essentially negates it), but he also suffers an additional Disadvantage.</p>\n\n<p>Example: Your character has this Disadvantage attached to her Psionics attribute. Every time she uses her psionic abilities, she taps into the general mood of the people around her. If the people near the psionic are feeling strong or negative emotions, the character gets a nasty headache, causing her to immediately loses the ability to use her mental powers and she can’t reroll any Critical Successes until the end of the scene.</p>\n\n<p>Example: A character has Equipment (R3) — a really powerful weapon. But, whenever the character suffers a Critical Failure using the weapon, the gun not only runs out of ammo, but the character experiences some sort of feedback at a moderate damage total (maybe the weapon’s normal damage minus a specific amount). The character then has to recharge the weapon (either through the use of a Price Disadvantage or by waiting until a major break in the adventure’s action, most likely).</p>\n\n<p>Some other examples:</p>\n\n<p>Infection: Under certain circumstances, the character passes along select abilities and characteristics to another character. The character has an infection score of Physique +2D. (This is not a skill and players may not raise except by taking additional ranks in this version of the Disadvantage.)</p>\n\n<p>The Game Master and the player should determine how the character spreads the infection. It could happen as the side effect of an attack, through physical contact, or through some other means. When the character performs the requisite action, he generates an infection total (which does not count as a separate action). The target generates a Physique or stamina total as well (which does not count as an action). If the character’s infection total exceeds (not equal to) the target’s Physique or stamina total, the target is infected.</p>\n\n<p>An infection passes certain Special Abilities and Disadvantages to the target (specified by the player and the Game Master when the player gives the character this Disadvantage). It is possible for the infection to pass more ranks in Disadvantages on than Special Abilities, but is not possible for it to pass more ranks in Special Abilities than Disadvantages.</p>\n\n<p>Keep in mind that the infected character may well hate the character responsible for his new state, so the infecting character may have gained an Enemy. In fact, there should exist some overwhelming reasons why this is actually bad for the infecting character — it is a Disadvantage, after all.</p>\n\n<p>Game Masters who do not feel that the Enemy Disadvantage is enough of a negative could also work in other sorts of Advantage flaws as side effects of spreading the infection.</p>\n\n<p>For an extra rank in the Advantage Flaw: Infection Disadvantage, the infection die code increases to Physique+4D. Also, the penalties for infecting another characters should be more severe — maybe the character infected then knows things about the infection character that will give him an advantage over his enemy, or perhaps the infecting character temporarily loses abilities or attribute pips.</p>\n\n<p>Minor Stigma: There is something that the character cannot do without performing the “proper rituals” before or after (a fighter whose cult must “purify” him after killing someone; a psychic who cannot use Psionics without special equipment).</p>\n\n<p>Stench: The character smells terrible due to one of his Advantages or just because he exists. Add 6 to the difficulty of all stealth attempts, as everyone can smell him coming. This also affects interaction attempts, giving them at least a +1 to the difficulty</p>\n\n<p>Restrictions/Notes: Advantage Flaw (R3) takes a powerful Advantage and turns it into a worse-than-useless Disadvantage for a comparatively brief period of time. A single Advantage can have more than one Advantage flaw, and, if the character wants, several flaws, of various ranks, can link to one Advantage. See other ranks of Advantage flaw for more information and examples.</p>\n"
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                "<p>Este rango tiene semejanzas con <strong>Tal&oacute;n de Aquiles (R3)</strong>, pero m&aacute;s en relaci&oacute;n directa con una Ventaja, un atributo o un conjunto amplio de habilidades. Las reglas para el defecto son las mismas que para Ventaja con defecto (R2), pero los efectos son a&uacute;n m&aacute;s severos. El personaje no solo pierde los beneficios de la Ventaja o el atributo (o sufre una condici&oacute;n que esencialmente lo anule), sino que tambi&eacute;n sufre una Desventaja adicional.</p> <p><strong> Ejemplo:</strong> Tu personaje tiene esta Desventaja unida a su atributo Psionics. Cada vez que usa sus habilidades psi&oacute;nicas, aprovecha el estado de &aacute;nimo general de las personas que le rodean. Si las personas cercanas al psi&oacute;nico sienten emociones fuertes o negativas, el personaje sufre un fuerte dolor de cabeza, lo que hace que pierda inmediatamente la capacidad de usar sus poderes mentales y no puede repetir ning&uacute;n &eacute;xito cr&iacute;tico hasta el final de la escena.</p> <p><strong> Ejemplo:</strong> un personaje tiene Equipo (R3), un arma realmente poderosa. Pero, cada vez que el personaje sufre una falla cr&iacute;tica al usar el arma, el arma no solo se queda sin munici&oacute;n, sino que el personaje experimenta alg&uacute;n tipo de retroalimentaci&oacute;n con un da&ntilde;o total moderado (tal vez el da&ntilde;o normal del arma menos una cantidad espec&iacute;fica). Luego, el personaje tiene que recargar el arma (ya sea mediante el uso de una Desventaja de precio o esperando hasta una interrupci&oacute;n importante en la acci&oacute;n de la aventura, lo m&aacute;s probable).</p> <p><strong>Otros ejemplos:</strong></p> <p><strong>Infecci&oacute;n:</strong> bajo ciertas circunstancias, el personaje transmite habilidades y caracter&iacute;sticas espec&iacute;ficas a otro personaje. El personaje tiene una puntuaci&oacute;n de infecci&oacute;n de F&iacute;sico +2D. (Esta no es una habilidad y los jugadores no pueden subir de nivel excepto tomando rangos adicionales en esta versi&oacute;n de la Desventaja).</p> <p>El Game Master y el jugador deben determinar c&oacute;mo el personaje propaga la infecci&oacute;n. Podr&iacute;a ocurrir como efecto secundario de un ataque, a trav&eacute;s del contacto f&iacute;sico o por alg&uacute;n otro medio. Cuando el personaje realiza la acci&oacute;n requerida, genera un total de infecci&oacute;n (que no cuenta como una acci&oacute;n separada). El objetivo tambi&eacute;n genera un F&iacute;sico o un total de resistencia (que no cuenta como una acci&oacute;n). Si el total de infecci&oacute;n del personaje excede (no es igual a) el total de F&iacute;sico o resistencia del objetivo, el objetivo est&aacute; infectado. Una infecci&oacute;n pasa ciertas Habilidades Especiales y Desventajas al objetivo (especificado por el jugador y el Game Master cuando el jugador le da al personaje esta Desventaja).</p> <p>Es posible que la infecci&oacute;n pase m&aacute;s rangos en Desventajas que en Habilidades especiales, pero no es posible que pase m&aacute;s rangos en Habilidades especiales que en Desventajas. Tenga en cuenta que el personaje infectado puede odiar al personaje responsable de su nuevo estado, por lo que el personaje que infecta puede haber ganado un Enemigo. De hecho, deber&iacute;an existir algunas razones abrumadoras por las que esto es realmente malo para el personaje que infecta; despu&eacute;s de todo, es una desventaja.</p> <p>Los Game Masters que vean oportuno que la desventaja del enemigo es lo suficientemente negativa tambi&eacute;n podr&iacute;an funcionar en otros tipos de fallas de la ventaja como efectos secundarios de la propagaci&oacute;n de la infecci&oacute;n.</p> <p><strong>Obtener un rango adicional en la Ventaja con defecto:</strong></p> <p>Desventaja de Infecci&oacute;n, el c&oacute;digo de dado de infecci&oacute;n aumenta a F&iacute;sico+4D. Adem&aacute;s, las penalizaciones por infectar a otros personajes deber&iacute;an ser m&aacute;s severas.</p> <p>tal vez el Pj que infecta sepa cosas sobre el personaje infectado que le dar&aacute;n una ventaja sobre su enemigo, o tal vez el personaje que infecta pierde temporalmente habilidades o atributos.</p> <p><strong> Estigma menor:</strong> Hay algo que el personaje no puede realizar sin realizar los <strong>rituales adecuados</strong> antes o despu&eacute;s de una acci&oacute;n/escena (un luchador cuyo culto debe <strong>purificarlo</strong> despu&eacute;s de matar a alguien o un ps&iacute;quico que no puede usar Psionics sin equipo especial) entre otras.</p> <p><strong>Hedor:</strong> El personaje huele fatal debido a una de sus Ventajas o simplemente porque sea intrinseco al&nbsp;<strong>Pj/PNJ</strong>. Agregue 6 a la dificultad de todos los intentos de sigilo, ya que todos pueden (olerlo venir).</p> <p>Esto tambi&eacute;n afecta a los intentos de interacci&oacute;n, d&aacute;ndoles al menos un +1 a la dificultad.</p> <p><strong> Restricciones/Notas:</strong> Ventaja con defecto (R3) toma una Ventaja poderosa y la convierte en una Desventaja bastante fastidiosa/molesta para el PJ por un per&iacute;odo de tiempo relativamente breve.</p> <p>Una sola Ventaja puede tener m&aacute;s de un defecto de Ventaja y, si el personaje quiere, varios defectos, de varios rangos, pueden vincularse a una Ventaja.</p> <p>Consulte otros rangos de defectos de Ventaja para obtener m&aacute;s informaci&oacute;n y ejemplos.</p>"
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                "Edad (R1)"
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                "<p>The character is a teenager or just past middle age. And, since this is a role playing game and not real life, he’ll stay that way. In general, characters who are “too young” often have to role play through episodes where they are not taken seriously, where they are ignored, and where they have less rights and control than older characters. Those who are “too old” get treated in much the same way — characters in their prime often defer to the character, but they also treat the character as if he were infirm or possibly senile.</p>\n\n<p>Restrictions/Notes: In general, the Game Master should try to treat the character as if he were “too old” or “too young” and have fun with it. Game mechanics are seldom required, as good role playing can make things work here, but if they become necessary, add 3 to the difficulty of intimidation and persuasion actions performed by the character that his age would bother (a young character trying to lead a group of experienced characters, or an older character trying to convince younger characters that he is “with it”). A character may only have one version of Age.</p>\n"
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                "<p>El personaje es un adolescente o acaba de pasar la mediana edad. Y, como se trata de un juego de rol y no de la vida real, se quedar&aacute; as&iacute;.</p> <p>En general, los personajes que son <strong>demasiado j&oacute;venes</strong> a menudo tienen que representar episodios en los que no se los toma en serio, se los ignora y tienen menos derechos y control que los personajes mayores.</p> <p>Aquellos que son <strong>demasiado mayores</strong> son tratados de la misma manera: los personajes en su mejor momento a menudo defender&aacute;n/respetar&aacute;n al Pj en cuesti&oacute;n, pero tambi&eacute;n lo tratan como si estuviera enfermo o posiblemente senil.</p> <p><strong> Restricciones/Notas:</strong> En general, el Game Master debe intentar tratar al personaje como si fuera <strong>demasiado mayor</strong> o <strong>demasiado joven</strong> y divertirse con &eacute;l.</p> <p>Rara vez se requieren mec&aacute;nicas de juego, ya que un buen juego de roles puede hacer que las cosas funcionen con normalidad, pero si se vuelven necesarias, agregue 3 a la dificultad de las acciones de intimidaci&oacute;n y persuasi&oacute;n realizadas por el personaje&nbsp;</p> <p><strong>Por ejemplo:</strong>&nbsp;Un personaje joven que intenta liderar un grupo de personajes experimentados, o un personaje mayor tratando de convencer a personajes m&aacute;s j&oacute;venes de algo en concreto.</p> <p>Un personaje solo puede tener una desventaja de Edad (R1/R2)</p>"
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                "Age (R2)"
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                "Edad (R2)"
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            "source": [
                "<p>The Disadvantage is the same, only more so. Instead of being a teenager, the character is a preteen child. Instead of being just past middle age, the character is old. The role playing situations are basically the same, but the effects are more dramatic.</p>\n\n<p>Restrictions/Notes: An old character receives +1 to the difficulty of physical actions (those that rely on Reflexes, Coordination, and Physique) that require unusual exertion (running, jumping, fighting, etc.). A young character adds 1 to the difficulty of all mental actions (those that use Knowledge, Perception, or Presence) when attempting to solve “adult” problems or interact with adults. Players should role play both versions true to type. Two Disadvantages suitable for association with this one include Reduced Attribute (especially for Age: Old) and Hindrance.</p>\n\n<p>Characters may be “young” or “old” and not take this Disadvantage. Older characters in good shape have no problems jogging, lifting, fighting, or whatever, and young, intelligent people can often interact and think just as well — if not better — than adults. This Disadvantage addresses those characters, young and old, who can’t keep up as easily.</p>\n"
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                "<p>La desventaja es la misma, solo que m&aacute;s acentuada.</p> <p>En lugar de ser un adolescente, el personaje es un ni&ntilde;o preadolescente.</p> <p>En lugar de haber pasado la mediana edad, el personaje es viejo.</p> <p>Las situaciones de juego de roles son b&aacute;sicamente las mismas, pero los efectos son m&aacute;s dram&aacute;ticos.</p> <p><strong> Restricciones/Notas:</strong> un personaje de edad avanzada recibe +1 en la dificultad de las acciones f&iacute;sicas (las que dependen de los Reflejos, la Coordinaci&oacute;n y el F&iacute;sico) que requieren un esfuerzo inusual (correr, saltar, luchar, etc.).</p> <p>Un personaje joven suma 1 a la dificultad de todas las acciones mentales (aquellas que usan Conocimiento, Percepci&oacute;n o Presencia) cuando intenta resolver problemas de <strong>adultos</strong> o interactuar con adultos.</p> <p>Los jugadores deben interpretar ambas versiones de forma coherente a su edad.</p> <p>Dos Desventajas que podr&iacute;an ser vinculadas a esta seria por ejemplo Atributo Reducido (especialmente para Edad: Viejo) y Obst&aacute;culo.</p> <p>Los personajes pueden ser <strong>j&oacute;venes</strong>&nbsp;o <strong>viejos</strong>&nbsp;y no aprovechar esta Desventaja.</p> <p>Los personajes mayores en buena forma no tienen problemas para trotar, levantar, pelear o lo que sea, y las personas j&oacute;venes e inteligentes a menudo pueden interactuar y pensar tan bien, si no mejor, que los adultos.</p> <p>Esta Desventaja se dirige a aquellos personajes, j&oacute;venes y viejos, que no pueden seguir el ritmo tan f&aacute;cilmente.</p>"
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                "Bad Luck (R2)"
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                "<p>The character is exceptionally unlucky. This Disadvantage is under the Game Master’s control most of the time. The easiest way to handle it is, whenever the player rolls the dice and a Critical Failure comes up, not only does it take away the highest die in the roll, but something bad happens. The Game Master can choose from not allowing the player to reroll Critical Successes until the end of the scene, the character loses an action during the next round, or invoking some sort of strange, but not too terrible, “bad luck effect.”</p>\n\n<p>Example: A character with Bad Luck is running from a group of terrorists that he’s been fighting for some time. He tries to jump across an elevator shaft when the player rolls a Critical Failure on the dice. Well, the character probably failed in the jumping attempt (so he falls), but, instead of being able to grab for a cable or a lower ledge, the character’s belt gets caught on a hook. Now, the character has to free himself before the terrorists come around the corner and blow him away.</p>\n\n<p>Restrictions/Notes: A character may take Bad Luck (R2) if he already has the Good Luck or Great Luck Special Ability. The character might even, on occasion, use the benefits of the Good Luck or Great Luck Special Ability to get out of trouble or partially negate the effects of Bad Luck (R2) — that’s the way it works. Also, the Game Master should remember that the character has Bad Luck (R2) — not the player. If the player gets into a consistent “streak” of rolling Critical Failures on the dice, then the Game Master should start “skipping” the invocation of Bad Luck (R2) occasionally — more than three or four occurrences of Bad Luck (R2) during an adventure is a little much.</p>\n"
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                "<p>El personaje es excepcionalmente desafortunado. Esta Desventaja est&aacute; bajo el control del Game Master la mayor parte del tiempo.</p> <p>La forma m&aacute;s sencilla de manejarlo es que, cada vez que el jugador tira los dados y aparece un fallo cr&iacute;tico, no solo se lleva el dado m&aacute;s alto de la tirada, sino que tambi&eacute;n sucede algo malo.</p> <p>El Game Master puede elegir entre:</p> <p>- No permitir que el jugador vuelva a tirar los &Eacute;xitos Cr&iacute;ticos hasta el final de la escena.</p> <p>- El personaje pierdA una acci&oacute;n durante la siguiente ronda</p> <p>- Invocar alg&uacute;n tipo de <strong>efecto de mala suerte extra&ntilde;o</strong>, pero no demasiado terrible.</p> <p><strong>Ejemplo:</strong> Un personaje con Mala Suerte est&aacute; huyendo de un grupo de terroristas con los que ha estado luchando durante alg&uacute;n tiempo. Intenta saltar a trav&eacute;s del hueco de un ascensor cuando el jugador tira un Fallo Cr&iacute;tico en los dados. Bueno, el personaje probablemente fall&oacute; en el intento de saltar (por lo que se cae), pero, en lugar de poder agarrar un cable o una repisa inferior, el cintur&oacute;n del personaje queda atrapado en un gancho. Ahora, el personaje tiene que liberarse antes de que los terroristas doblen la esquina y lo acribillen.</p> <p><strong> Restricciones/Notas:</strong> Un personaje puede elegir Mala Suerte (R2) si ya tiene la Habilidad Especial Buena Suerte o Gran Suerte. El personaje puede incluso, en ocasiones, usar los beneficios de la Habilidad Especial Buena Suerte o Gran Suerte para salir de problemas o compensar parcialmente los efectos de Mala Suerte (R2).</p> <p>Adem&aacute;s, el Game Master debe recordar que el personaje tiene Mala Suerte (R2), no el jugador.</p> <p>Si el jugador entra en una <strong>racha</strong> continua de Fallos Cr&iacute;ticos en los dados, entonces el Director de Juego deber&iacute;a empezar a <strong>saltarse</strong>&nbsp;la invocaci&oacute;n de Mala Suerte (R2) de vez en cuando.</p> <p>Tres o cuatro ocurrencias de Mala Suerte (R2) seria lo normal por cada aventura.</p>"
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                "<p>The rules for this Disadvantage are the same as for Bad Luck (R2). However, a Critical Failure or a total equal to one more than the die code of the skill or attribute causes Bad Luck (R3) to activate. (For example, if the character has 5D in a skill and rolls a total of 6 on the dice — which is one more than the die code in the skill — the Disadvantage comes into play). The effects are exactly the same, only the Game Master might make the setbacks more uncomfortable.</p>\n\n<p>Restrictions/Notes: See Bad Luck (R2).</p>\n"
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                "<p>Las reglas para esta Desventaja son las mismas que para Mala Suerte (R2). Sin embargo, un Fallo Cr&iacute;tico o un total igual a uno m&aacute;s que el c&oacute;digo de dado de la habilidad o atributo hace que se active Mala Suerte (R3).</p> <p>(Por ejemplo, si el personaje tiene 5D en una habilidad y sale un total de 6 en los dados, que es uno m&aacute;s que el c&oacute;digo de dado en la habilidad, la Desventaja entra en juego).</p> <p>Los efectos son exactamente los mismos, solo que el Game Master puede hacer que los contratiempos sean m&aacute;s inc&oacute;modos.</p> <p><strong> Restricciones/Notas:</strong> Consulte Mala suerte (R2).</p>"
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            "context": "entries.Bad Luck (R3).description",
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            "priority": 100,
            "id": 113079,
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Bad Luck (R4)"
            ],
            "previous_source": "",
            "target": [
                "Mala Suerte (R4)"
            ],
            "id_hash": 68048397417385543,
            "content_hash": 8681661586181320234,
            "location": "",
            "context": "entries.Bad Luck (R4).name",
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            "priority": 100,
            "id": 113080,
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The same as Bad Luck (R2) and Bad Luck (R3), but the character suffers the effects on a Critical Failure or a total equal to or less than two more than the die code of the skill or attribute. (So, if the character with a skill of 5D rolls a 6 or 7, then the Disadvantage is activated.) The minimum effect is that the character loses her actions on the round and probably something disastrous happens.</p>\n\n<p>Restrictions/Notes: See Bad Luck (R2) and Bad Luck (R3). Since Bad Luck (R4) can have such devastating effects, the Game Master might want to overrule occurrences of it. For example, if, during a standard scene of an adventure, a character is trying to persuade a shopkeeper to sell him an item at a better price, he might roll a low total on the dice. The Game Master could have something disastrous happen — the shopkeeper keels over with a heart attack just as the chief of police walks in and the character is suddenly suspected of murder — but does it serve any purpose in the adventure? Possibly, but if it doesn’t, save it until later. Then, when the character is at the climax of the adventure and he doesn’t roll a disastrously low total — but the Game Master feels a “dose of bad luck” would improve the story — he can use that as an excuse. Players should understand that Bad Luck is arbitrary and will often occur at the worst possible moment.</p>\n"
            ],
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            "target": [
                "<p>Lo mismo que Mala Suerte (R2) y Mala Suerte (R3), pero el personaje sufre los efectos en un Fallo Cr&iacute;tico o un total igual o inferior a dos m&aacute;s que el c&oacute;digo de dado de la habilidad o atributo.</p> <p>Si el personaje con una habilidad de 5D obtiene un 6 o un 7, entonces se activa la Desventaja.</p> <p>El efecto m&iacute;nimo es que el personaje pierde sus acciones en la ronda y probablemente suceda algo desastroso.</p> <p><strong>Restricciones/Notas:</strong> Consulte Mala suerte (R2) y Mala suerte (R3). Dado que Mala suerte (R4) puede tener efectos muy desastrosos, es posible que el Game Master desee anular su ocurrencia.</p> <p><strong> Por ejemplo:</strong> Si, durante una escena est&aacute;ndar de una aventura, un personaje est&aacute; tratando de persuadir a un tendero para que le venda un art&iacute;culo a un mejor precio, este podr&iacute;a sacar un resultado bajo en los dados, es entonces cuando El Game Master podr&iacute;a hacer que suceda algo desastroso: el comerciante sufre un ataque al coraz&oacute;n justo cuando entra el jefe de polic&iacute;a y el personaje es sospechoso de asesinato, pero &iquest;sirve para algo en la aventura? Posiblemente, pero si no es as&iacute;, gu&aacute;rdalo para m&aacute;s tarde.</p> <p>M&aacute;s tarde, cuando el personaje est&eacute; en el cl&iacute;max de la aventura y no obtenga un total desastrosamente bajo, pero el Game Master siente que una <strong>dosis de mala suerte</strong> mejorar&iacute;a la historia, puede usar eso como excusa.</p> <p>Los jugadores deben entender que la Mala Suerte es arbitraria y, a menudo, ocurrir&aacute; en el peor momento posible.</p>"
            ],
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            "context": "entries.Bad Luck (R4).description",
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Wild Luck"
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            "previous_source": "",
            "target": [
                "Suerte Peculiar"
            ],
            "id_hash": -756310995026896065,
            "content_hash": -2766665488535137671,
            "location": "",
            "context": "entries.Wild Luck.name",
            "note": "",
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            "state": 20,
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            "id": 113082,
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            "source": [
                "<p>The character has the weirdest luck. To simulate this, the player takes for his character an equal number of points (not ranks) in the Bad Luck Disadvantage and in any version of the Luck Special Ability. In situations where the Bad Luck or Luck could be triggered, the Game Master rolls a six-sided die. On an odd number, the Bad Luck occurs. On an even number, the Luck Special Ability happens (and the player may choose which Luck benefit his character gets).</p>\n"
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            "target": [
                "<p>El personaje tiene una suerte bastante peculiar. Para simular esto, el jugador toma para su personaje un n&uacute;mero igual de puntos (no rangos) en la Desventaja Mala Suerte y en cualquier versi&oacute;n de la Habilidad Especial Suerte. En situaciones en las que se podr&iacute;a desencadenar la Mala Suerte o la Suerte, el Director de Juego tira un dado de seis caras.</p> <p>- En un n&uacute;mero impar, se produce la mala suerte.</p> <p>- En un n&uacute;mero par, ocurre la Habilidad Especial Suerte (y el jugador puede elegir qu&eacute; beneficio de Suerte obtiene su personaje).</p>"
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            "context": "entries.Wild Luck.description",
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Burn-out (R1 or more)"
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            "target": [
                "Anulación (R1 o más)"
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            "id_hash": 1410451258696730042,
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            "location": "",
            "context": "entries.Burn-out (R1 or more).name",
            "note": "",
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            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
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            "has_suggestion": false,
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            "priority": 100,
            "id": 113084,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=9392edf2679f05ba",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113084/?format=api",
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            "extra_flags": "",
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>Under a certain set of proscribed circumstances, the Advantage goes away — permanently. The player and the Game Master should work out the circumstances, with the following criteria:</p>\n\n<p>The Burn-out should have a chance of occurring about once or twice an adventure.</p>\n<p>The Burn-out should be something the character can avoid — but she might not want to avoid it.</p>\n<p>A logical reason for the Burn-out to occur should exist.</p>\n<p>Both the player and the Game Master operate under the knowledge that the Burn-out will occur at some point.</p>\n<p>Some examples of when a Burn-out could occur include:</p>\n<p>An opponent soundly defeats the character in an adventure.</p>\n<p>The character completes a particular mission of great importance (this would probably only happen after several adventures — but the character wants to complete for some reason).</p>\n<p>The character suffers a particular effect (she loses most of her Body Points or Wounds, she is the victim of a particular type of uncommon attack, etc.).</p>\n<p>A character’s Advantage is somehow negated (a Contact who has a good chance of being killed, a piece of Equipment that someone is trying to steal or destroy, etc.).</p>\n<p>This Disadvantage is worth a number of ranks equal to one-half (rounded up) of the Advantage with which it’s associated.</p>\n\n<p>Restrictions/Notes: Any Advantage could have the possibility of Burn-out. Just think of a logical (or, perhaps, supernatural) reason an Advantage would go away. There should exist a decent chance that it could go away, but the character should have some chance of avoiding that occurrence… for a while.</p>\n"
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            "previous_source": "",
            "target": [
                "<p>Bajo un cierto conjunto de circunstancias prescritas, la Ventaja desaparece de forma permanente. El jugador y el Game Master deben barajar las circunstancias, con los siguientes criterios:</p> <p>La anulaci&oacute;n deber&iacute;a tener la posibilidad de ocurrir una o dos veces por aventura. La anulaci&oacute;n (Burn-out) debe ser algo que el personaje pueda evitar, pero es posible que no quiera evitarlo.</p> <p>Debe existir una raz&oacute;n l&oacute;gica para que ocurra el Burn-out. Tanto el jugador como el Game Master operan sabiendo que el Burn-out ocurrir&aacute; en alg&uacute;n momento. Algunos ejemplos de cu&aacute;ndo podr&iacute;a ocurrir dicha anulaci&oacute;n incluyen:</p> <p>- Un oponente derrota de forma aplastante al personaje en una aventura.</p> <p>- El personaje completa una misi&oacute;n particular de gran importancia (esto probablemente solo suceder&iacute;a despu&eacute;s de varias aventuras, pero el personaje quiere completarla por alguna raz&oacute;n).</p> <p>- El personaje sufre un efecto en concreto (pierde la mayor&iacute;a de sus Puntos Corporales o Heridas, es v&iacute;ctima de un tipo particular de ataque poco com&uacute;n, etc.).</p> <p>- La Ventaja de un personaje se niega de alguna manera (un Contacto que tiene muchas posibilidades de ser asesinado, una pieza de Equipo que alguien est&aacute; tratando de robar o destruir, etc.).</p> <p>Esta Desventaja vale un n&uacute;mero de rangos igual a la mitad (redondeado hacia arriba) de la Ventaja con la que est&aacute; asociada.</p> <p><strong>Restricciones/Notas:</strong> Cualquier Ventaja podr&iacute;a tener la posibilidad de Burn-out. Solo piense en una raz&oacute;n l&oacute;gica (o, quiz&aacute;s, sobrenatural) por la que una Ventaja desaparecer&iacute;a. Deber&iacute;a existir una posibilidad decente de que desaparezca, pero el personaje deber&iacute;a tener alguna posibilidad de evitar que eso ocurra... al menos por el momento.</p>"
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            "priority": 100,
            "id": 113085,
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Cultural Unfamiliarity (R1)"
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            "previous_source": "",
            "target": [
                "Desconocimiento cultural (R1)"
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            "id_hash": 6366542063747664456,
            "content_hash": 3341159895415989197,
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            "context": "entries.Cultural Unfamiliarity (R1).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
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            "priority": 100,
            "id": 113086,
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            "source": [
                "<p>The character is not from the “mainstream” culture of the society he spends the most time in. The player should decide on the character’s native country, which is somewhere with a different culture than the one he is normally in. For instance, a character in a real world setting might hail from India but operate out of the United Kingdom. While the U.K. does not have any particular dislike of Indians, a few “cultural clashes” might happen occasionally. Bigots might get in the way of the character, and the character might not always “know” things about the setting that natives would automatically understand. The character is an outsider.</p>\n\n<p>Restrictions/Notes: At the worst, Game Masters can treat like Prejudice (R1), but, most often, the character is just unfamiliar with aspects of the mainstream. Characters cannot usually take this Disadvantage more than once.</p>\n"
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                "<p>El personaje no pertenece a la cultura <strong>principal</strong> de la sociedad en la que pasa la mayor parte del tiempo.</p> <p>El jugador debe decidir el pa&iacute;s de origen del personaje, dicho pa&iacute;s/Planeta/sistema,etc... tendr&aacute; una cultura diferente a la que normalmente tiene.</p> <p><strong> Por ejemplo:</strong> un personaje en un entorno del mundo real podr&iacute;a provenir de la India pero operar fuera del Reino Unido. Si bien el Reino Unido no tiene ninguna disputa particular con los indios, ocasionalmente pueden ocurrir algunos <strong>choques culturales</strong>.</p> <p>Los fan&aacute;ticos pueden interponerse en el camino del personaje, y es posible que el personaje no siempre <strong>sepa</strong> cosas sobre el entorno que los nativos entender&iacute;an autom&aacute;ticamente. El personaje es un extra&ntilde;o.</p> <p><strong> Restricciones/Notas:</strong> En el peor de los casos, los Game Masters pueden tratar como Prejuicio (R1), pero, en la mayor&iacute;a de los casos, el personaje simplemente no est&aacute; familiarizado con aspectos de la corriente principal. Los personajes normalmente no pueden tomar esta Desventaja m&aacute;s de una vez.</p>"
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            "context": "entries.Cultural Unfamiliarity (R1).description",
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            "fuzzy": false,
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            "priority": 100,
            "id": 113087,
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Cultural Unfamiliarity (R2)"
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            "previous_source": "",
            "target": [
                "Desconocimiento cultural (R2)"
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            "id_hash": -2477565533961223851,
            "content_hash": -92573878911369498,
            "location": "",
            "context": "entries.Cultural Unfamiliarity (R2).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
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            "has_suggestion": false,
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            "priority": 100,
            "id": 113088,
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            "source": [
                "<p>The character is of a culture almost totally different from the “mainstream” he operates in. The character should constantly make mistakes and social gaffs. All attempts at streetwise or similar “getting around town” skills should have +6 to the difficulty (at least). In addition, the character should probably have trouble with the native language (he could even take the Disadvantage Language Problems).</p>\n\n<p>Restrictions/Notes: The rules are the same as for Cultural Unfamiliarity (R1).</p>\n"
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            "previous_source": "",
            "target": [
                "<p>El personaje es de una cultura casi totalmente diferente de la <strong>corriente principal</strong> en la que opera.</p> <p>El personaje debe cometer errores y errores sociales constantemente. Todos los intentos de habilidades callejeras o similares de <strong>moverse por la ciudad</strong> (Bajos fondos)&nbsp;deber&iacute;an tener +6 a la dificultad (al menos).</p> <p>Adem&aacute;s, el personaje probablemente deber&iacute;a tener problemas con el idioma nativo (incluso podr&iacute;a tomar los problemas de idioma en desventaja).</p> <p><strong> Restricciones/Notas:</strong> Las reglas son las mismas que para Desconocimiento cultural (R1).</p>"
            ],
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            "priority": 100,
            "id": 113089,
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            "source": [
                "Cultural Unfamiliarity (R3)"
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                "Desconocimiento cultural (R3)"
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            "id_hash": -24556205394446137,
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            "context": "entries.Cultural Unfamiliarity (R3).name",
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            "state": 20,
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            "priority": 100,
            "id": 113090,
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The character is, in all respects, an alien. Either he’s from another planet with a completely different culture, or whatever fits the game setting — he just doesn’t fit in (socially, and, most likely, physically). Otherwise, this Disadvantage works exactly the same way as the other rank versions.</p>\n\n<p>Restrictions/Notes: See Cultural Unfamiliarity (R1).</p>\n"
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                "<p>El personaje es, en todos los aspectos, un extraterrestre. O es de otro planeta con una cultura completamente diferente, o lo que sea que se adapte a la configuraci&oacute;n del juego, simplemente no encaja (socialmente y, muy probablemente, f&iacute;sicamente). De lo contrario, esta Desventaja funciona exactamente igual que las otras dos expuestas anteriormente</p> <p><strong> Restricciones/Notas:</strong> Consulte Desconocimiento cultural (R1).</p>"
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            "priority": 100,
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            "source": [
                "Debt (R1)"
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            "priority": 100,
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The character owes money, or something else valuable, to someone. In most cases, some sort of lending institution or credit house exists, and the payments aren’t too arduous. The character just has a harder time getting credit and has to turn over a substantial amount of any profits he makes on an adventure to the lender.</p>\n\n<p>Restrictions/Notes: Players should take this Disadvantage if they intend for their characters to live up to it. The character should have a reason he doesn’t want to default on the debt, which the player works out beforehand. Also, Debt (any rank) with Enemy (any rank) can be an interesting combination — maybe the character is in deep to a loan shark or a manipulative and not entirely scrupulous lender.</p>\n\n<p>A character may have this Disadvantage with the Advantage Wealth (any rank), as long as there is some reason it can’t be just paid off. A character with Wealth (R3) (phenomenal resources) might be stuck in a contract where he has to turn over the profits of any adventure to someone, for example — he still has his wealth, but he has to cough up all the little neat things and rewards he gets at the end of the adventure (or the character has to persuade the lender/contract holder to let him keep them).</p>\n"
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                "<p>El personaje le debe dinero, o algo valioso, a alguien. En la mayor&iacute;a de los casos, existe alg&uacute;n tipo de instituci&oacute;n de cr&eacute;dito o casa de cr&eacute;dito, y los pagos no son demasiado arduos.</p> <p>El personaje simplemente tiene m&aacute;s dificultades para obtener cr&eacute;dito y tiene que entregar una cantidad sustancial de las ganancias que obtiene en una aventura al prestamista.</p> <p><strong>Restricciones/Notas:</strong> Los jugadores deber&iacute;an aprovechar esta Desventaja si quieren que sus personajes est&eacute;n a la altura. El personaje debe tener una raz&oacute;n por la que no quiere dejar de pagar la deuda, que el jugador resuelve de antemano. Adem&aacute;s, <strong>Deuda</strong> (cualquier rango) con <strong>Enemigo</strong> (cualquier rango) puede ser una combinaci&oacute;n interesante: tal vez el personaje est&eacute; profundamente involucrado con un usurero o un prestamista manipulador y no del todo escrupuloso.</p> <p>Un personaje puede tener esta Desventaja con la Ventaja&nbsp;<strong>Riqueza</strong>&nbsp;(cualquier rango), siempre que haya alguna raz&oacute;n por la que no se pueda pagar.</p> <p>Un personaje con <strong>Riqueza (R3)</strong> (recursos Muy abundantes) podr&iacute;a estar atrapado en un contrato en el que tiene que entregar las ganancias de cualquier aventura a alguien</p> <p><strong>Por ejemplo:</strong> todav&iacute;a tiene su riqueza, pero tiene que gastar todo el dinero, posesiones, recompensas,etc... que obtiene al final de la aventura (o el personaje tiene que persuadir al prestamista/titular del contrato para que le permita quedarse con ellas).</p>"
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            "source": [
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            "source": [
                "<p>The character owes a lot of money (or something else valuable) to someone dangerous, or the results of owing this debt are dangerous. For example, the character could owe his life to a really strange old scientist, and, every time that person needs a favor (usually going off somewhere dangerous and doing something suicidal), the character has to drop everything and go.</p>\n\n<p>Restrictions/Notes: The rules are the same as for Debt (R1).</p>\n"
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                "<p>El personaje debe mucho dinero (o algo valioso) a alguien peligroso, o tal vez los motivos de esta deuda son peligrosos.</p> <p><strong>Por ejemplo:</strong> El personaje podr&iacute;a deberle su vida a un viejo cient&iacute;fico realmente extra&ntilde;o y, cada vez que esa persona necesita un favor (generalmente irse a alg&uacute;n lugar peligroso y hacer algo suicida), el personaje tiene que dejarlo todo e irse.</p> <p><strong> Restricciones/Notas:</strong> Las reglas son las mismas que para la Deuda (R1).</p>"
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            "source": [
                "Debt (R3)"
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            "priority": 100,
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            "source": [
                "<p>The character owes almost everything to someone or something. In the case of worldly goods, the character must turn over nearly every-thing to the “lender” at the end of an adventure — the character must “borrow” these things back at the beginning of the next adventure. And it is up to the Game Master what the “lender” gives back.</p>\n<p>In most cases, this means the character is either Employed or under some similar sort of restriction.</p>\n\n<p>Example: Your character might belong to a particularly strict cult or religion. She has to tithe all worldly goods (or, at least, a large portion of worldly goods) to the cult after every adventure. If she does not, she would be cast out — a fate she would not enjoy — or even hunted and killed. At the beginning of each adventure, the character must beg and persuade whoever is in charge to let her have any goods she needs.</p>\n\n<p>Restrictions/Notes: Debt (R3) is so wide-sweeping that players may not usually combine in it with the lower versions or link to individual Advantages unless the player and the Game Master are particularly inventive. A character with Debt (R3) might “owe” the possession of a Rank 3 or Rank 4 Advantage to a particular source (a character might have received Equipment from a supernatural source) and have to pay some sort of tithe (a sacrifice, all the money the character obtains, etc.) to get the use of the Advantage.</p>\n"
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                "<p>El personaje le debe casi todo su patrimonio a alguien (Pnj, Banco, Compa&ntilde;ia multinacional, mafia,etc...).</p> <p>En el caso de los bienes mundanos, el personaje debe entregar casi todo al <strong>prestamista</strong> al final de una aventura; el personaje debe <strong>tomar prestados</strong>&nbsp;estos bienes al comienzo de la pr&oacute;xima aventura, y depende del Game Master lo que el <strong>prestamista</strong>&nbsp;le devuelva.</p> <p>En la mayor&iacute;a de los casos, esto significa que el personaje est&aacute; empleado o bajo alg&uacute;n tipo de restricci&oacute;n similar.</p> <p><strong> Ejemplo:</strong> Tu personaje puede pertenecer a un culto o religi&oacute;n particularmente estricto, por lo que tiene que diezmar todos los bienes mundanos (o, al menos, una gran parte de los bienes mundanos) al culto despu&eacute;s de cada aventura, si no lo hace, ser&iacute;a expulsado/a, desfavoreciendo al Pj de forma contundente, o incluso podr&iacute;a ser Perseguido/Raptado/etc...</p> <p>Al comienzo de cada aventura, el personaje debe rogar y persuadir a quien est&eacute; a cargo para que le deje los bienes que necesita.</p> <p><strong> Restricciones/Notas:</strong> Deuda (R3) es tan amplia que los jugadores normalmente no pueden combinarla con las versiones inferiores o vincularlas a Ventajas individuales a menos que el jugador y el Game Master sean particularmente ingeniosos.</p> <p>Un personaje con Deuda (R3) podr&iacute;a <strong>deber</strong>&nbsp;la posesi&oacute;n de una Ventaja de Rango 3 o Rango 4 a una fuente en particular (un personaje podr&iacute;a haber recibido Equipo de una fuente sobrenatural) y tener que pagar alg&uacute;n tipo de diezmo (un sacrificio, todo el dinero que obtiene el personaje, etc.) para conseguir el uso de la Ventaja.</p>"
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            "source": [
                "<p>The character feels compelled to take certain actions out of a love of code or perceived duty to something else. The character may, at times, do things he finds morally questionable in order to achieve a greater good. With Devotion (R1), the character’s beliefs do not come into play very often.</p>\n"
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                "<p>El personaje se siente obligado a realizar ciertas acciones por amor al c&oacute;digo o por un deber percibido hacia algo.</p> <p>El personaje puede, a veces, hacer cosas que encuentra moralmente cuestionables para lograr un bien mayor.</p> <p>Con Devoci&oacute;n (R1), las creencias del personaje no entran en juego muy a menudo.</p>"
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        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The character with the Devotion (R2) Disadvantage believes very strongly in something and will attempt to persuade others of the rightness of his beliefs. His patriotism or loyalty to an ideal plays a role in his day-to-day life.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje con la Desventaja Devoci&oacute;n (R2) cree firmemente en algo e intentar&aacute; persuadir/convencer a otros sobre sus creencias.</p> <p>Su patriotismo o lealtad a un ideal juega un papel en su vida cotidiana.</p>"
            ],
            "id_hash": 1942894905510943731,
            "content_hash": -7797181199351499547,
            "location": "",
            "context": "entries.Devotion (R2).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 38,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 38,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113011/?format=api",
            "priority": 100,
            "id": 113101,
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Devotion (R3)"
            ],
            "previous_source": "",
            "target": [
                "Devoción (R3)"
            ],
            "id_hash": -5793847613675270641,
            "content_hash": 6021423828939503924,
            "location": "",
            "context": "entries.Devotion (R3).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 39,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 2,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113012/?format=api",
            "priority": 100,
            "id": 113102,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=2f981e4ae0240e0f",
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            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:24:56.407715Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>At this rank, the character’s belief in the cause motivates almost all his actions. The character would willingly die for his belief.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>En este rango, las creencias del personaje ser&aacute;n las causas que motiven casi todas sus acciones.</p> <p>El personaje morir&iacute;a voluntariamente por su creencia.</p>"
            ],
            "id_hash": 7382513675766860078,
            "content_hash": -7089726881493523073,
            "location": "",
            "context": "entries.Devotion (R3).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 40,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 22,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113013/?format=api",
            "priority": 100,
            "id": 113103,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=e673f512e98c092e",
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            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:24:56.411291Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Employed (R1)"
            ],
            "previous_source": "",
            "target": [
                "Empleado/a (R1)"
            ],
            "id_hash": 1209632332926913387,
            "content_hash": -5946561629898136596,
            "location": "",
            "context": "entries.Employed (R1).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 41,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 2,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113014/?format=api",
            "priority": 100,
            "id": 113104,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=90c97a32a8ef8b6b",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113104/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:24:56.417021Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The character has a job. Maybe the job relates to what the character wants to do during adventures, or maybe not. Regardless, the character wants to keep her job (or has to, for some reason), and she must take responsibility for missing work and fulfilling her obligations.</p>\n\n<p>Restrictions/Notes: The player and the Game Master might have to work to role play this, but an occasional conflict should arise between what the character wants to do and what she has to do. The character might even have to keep some activities secret or lose her job.</p>\n\n<p>Some examples include special ops for a government or private organization, bodyguard, mercenary, reporter, writer, film maker, private investigator, bounty hunter, and police officer The less freedom the character has in making decisions during the adventure and what she wants to do during her working hours (and perhaps even her spare time), the greater the rank in Employed.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje tiene un trabajo. Tal vez el trabajo se relacione con lo que el personaje quiere hacer durante las aventuras, o tal vez no.</p> <p>Independientemente, el personaje quiere mantener su trabajo (o tiene que hacerlo, por alguna raz&oacute;n), y debe asumir la responsabilidad de faltar al trabajo y cumplir con sus obligaciones.</p> <p><strong> Restricciones/Notas:</strong> El jugador y el Game Master se pondr&aacute;n de acuerdo para interpretar esto, pero ocasionalmente debe surgir un conflicto entre lo que el personaje quiere hacer y lo que tiene que hacer.</p> <p>El personaje podr&iacute;a incluso tener que mantener en secreto algunas actividades o perder su trabajo.</p> <p>Algunos ejemplos incluyen operaciones especiales para una organizaci&oacute;n gubernamental o privada, guardaespaldas, mercenario, reportero, escritor, cineasta, investigador privado, cazarrecompensas y oficial de polic&iacute;a</p> <p>El Pj tendr&aacute; menos libertad para tomar decisiones durante la aventura y lo que quiera hacer durante sus horas de trabajo (y tal vez incluso en su tiempo libre)</p>"
            ],
            "id_hash": 6706409695188264657,
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            "location": "",
            "context": "entries.Employed (R1).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 42,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 153,
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            "priority": 100,
            "id": 113105,
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            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:24:56.420171Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Employed (R2)"
            ],
            "previous_source": "",
            "target": [
                "Empleado/a (R2)"
            ],
            "id_hash": 7870644159028439270,
            "content_hash": 4197777304476732868,
            "location": "",
            "context": "entries.Employed (R2).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 43,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 2,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113016/?format=api",
            "priority": 100,
            "id": 113106,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=ed3a25298464a8e6",
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            "explanation": "",
            "extra_flags": "",
            "pending": false,
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The character works for someone, or something, that pretty much runs his life. When he goes on adventures, he either has to go through lots of red tape to get permission, or it’s because he was assigned the mission. As a result, the character has little free will regarding what he does or how he does it, and he should come into conflict with his employer on occasion. Also, since the character is an employee, if he is on a mission, he usually has to turn over his share of the loot for corporate disposal — he’ll get something out of it, certainly, but not a full share.</p>\n\n<p>Restrictions/Notes: The rules are the same as for Employed (R1). Just make sure that “the job” is fairly inconvenient for the character, but there are reasons he doesn’t quit. Maybe he has the Wealth Advantage only so long as he has the Employed (R2) Disadvantage — that would be a good way of tying in the Disadvantage.</p>\n"
            ],
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            "target": [
                "<p>El personaje trabaja para alguien, o algo, que pr&aacute;cticamente dirige su vida.</p> <p>Cuando se embarca en aventuras, tiene que pasar por muchos tr&aacute;mites burocr&aacute;ticos para obtener el permiso, a no ser que sea el propio empleo/trabajo quien le encarge la misi&oacute;n.</p> <p>Como resultado, el personaje tiene poco libre albedr&iacute;o con respecto a lo que hace o c&oacute;mo lo hace, y en ocasiones deber&iacute;a entrar en conflicto con su jefe.</p> <p>Adem&aacute;s, dado que el personaje es un empleado, si est&aacute; en una misi&oacute;n, por lo general tiene que entregar su parte del bot&iacute;n a disposici&oacute;n de la empresa; sin duda obtendr&aacute; algo, pero no una parte completa.</p> <p><strong> Restricciones/Notas:</strong> Las reglas son las mismas que para Empleado (R1). Solo aseg&uacute;rate de que <strong>el trabajo</strong>&nbsp;sea bastante fastidioso para el personaje, pero haya razones por las que no renuncia.</p> <p>Una buena manera de vincular la Desventaja ser&iacute;a teniendo la Ventaja de riqueza solo mientras tenga la Desventaja de empleado (R2)</p>"
            ],
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            "context": "entries.Employed (R2).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 44,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 165,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113017/?format=api",
            "priority": 100,
            "id": 113107,
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            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:24:56.431525Z",
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Employed (R3)"
            ],
            "previous_source": "",
            "target": [
                "Empleado/a (R3)"
            ],
            "id_hash": -5491271423100829512,
            "content_hash": 4539557857262095683,
            "location": "",
            "context": "entries.Employed (R3).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 45,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 2,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113018/?format=api",
            "priority": 100,
            "id": 113108,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=33cb15bc14d240b8",
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            "explanation": "",
            "extra_flags": "",
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The character is, for all intents and purposes, a slave. This does not mean the character is poor or without means — just without free choice. The character does virtually everything because he must. For example, a character might be the head of a large corporation. But the only way things get done is for the character to do them or be there to oversee their getting done. Adventures only occur when they are in direct concordance with the interests of the “employer.” In all other ways, this Disadvantage is like its lower rank versions.</p>\n\n<p>Restrictions/Notes: See Employed under the other ranks.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje es, a todos los efectos, un esclavo. Esto no significa que el personaje sea pobre o sin medios, simplemente sin libre elecci&oacute;n.</p> <p>El personaje hace pr&aacute;cticamente todo porque debe hacerlo.</p> <p>Por ejemplo, un personaje puede ser el jefe de una gran corporaci&oacute;n, pero la&nbsp; forma en que se hagan las cosas sea que, el personaje, las haga o est&eacute; all&iacute; para supervisar que se hagan.</p> <p>Las aventuras s&oacute;lo ocurren cuando est&aacute;n en concordancia directa con los intereses del <strong>empleador</strong>.</p> <p>En todos los dem&aacute;s aspectos, esta Desventaja es como sus versiones de rango inferior.</p> <p><strong> Restricciones/Notas:</strong> Ver Empleado (otros rangos).</p>"
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            "id_hash": -3706587985676439867,
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            "context": "entries.Employed (R3).description",
            "note": "",
            "flags": "",
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            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 46,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
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            "priority": 100,
            "id": 113109,
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            "source": [
                "Enemy (R1)"
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            "previous_source": "",
            "target": [
                "Enemigo (R1)"
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            "location": "",
            "context": "entries.Enemy (R1).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 47,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 2,
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            "priority": 100,
            "id": 113110,
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            "extra_flags": "",
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            "last_updated": "2023-07-08T10:58:03.878080Z"
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>An individual or group has it in for the character. An Enemy who is a single person of power and influence no greater than the character might actually want the character dead. An Enemy (R1) of power and influence greater than the character simply wants to hassle the character for some reason. Maybe in the town the character operates, the law enforcement authorities have his name and picture on file — and they’ll use any excuse to run him in or hassle him because they think of him as a troublemaker. Or, perhaps, the character’s landlord throws everything out on the street if he’s one minute late with the rent, or the character’s boss always assigns him the most boring or most dangerous missions. The Enemy does not have to have a position in the character’s life — he can just be someone who, for some reason known to the Game Master (and probably the player, but not always the character), has a grudge against the character.</p>\n\n<p>Restrictions/Notes: There is no reason a player can’t use this Disadvantage similarly to an Advantage flaw or as a complement to other Disadvantages or even Advantages. Maybe a character’s Contact is sweet and helpful (a secretary in the Pentagon who tells the character a little more about the mission he’s been assigned), but someone who influences the Contact is an Enemy (the secretary’s boss who has been trying to seduce the secretary and resents the fact that the secretary likes the character better) and sometimes makes it hard for the contact to help. Enemy (R1) characters should either show up only occasionally (maybe once during an adventure), or they should be minor annoyances that can only be a real problem if the character doesn’t deal with them when they show up. Multiple Enemies of various ranks can be selected (just don’t go overboard).</p>\n"
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            "target": [
                "<p>Un individuo o grupo tiene problemas con el personaje. Un Enemigo (de forma individual, osea una sola persona) con poder e influencia no mayor que el personaje podr&iacute;a querer que el personaje muera.</p> <p>Un Enemigo (R1) de poder e influencia mayor que el personaje simplemente quiere molestar al personaje por alguna raz&oacute;n.</p> <p>Tal vez en la ciudad en la que opera el personaje, las autoridades encargadas de hacer cumplir la ley tienen su nombre y su foto archivados, y usar&aacute;n cualquier excusa para asaltarlo o molestarlo porque piensan que es un alborotador. O, quiz&aacute;s, el casero del personaje tira todas sus pertenencias a la calle si se retrasa un minuto con el alquiler, o el jefe del personaje siempre le asigna las misiones m&aacute;s aburridas o m&aacute;s peligrosas.</p> <p>El Enemigo no tiene que tener una posici&oacute;n en la vida del personaje; simplemente puede ser alguien que, por alguna raz&oacute;n conocida por el Game Master (y probablemente el jugador, pero no siempre el personaje), tiene rencor contra el personaje.</p> <p><strong>Restricciones/Notas:</strong> No hay ninguna raz&oacute;n por la que un jugador no pueda usar esta Desventaja de manera similar a un defecto de Ventaja o como complemento de otras Desventajas o incluso Ventajas.</p> <p>Tal vez el Contacto de un personaje sea amable y servicial (una secretaria en el Pent&aacute;gono que le cuenta al personaje un poco m&aacute;s sobre la misi&oacute;n que se le ha asignado), pero alguien que influye en el Contacto es un Enemigo (el jefe de la secretaria que ha estado tratando de seducir a la secretaria y le molesta el hecho de que a la secretaria le guste m&aacute;s el personaje) y, a veces, dificulta que el contacto pueda ayudar.</p> <p>Los personajes enemigos (R1) deber&iacute;an aparecer solo ocasionalmente (tal vez una vez durante una aventura), o deber&iacute;an ser molestias menores que solo pueden ser un problema real si el personaje no interactua consecuentemente cuando aparecen. Se pueden seleccionar m&uacute;ltiples enemigos de varios rangos (pero no te excedas).</p>"
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            "context": "entries.Enemy (R1).description",
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            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 48,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
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            "priority": 100,
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            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "Enemy (R2)"
            ],
            "previous_source": "",
            "target": [
                "Enemigo (R2)"
            ],
            "id_hash": -7349426956424421708,
            "content_hash": -600223044521207605,
            "location": "",
            "context": "entries.Enemy (R2).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 49,
            "has_suggestion": false,
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            "num_words": 2,
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            "priority": 100,
            "id": 113112,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=1a01971f3fa45eb4",
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        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/es/?format=api",
            "source": [
                "<p>The rules are the same as for Enemy (R1), only the character is more powerful, more annoying, and/or more a part of the character’s life.</p>\n\n<p>Restrictions/Notes: It should be mentioned that killing the Enemy or running away should not get rid of the Disadvantage — at least not easily. At the very least, the character should have to go though a few adventures to “remove” the Enemy from his life. Usually, the character has to deal with the Enemy for quite a long time. Multiple Enemies can, of course, be selected.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>Las reglas son las mismas que para Enemigo (R1), solo que el personaje es m&aacute;s poderoso, m&aacute;s molesto y/o forma parte de la vida del personaje.</p> <p><strong> Restricciones/Notas:</strong> Debe mencionarse que matar al Enemigo o huir no deber&iacute;a eliminar la Desventaja, al menos no f&aacute;cilmente.</p> <p>Como m&iacute;nimo, el personaje deber&iacute;a pasar por algunas aventuras para <strong>eliminar</strong>&nbsp;al Enemigo de su vida. Por lo general, el personaje tiene que lidiar con el Enemigo durante bastante tiempo. Por supuesto, se pueden seleccionar varios enemigos.</p>"
            ],
            "id_hash": -5503831829060539277,
            "content_hash": -5702467759296843754,
            "location": "",
            "context": "entries.Enemy (R2).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 50,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 91,
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            "priority": 100,
            "id": 113113,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/es/?checksum=339e761cad5bac73",
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            "pending": false,
            "timestamp": "2022-12-10T18:24:56.468460Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
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}