Translation components API.

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GET /api/translations/od6s/specialabilities/es/units/?format=api&page=2
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            "source": [
                "Immunity (1)"
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                "Inmunidad (1)"
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            "priority": 100,
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            "source": [
                "<p>The character is highly resistant to disease and poisons and receives a +1D per rank to Strength or stamina checks when determining whether he has contracted an illness or suffering from ingested poisons.</p>\n"
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            "target": [
                "<p>El personaje es muy resistente a las enfermedades y los venenos y recibe un +1D por rango en las pruebas de Fuerza o resistencia al determinar si ha contra&iacute;do una enfermedad o si ha ingerido venenos.</p>"
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        {
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            "source": [
                "Increased Attribute (2)"
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            "target": [
                "Atributo aumentado (2)"
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            "source": [
                "<p>Some extraordinary training or physiological trait allows the character to gain +1 bonus per rank to all rolled totals related to that attribute. (For Strength, this also includes the damage resistance total and Strength Damage.) A character may have multiple ranks of this Special Ability, as well as multiple versions of it.</p>\n\n<p>Note: To get another rank in this Special Ability after character creation costs 4 times the number in front of the “D” of the attribute that it affects plus the number of ranks currently in the Special Ability. (This is instead of the normal cost to increase Special Abilities.)</p>\n"
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            "target": [
                "<p>Alg&uacute;n rasgo fisiol&oacute;gico o de entrenamiento extraordinario le permite al personaje obtener una bonificaci&oacute;n de +1 por rango en todos los totales relacionados con ese atributo. (Para Fuerza, esto tambi&eacute;n incluye el total de resistencia al da&ntilde;o y el Da&ntilde;o de Fuerza).</p> <p>Un personaje puede tener m&uacute;ltiples rangos de esta Habilidad Especial, as&iacute; como m&uacute;ltiples versiones de la misma.</p> <p><strong> Nota:</strong> Obtener otro rango en esta Habilidad Especial despu&eacute;s de la creaci&oacute;n del personaje cuesta 4 veces el n&uacute;mero delante de la &ldquo;D&rdquo; del atributo que afecta m&aacute;s el n&uacute;mero de rangos actualmente en la Habilidad Especial. (Esto es en lugar del costo normal para aumentar las habilidades especiales).</p>"
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Infravision/ Ultravision (1)"
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                "Infravisión/Ultravisión (1)"
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            "source": [
                "<p>The character gains the ability to see in the dark using either infravision or ultravision. Infravision allows the character to see changes in heat, while ultra-vision enables the character to make the most of the available light. Each provides a +2 per rank in a single version of this Special Ability to sight-based rolls while in dim or dark conditions. Obviously, extreme heat or bright light (including daylight) prevent this Special Ability from working.</p>\n"
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                "<p>El personaje gana la habilidad de ver en la oscuridad usando infravisi&oacute;n o ultravisi&oacute;n.</p> <p><strong> La infravisi&oacute;n</strong>&nbsp;permite al personaje ver cambios en el calor.</p> <p><strong>La ultravisi&oacute;n</strong> le permite aprovechar al m&aacute;ximo la luz disponible.</p> <p>Cada uno proporciona un +2 por rango en una sola versi&oacute;n de esta Habilidad Especial a las tiradas basadas en la vista en condiciones de poca luz u oscuridad.</p> <p>Obviamente, el calor extremo o la luz brillante (incluida la luz del d&iacute;a) impiden que esta habilidad especial funcione.</p>"
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            "id": 113729,
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Intangibility (5)"
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            "target": [
                "intangibilidad (5)"
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            "content_hash": -8898237299409932196,
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            "id": 113730,
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            "source": [
                "<p>The character can reduce his physical density to virtually zero for one minute per rank. During that time, his damage resistance score against physical and energy attacks is +3D per rank, but his movement rate is halved. An intangible character can pass through solid objects, providing they do not contain wards or other spells of protection designed to repel passage of this nature. He may not pass through energy or electrified barriers. While intangible, the character cannot carry any object along (including clothing), nor can he attempt any physical attack. It takes a full round for a character to become intangible or solid, during which he can do nothing else. The character must spend at least one minute solid before attempting intangibility again.</p>\n"
            ],
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            "target": [
                "<p>El personaje puede reducir su densidad f&iacute;sica a pr&aacute;cticamente cero durante un minuto por rango. Durante ese tiempo, su puntuaci&oacute;n de resistencia al da&ntilde;o contra ataques f&iacute;sicos y de energ&iacute;a es de +3D por rango, pero su tasa de movimiento se reduce a la mitad.</p> <p>Un personaje intangible puede atravesar objetos s&oacute;lidos, siempre que no contengan protecciones u otros hechizos de protecci&oacute;n dise&ntilde;ados para repeler el paso de esta naturaleza.</p> <p>No puede atravesar barreras energ&eacute;ticas o electrificadas.</p> <p>Mientras sea intangible, el personaje no puede llevar consigo ning&uacute;n objeto (incluida la ropa), ni puede intentar ning&uacute;n ataque f&iacute;sico.</p> <p>Se necesita una ronda completa para que un personaje se vuelva intangible o s&oacute;lido, durante el cual no puede hacer nada m&aacute;s.</p> <p>Debe pasar al menos un minuto antes de volver a intentar la intangibilidad.</p>"
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            "priority": 100,
            "id": 113731,
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            "source": [
                "Invisibility (3)"
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            "target": [
                "Invisibilidad (3)"
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            "content_hash": 6355411317242424800,
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            "priority": 100,
            "id": 113732,
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            "source": [
                "<p>The character can become transparent. This adds 1 per rank to the character’s dodge, sneak, and hide totals, as well as +1 per rank to all default search, investigation, and attack difficulties against the character that the invisible character is not actively trying to defeat. Additionally, no character may take an action to “spot” the character unless the Game Master feels there is sufficient provocation, such as brushing against others or removing something in a crowded area. The invisibility covers the character’s basic clothes only — not any gear she’s carrying, or anything she picks up. Also, remember that the character is transparent when invisible — she can’t hide things behind her back.</p>\n"
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            "target": [
                "<p>El personaje puede volverse transparente. Esto agrega 1 por rango a los totales de esquivar, escabullirse y esconderse del personaje, as&iacute; como +1 por rango a todas las dificultades predeterminadas de b&uacute;squeda, investigaci&oacute;n y ataque contra el personaje que el personaje invisible no est&aacute; tratando activamente de derrotar.</p> <p>Adem&aacute;s, ning&uacute;n personaje puede realizar una acci&oacute;n para <strong>detectar</strong>&nbsp;al personaje a menos que el director de juego sienta que existe suficiente provocaci&oacute;n, como rozar a otros o robar algo en una zona llena de gente.</p> <p>La invisibilidad cubre solo la ropa b&aacute;sica del personaje, no cualquier equipo que lleve o cualquier cosa que recoja.</p> <p>Adem&aacute;s, recuerda que el personaje es transparente cuando es invisible: no puede ocultar cosas a sus espaldas.</p>"
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            "id_hash": 2180997642228380179,
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            "id": 113733,
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            "source": [
                "Iron Will (2)"
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            "target": [
                "Voluntad de hierro (2)"
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            "id": 113734,
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            "source": [
                "<p>The character is highly resistant to all interaction attempts and mental attacks. The character gains a +1D per rank to all willpower rolls and +2 to the standard difficulty of any such attempts against this character.</p>\n"
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            "target": [
                "<p>El personaje es altamente resistente a todos los intentos de interacci&oacute;n y ataques mentales.</p> <p>El personaje gana +1D por rango en todas las tiradas de fuerza de voluntad y +2 en la dificultad est&aacute;ndar de cualquiera de estos intentos contra este personaje.</p>"
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            "source": [
                "Life Drain (5)"
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                "Drenar vida (5)"
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                "<p>This ability allows the character to drain attribute pips, Body Points, or Wounds from his target. The character must choose one set of attributes to target, either physical (Agility, Mechanical, Strength), mental (Knowledge, Perception, Technical), Wounds, or Body Points. For example, most vampires drink blood, and thus lower Body Points, while succubi target the soul and so weaken mental attributes. The player must specify in what manner the character drains these attributes (biting the neck, hypnosis, or another means). It should involve some sort of successful attack result (either physical or mental).</p>\n\n<p>When the character wishes to employ Life Drain, he makes an attack on his target using the relevant skill. For every four points over the target’s defense roll, the character drains one pip per rank off each of the target’s relevant attributes or three points per rank from the character’s Body Points or one Wound for every two ranks. (Remember that there are three pips in each die.)</p>\n\n<p>If any of the target’s attributes or Body Points ever go to zero (or the character reaches the Dead Wound level), the target goes into a coma. She may try once per day to wake up by making a successful Moderate stamina or Strength roll. She regains one attribute point (to each attribute affected) every hour after the attack. Body Points and Wound levels return at the normal rate.</p>\n\n<p>For each attribute pip the character drains, he may add one pip to any attribute in his chosen category. He would get one Body Point for each Body Point drained or one Wound for each Wound drained. Life-Drained attributes and unused Body Points or Wounds disappear at a rate of one pip or point per hour.</p>\n\n<p>A character may have multiple ranks of this Special Ability, as well as multiple versions of it.</p>\n"
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                "<p>Esta habilidad le permite al personaje drenar pips de atributo, puntos corporales o heridas de su objetivo.</p> <p>El personaje debe elegir un conjunto de atributos para apuntar, ya sea f&iacute;sicos (Agilidad, Mec&aacute;nica, Fuerza), mentales (Conocimiento, Percepci&oacute;n, T&eacute;cnica), Heridas o Puntos corporales.</p> <p><strong> Por ejemplo:</strong> la mayor&iacute;a de los vampiros beben sangre y, por lo tanto, reducen los puntos corporales, mientras que los s&uacute;cubos se dirigen al alma y debilitan los atributos mentales.</p> <p>El jugador debe especificar de qu&eacute; manera el personaje drena estos atributos (morder el cuello, hipnosis u otros medios). Deber&iacute;a implicar alg&uacute;n tipo de resultado de ataque exitoso (ya sea f&iacute;sico o mental).</p> <p>Cuando el personaje desea emplear Life Drain, realiza un ataque a su objetivo utilizando la habilidad correspondiente. Por cada cuatro puntos por encima de la tirada de defensa del objetivo, el personaje drena un punto por rango de cada uno de los atributos relevantes del objetivo o tres puntos por rango de los Puntos corporales del personaje o una Herida por cada dos rangos. (Recuerde que hay tres pips en cada dado).</p> <p>Si alguno de los atributos o Puntos del cuerpo del objetivo llega a cero (o el personaje alcanza el nivel de Herida mortal), el objetivo entra en coma. Puede intentar despertarse una vez al d&iacute;a haciendo con &eacute;xito una tirada moderada de resistencia o Fuerza recuperar&iacute;a un punto de atributo (por cada atributo afectado) cada hora despu&eacute;s del ataque.</p> <p>Los puntos corporales y los niveles de heridas regresan al ritmo normal.</p> <p>Por cada pip de atributo que consuma el personaje, puede a&ntilde;adir un pip a cualquier atributo de la categor&iacute;a elegida. Obtendr&iacute;a un Punto Corporal por cada Punto Corporal drenado o una Herida por cada Herida drenada.</p> <p>Los atributos de vida drenada y los puntos corporales o heridas no utilizados desaparecen a una velocidad de un pip o punto por hora.</p> <p>Un personaje puede tener m&uacute;ltiples rangos de esta Habilidad Especial, as&iacute; como m&uacute;ltiples versiones de la misma.</p>"
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            "source": [
                "Longevity (3)"
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                "Longevidad (3)"
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            "source": [
                "<p>The character lives longer than the average Human. Often, this Special Ability has a Flaw attached that governs what the character must do to maintain his life. The character should gain peripheral bonuses during game play because of his “longer outlook.” A character may not have this ability more than once.</p>\n"
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                "<p>El personaje vive m&aacute;s que el humano promedio.</p> <p>A menudo, esta Habilidad Especial tiene un Defecto adjunto que rige lo que el personaje debe hacer para mantener su vida.</p> <p>El personaje deber&iacute;a obtener bonificaciones perif&eacute;ricas durante el juego debido a su <strong>perspectiva m&aacute;s amplia</strong>.</p> <p>Un personaje no puede tener esta habilidad m&aacute;s de una vez.</p>"
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                "Luck, Good (2)"
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                "<p>The character is blessed with unusually good luck. Once per adventure, a character with Good Luck can receive one of the following benefits just by asking for it: action, breakthrough, haste, or second chance. See the “Luck Benefits” sidebar for details on each of these options. Calling upon one’s luck does not count as an action.</p>\n\n<p>Good Luck can only be declared once per rank during a particular adventure, but it may be declared at any time, and it cannot be cancelled by any other effect. A character may have up to two ranks of this Special Ability.</p>\n"
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                "<p>El personaje est&aacute; bendecido con una suerte inusualmente buena.</p> <p>Una vez por aventura, un personaje con Buena Suerte puede recibir uno de los siguientes beneficios con solo pedirlo:</p> <p>acci&oacute;n, avance, prisa o segunda oportunidad.</p> <p>Consulte la barra lateral <strong>Beneficios de la suerte</strong>&nbsp;para obtener detalles sobre cada una de estas opciones.</p> <p>Invocar la suerte de uno no cuenta como una acci&oacute;n.</p> <p>Buena suerte solo se puede declarar una vez por rango durante una aventura en particular, pero se puede declarar en cualquier momento y no se puede cancelar por ning&uacute;n otro efecto.</p> <p>Un personaje puede tener hasta dos rangos de esta Habilidad Especial.</p>"
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                "<p>A character with Great Luck can call on one of the following benefits once per adventure per rank: action, alertness, breakthrough, haste, hero, opponent fails, or second chance. See the “Luck Benefits” sidebar for details on each of these options. Calling upon one’s luck does not count as an action.</p>\n\n<p>If the character has not used his Great Luck during an adventure and something really disastrous happens, the Game Master may choose to counteract the effects and temporarily “burn out” the character’s Special Ability — that is, the character’s Great Luck has been used up for the adventure. Usually, this is used when the character does something stupid or the player is the victim of incredibly bad luck — die rolling, not the Disadvantage — and something “stops” the effect. This is a “last ditch,” Game Master-controlled effort when circumstances get out of control. It is also a nice thing for inexperienced roleplayers to have — just in case they do something they really shouldn’t have, they get another chance. Example: The character’s mission is to turn off the power at a nuclear plant or it will explode and destroy the city that’s conveniently downwind. Unfortunately, the character takes too long fighting the minions of the bad guy who set the plant to overload, and, according to the rules, the whole city should go up in a radioactive fireball. The character is too late. The Game Master might choose to have the character be really lucky — the villain was bluffing, and there’s really more time on the clock than anyone thought, or the power plant begins a long meltdown procedure instead of exploding. In any case, the character’s Good Luck is gone for this adventure (his luck ran out), but he has a chance of averting disaster.</p>\n\n<p>As with Good Luck, the character may have up to two ranks of this Special Ability.</p>\n\n<p>Luck Benefits</p>\n<p>action: Add 2 to all of the character’s skill or attribute totals for the round.</p>\n\n<p>alertness: When the character calls upon this benefit, he gains a special “sixth sense” outside of all other rules and roleplaying situations that will help him to spot a previously unseen item, character, or clue selected by the Game Master. The benefit does not confer omniscience, however — and the Game Master can select her own time for having it come into effect. It is normally used to allow a character to spot something he missed in a previous search, something that is important to the adventure.</p>\n\n<p>breakthrough: Add 1D to any one skill die code in which the character has no additional pips or dice (in other words, a skill in which the character is untrained). The benefit also eliminates the unskilled modifier for using that skill.</p>\n\n<p>haste: Gain one additional action for one round.</p>\n\n<p>hero: Receive one bonus Fate Point, which must be used on an action immediately after requesting it.</p>\n\n<p>opponent fails: After an opponent or enemy has completed an action against the character, this benefit may be called upon to cancel the effects entirely. The opponent’s action is then wasted, and play continues. This benefit may not be used to cancel an action that is not directed at least partially at the lucky character.</p>\n\n<p>second chance: Using this benefit allows the character to attempt any action she has just tried again, from the very beginning. Relying on this benefit, however, may not be used to negate “bad choices” — the action performed must be performed again — nor does it allow the character to “get back” Fate Points, Character Points, or cards (if used) spent on the original action. The character merely gets another chance, immediately following the first attempt, to perform the action again. All effects from the first attempt are negated.</p>\n\n<p>Luck Notes</p>\n\n<p>A character may have up to two ranks each in Good Luck and Great Luck. This Special Ability can be taken with the Bad Luck Disadvantage — sometimes really good things happen, sometimes really bad things happen.</p>\n"
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                "<p>Un personaje con Suerte excepcional puede solicitar uno de los siguientes beneficios una vez por aventura y rango:</p> <p>acci&oacute;n, estado de alerta, avance, prisa, h&eacute;roe, fracaso del oponente o segunda oportunidad.</p> <p>Consulte la barra lateral <strong>Beneficios de la suerte</strong>&nbsp;para obtener detalles sobre cada una de estas opciones.</p> <p>Invocar la suerte de uno no cuenta como una acci&oacute;n. Si el personaje no ha utilizado su Gran Suerte durante una aventura y ocurre algo realmente desastroso, el Director de Juego puede optar por contrarrestar los efectos y <strong>anular</strong>&nbsp;temporalmente la Habilidad Especial del personaje, es decir, la Gran Suerte del personaje se ha agotado durante la aventura.</p> <p>Por lo general, esto se usa cuando el personaje hace algo est&uacute;pido o el jugador es v&iacute;ctima de una mala suerte incre&iacute;ble (lanzamiento de dados, no la Desventaja) y algo <strong>detiene</strong>&nbsp;el efecto. Es una decisi&oacute;n <strong>dr&aacute;stica</strong> controlada por el Game Master cuando las circunstancias se salen de control.</p> <p>Tambi&eacute;n es bueno para los jugadores de rol sin experiencia, tendr&iacute;an otra oportunidad, en caso de que hagan algo que realmente no deber&iacute;an hacer.</p> <p><strong> Ejemplo:</strong> la misi&oacute;n del personaje es apagar la energ&iacute;a en una planta nuclear o explotar&aacute; y destruir&aacute; la ciudad que est&aacute; convenientemente a favor del viento. Desafortunadamente, el personaje tarda demasiado en luchar contra los secuaces del Pnj que sobrecarg&oacute; la planta y, de acuerdo con las reglas, toda la ciudad deber&iacute;a convertirse en una bola de fuego radiactiva, siendo demasiado tarde como para solucionarlo.</p> <p>El Game Master puede elegir que el personaje tenga mucha suerte:</p> <p>- El villano estaba mintiendo y realmente hay m&aacute;s tiempo en el reloj de lo que nadie pensaba, o la planta de energ&iacute;a comienza un largo proceso de fusi&oacute;n en lugar de explotar.</p> <p>En cualquier caso, la Buena Suerte del personaje desaparece para el resto de esta aventura (su suerte se acab&oacute;), pero tiene la posibilidad de evitar el desastre.</p> <p>Al igual que Buena Suerte, el personaje puede tener hasta dos rangos de esta Habilidad Especial.</p> <p>Beneficios de la suerte</p> <p><strong>Acci&oacute;n:</strong> Suma 2 a todos los totales de habilidades o atributos del personaje para la ronda.</p> <p><strong>Vigilancia:</strong> cuando el personaje recurre a este beneficio, gana un <strong>sexto sentido</strong>&nbsp;especial fuera de todas las dem&aacute;s reglas y situaciones de juego de roles que lo ayudar&aacute; a detectar un elemento, personaje o pista nunca antes visto seleccionado por el Game Master. Sin embargo, el beneficio no confiere omnisciencia, y el Game Master puede seleccionar su propio momento para que entre en vigor. Normalmente se utiliza para permitir que un personaje detecte algo que se le pas&oacute; por alto en una b&uacute;squeda anterior, algo que es importante para la aventura.</p> <p><strong>avance:</strong> agregue 1D a cualquier c&oacute;digo de dado de habilidad en el que el personaje no tenga pips o dados adicionales (en otras palabras, una habilidad en la que el personaje no est&eacute; entrenado). El beneficio tambi&eacute;n elimina el modificador no calificado por usar esa habilidad.</p> <p><strong> prisa:</strong> Gana una acci&oacute;n adicional por una ronda.</p> <p><strong>H&eacute;roe:</strong> recibe un punto de destino adicional, que debe usarse en una acci&oacute;n inmediatamente despu&eacute;s de solicitarlo.</p> <p><strong> el oponente falla:</strong> despu&eacute;s de que un oponente o enemigo haya completado una acci&oacute;n contra el personaje, se puede recurrir a este beneficio para cancelar los efectos por completo.</p> <p>La acci&oacute;n del oponente se desperdicia y el juego contin&uacute;a. Este beneficio no podr&aacute; utilizarse para cancelar una acci&oacute;n que no est&eacute; dirigida al menos parcialmente al afortunado personaje.</p> <p><strong> segunda oportunidad:</strong> usar este beneficio permite al personaje intentar cualquier acci&oacute;n que acaba de intentar de nuevo, desde el principio. Confiar en este beneficio, sin embargo, no puede usarse para negar <strong>malas elecciones</strong>&nbsp;(la acci&oacute;n realizada debe realizarse nuevamente) ni permite que el personaje <strong>recupere</strong>&nbsp;Puntos de Destino, Puntos de Personaje o cartas (si se usaron) gastadas sobre la acci&oacute;n original.</p> <p>El personaje simplemente tiene otra oportunidad, inmediatamente despu&eacute;s del primer intento, de realizar la acci&oacute;n de nuevo. Todos los efectos del primer intento son negados.</p> <p><strong> Notas:</strong> Un personaje puede tener hasta dos rangos cada uno en Good Luck y Great Luck. Esta Habilidad Especial se puede tomar con la Desventaja Mala Suerte:</p> <p>A veces suceden cosas realmente buenas, a veces suceden cosas realmente malas.</p>"
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character has a natural talent for disguise. She gains a +5 per rank bonus to con totals when using that skill to disguise herself and a +1D bonus per rank to any con, intimidation, or persuasion actions while in that disguise.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje tiene un talento natural para el disfraz.</p> <p>Obtiene una bonificaci&oacute;n de +5 por rango a los totales de estafa cuando usa esa habilidad para disfrazarse y una bonificaci&oacute;n de +1D por rango a cualquier acci&oacute;n de estafa, intimidaci&oacute;n o persuasi&oacute;n mientras usa ese disfraz.</p>"
            ],
            "id_hash": -1126418757905572800,
            "content_hash": -8550578354026718770,
            "location": "",
            "context": "entries.Master of Disguise (3).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 72,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 42,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113635/?format=api",
            "priority": 100,
            "id": 113745,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=705e281b92b39c40",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113745/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.131103Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Multiple Abilities (1)"
            ],
            "previous_source": "",
            "target": [
                "Habilidades Múltiples (1)"
            ],
            "id_hash": -2373316515609456054,
            "content_hash": -9053549570873076244,
            "location": "",
            "context": "entries.Multiple Abilities (1).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 73,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 3,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113636/?format=api",
            "priority": 100,
            "id": 113746,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=5f1049341387d24a",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113746/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.137368Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character has multiple minor abilities that improve a few different tasks. All bonuses are added to the skill or attribute total, not to the die code. The bonuses should be fairly limited in their applications, pertaining to specific uses of particular skills (like specializations do), but there can be several of them for each selection of this Special Ability. The maximum total bonus for each rank is +4.</p>\n\n<p>Example: A character could have “eyestalks” that give him a +1 bonus to Perception or search totals that would negate surprise, the ability to focus his ears on particular types of noises (+1 bonus when listening for particular sounds), and fingers that are sensitive to subdermal motion (+1 bonus to sleight of hand against safes with moving tumblers).</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje tiene m&uacute;ltiples habilidades menores que mejoran distintas tareas/acciones.</p> <p>Todas las bonificaciones se suman al total de habilidades o atributos, no al c&oacute;digo de dado.</p> <p>Las bonificaciones deber&iacute;an estar bastante limitadas en sus aplicaciones, relacionadas con usos espec&iacute;ficos de habilidades particulares (como lo hacen las especializaciones), pero puede haber varias para cada selecci&oacute;n de esta habilidad especial.</p> <p>La bonificaci&oacute;n total m&aacute;xima para cada rango es +4.</p> <p><strong>Ejemplo:</strong> un personaje podr&iacute;a tener <strong>tallos oculares</strong>&nbsp;que le otorgan una bonificaci&oacute;n de +1 a la Percepci&oacute;n o totales de b&uacute;squeda que negar&iacute;an la sorpresa</p> <p>- La capacidad de agudizar sus o&iacute;dos en tipos particulares de ruidos (bonificaci&oacute;n de +1 al escuchar sonidos particulares)</p> <p>- Dedos. que son sensibles al movimiento subd&eacute;rmico (+1 de bonificaci&oacute;n al juego de manos contra cajas fuertes con sistemas de vasos, las t&iacute;picas ruedas que vas girando).</p>"
            ],
            "id_hash": -1890375485315456368,
            "content_hash": -1890149848941686306,
            "location": "",
            "context": "entries.Multiple Abilities (1).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 74,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 127,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113637/?format=api",
            "priority": 100,
            "id": 113747,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=65c4098301aa6290",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113747/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.141251Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Natural Armor (3)"
            ],
            "previous_source": "",
            "target": [
                "Armadura Natural (3)"
            ],
            "id_hash": 6667411463402351067,
            "content_hash": 7990781353954844837,
            "location": "",
            "context": "entries.Natural Armor (3).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 75,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 3,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113638/?format=api",
            "priority": 100,
            "id": 113748,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=dc8767668776e9db",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113748/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.150785Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character has plates, toughened skin, scales, or something similar. His own surface adds 1D per rank to his damage resistance total to physical (not mental) attacks and contact poisons, corrosives, or similar materials.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje tiene placas, piel endurecida, escamas o algo similar.</p> <p>Su propia superficie agrega 1D por rango a su resistencia al da&ntilde;o total a ataques f&iacute;sicos (no mentales) y venenos de contacto, corrosivos o materiales similares.</p>"
            ],
            "id_hash": -3534347580061280726,
            "content_hash": -5794639622657974535,
            "location": "",
            "context": "entries.Natural Armor (3).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 76,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 34,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113639/?format=api",
            "priority": 100,
            "id": 113749,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=4ef3799a09af962a",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113749/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.154372Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Natural Hand-to-Hand Weapon (2)"
            ],
            "previous_source": "",
            "target": [
                "Arma cuerpo a cuerpo natural (2)"
            ],
            "id_hash": -133441943860689052,
            "content_hash": -3875904433297586425,
            "location": "",
            "context": "entries.Natural Hand-to-Hand Weapon (2).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 77,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 4,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113640/?format=api",
            "priority": 100,
            "id": 113750,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=7e25eb42520bc764",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113750/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.160186Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character has some sort of natural weapon — such as claws, pincers, bone spikes, or stinger — that add 1D per rank to his Strength Damage when determining his damage with the natural weapon. The character uses brawling to attack, unless he can detach the weapon from himself or (in the case of a super-scientific weapon) its exists separately. In these latter cases, the character employs melee combat to wield it.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje tiene alg&uacute;n tipo de arma natural, como garras, pinzas, pinchos de hueso o aguij&oacute;n, que a&ntilde;aden 1D por rango a su Da&ntilde;o de Fuerza al determinar su da&ntilde;o con el arma natural.</p> <p>El personaje usa <strong>pelea</strong> para atacar, a menos que pueda quitarse el arma o (en el caso de un arma supercient&iacute;fica) exista por separado.</p> <p>En estos &uacute;ltimos casos, el personaje emplea el combate cuerpo a cuerpo para empu&ntilde;arlo (atacar).</p>"
            ],
            "id_hash": -6849317412681645177,
            "content_hash": -5705660230355909984,
            "location": "",
            "context": "entries.Natural Hand-to-Hand Weapon (2).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 78,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 72,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113641/?format=api",
            "priority": 100,
            "id": 113751,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=20f2561a37368387",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113751/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.163664Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Natural Ranged Weapon (3)"
            ],
            "previous_source": "",
            "target": [
                "Arma a distancia natural (3)"
            ],
            "id_hash": -8979614469011366291,
            "content_hash": 1312688518271544870,
            "location": "",
            "context": "entries.Natural Ranged Weapon (3).name",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 79,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": false,
            "num_words": 4,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113642/?format=api",
            "priority": 100,
            "id": 113752,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=036200376a9e9e6d",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113752/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.172011Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character has some sort of natural ranged weapon, using missile weapons (for solid objects) or firearms (for energy, gas, or chemical projection or for solid projectiles in cybernetics or super-science weapons) to target it. Long range equals 20 times the number of ranks in this Special Ability times the character’s Strength, lift, or firearms (as appropriate) in meters. The damage for physically enhanced projections is the character’s Strength Damage plus 1D per rank, while the damage for all other types of blasts is 3D per rank. The projection must have a visible effect (such as bone shards or a glowing ray) and it may not do mental damage. Note that, regardless of the nature of the projection, there are no additional effects from this type of Special Ability unless an Enhancement allows otherwise.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje tiene alg&uacute;n tipo de arma a distancia natural, usando armas de proyectiles o armas de fuego.</p> <p><strong>Armas de proyectiles</strong> (para objetos s&oacute;lidos).</p> <p><strong>Armas de fuego</strong> (para proyecci&oacute;n de energ&iacute;a, gas o qu&iacute;mica o para proyectiles s&oacute;lidos en cibern&eacute;tica o armas supercient&iacute;ficas).</p> <p>Largo alcance es igual a 20 veces el n&uacute;mero de rangos en esta Habilidad Especial multiplicado por la Fuerza, elevaci&oacute;n o armas de fuego del personaje (seg&uacute;n corresponda) en metros.</p> <p>El da&ntilde;o de las proyecciones mejoradas f&iacute;sicamente es el Da&ntilde;o de Fuerza del personaje m&aacute;s 1D por rango, mientras que el da&ntilde;o de todos los dem&aacute;s tipos de explosiones es 3D por rango.</p> <p>La proyecci&oacute;n debe tener un efecto visible (como fragmentos de huesos o un rayo brillante) y no puede causar da&ntilde;o mental.</p> <p>Tenga en cuenta que, independientemente de la naturaleza de la proyecci&oacute;n, no hay efectos adicionales de este tipo de habilidad especial a menos que una mejora permita lo contrario.</p>"
            ],
            "id_hash": 1261424651837117327,
            "content_hash": 3228599356063949966,
            "location": "",
            "context": "entries.Natural Ranged Weapon (3).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 80,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 134,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113643/?format=api",
            "priority": 100,
            "id": 113753,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=91817b099bac138f",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113753/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.176142Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Omnivorous (2)"
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            "previous_source": "",
            "target": [
                "Omnívoro (2)"
            ],
            "id_hash": 7940330222238720147,
            "content_hash": -8087322525799145387,
            "location": "",
            "context": "entries.Omnivorous (2).name",
            "note": "",
            "flags": "",
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            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 81,
            "has_suggestion": false,
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            "has_failing_check": false,
            "num_words": 2,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113644/?format=api",
            "priority": 100,
            "id": 113754,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=ee31b84477d66093",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113754/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.184907Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character can gain nourishment from any organic substance (though she is not immune to poisons). She can also chew through just about any organic substance with no adverse effects to her teeth or jaws. A character may not have this ability more than once.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje puede nutrirse de cualquier sustancia org&aacute;nica (aunque no es inmune a los venenos).</p> <p>Tambi&eacute;n puede masticar casi cualquier sustancia org&aacute;nica sin efectos adversos en sus dientes o mand&iacute;bulas.</p> <p>Un personaje no puede tener esta habilidad m&aacute;s de una vez.</p>"
            ],
            "id_hash": -2297504940152493540,
            "content_hash": 6178026882059490195,
            "location": "",
            "context": "entries.Omnivorous (2).description",
            "note": "",
            "flags": "",
            "labels": [],
            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 82,
            "has_suggestion": false,
            "has_comment": false,
            "has_failing_check": true,
            "num_words": 45,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113645/?format=api",
            "priority": 100,
            "id": 113755,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=601d9f6dfc816a1c",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113755/?format=api",
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            "pending": false,
            "timestamp": "2022-12-10T18:25:47.189226Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
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        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Paralyzing Touch (4)"
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            "previous_source": "",
            "target": [
                "Toque paralizante (4)"
            ],
            "id_hash": 7413774108956516221,
            "content_hash": 4732361557799634568,
            "location": "",
            "context": "entries.Paralyzing Touch (4).name",
            "note": "",
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            "state": 20,
            "fuzzy": false,
            "translated": true,
            "approved": false,
            "position": 83,
            "has_suggestion": false,
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            "has_failing_check": false,
            "num_words": 3,
            "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113646/?format=api",
            "priority": 100,
            "id": 113756,
            "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/es/?checksum=e6e30445b1575f7d",
            "url": "https://weblate.foundryvtt-hub.com/api/units/113756/?format=api",
            "explanation": "",
            "extra_flags": "",
            "pending": false,
            "timestamp": "2022-12-10T18:25:47.196625Z",
            "last_updated": "2023-07-08T10:58:03.878080Z"
        },
        {
            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "<p>The character can freeze her target with the merest touch. When she makes a brawling attack, she may, instead of doing damage, paralyze her victim, who remains that way until he makes a successful Knowledge or willpower roll against the brawling skill total. He may attempt to do so once per round; the only other actions he may take are mental-based ones and Extranormal (such as Metaphysics) or Special Ability ones that do not require movement.</p>\n\n<p>Note: Characters who are heavily armored or covered will be harder to hit. The Game Master needs to decide how much skin is exposed and adjust the attack difficulty accordingly.</p>\n\n<p>A character may not have this ability more than once.</p>\n"
            ],
            "previous_source": "",
            "target": [
                "<p>El personaje puede congelar a su objetivo con el m&aacute;s m&iacute;nimo toque.</p> <p>Cuando realiza un ataque de pelea, puede, en lugar de hacer da&ntilde;o, paralizar a su v&iacute;ctima, que permanece as&iacute; hasta que supere una tirada de Saber o fuerza de voluntad contra el total de la habilidad de pelea. Puede intentar hacerlo una vez por ronda; las &uacute;nicas otras acciones que puede realizar son las basadas en la mente y las extranormales (como la metaf&iacute;sica) o las de habilidad especial que no requieren movimiento.</p> <p><strong>Nota:</strong> Los personajes que est&eacute;n fuertemente blindados o cubiertos ser&aacute;n m&aacute;s dif&iacute;ciles de golpear.</p> <p>El Game Master debe decidir cu&aacute;nta piel se expone y ajustar la dificultad del ataque en consecuencia. Un personaje no puede tener esta habilidad m&aacute;s de una vez.</p>"
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            "source": [
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                "<p>The character can possess the body of a living creature or a corpse. The character must be within three times the rank of this Special Ability in meters of the target in order to take possession.</p>\n\n<p>Possessing a corpse doesn’t require a roll, but it does take an action. Possessing a living being involves making a Knowledge or willpower check by the possessor versus a standard interaction difficulty (see the “Mental Defenses” sidebar on page 85 for details). Exceeding (but not equalling) the difficulty means the target has been possessed. The target can actively defend if she is aware of the potential danger.</p>\n\n<p>To gather knowledge about his host body’s life, the possessing character must generate a successful investigation total against the target’s Knowledge roll (this does not count as an action for the target). Information the possessor gains depends upon the level of success achieved; see the accompanying chart for details.</p>\n\n<p>With Limited Possession, the character does not gain control of the new form. Instead, he must use persuasion, intimidation, or other interaction skills to convince his host to do what he wishes. Exiting a host body is commonly a simple action. As long as the possessing character exits before the host dies, he simply moves on to his own or another form. Killing a possessing spirit usually involves taking it completely by surprise with a killing blow to the host form or using a spell to force it to remain in the body until it can be slain.</p>\n\n<p>Possession, Full (10)</p>\n<p>The character can possess the body of a living creature or a corpse. This works in the same way as Limited Possession, save that the possessing character gains her new form’s physical attributes (Agility, Mechanical, Strength), retains her own Extranormal and mental attributes (Knowledge, Perception, and Technical), and gains complete control over the new form.</p>\n\n<p>> Possession Knowledge Chart</p>\n\n<p>Result Points* Needed Knowledge Attained</p>\n\n<p>0 Basic information: target’s name, age, base of operations</p>\n\n<p>1-4 More personal information: target’s job, financial status, any current schedule</p>\n\n<p>5-8 More in-depth personal information: identities and backgrounds of family, friends, lovers</p>\n\n<p>9-12 Very personal information: secrets, private likes and dislikes, and so on</p>\n\n<p>13 Everything there is to know</p>\n\n<p>*Result points equal the difference between the investigation total and the target’s Knowledge roll.</p>\n"
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                "<p>El personaje puede poseer el cuerpo de un ser vivo o un cad&aacute;ver.</p> <p>El personaje debe estar dentro de tres veces el rango de esta habilidad especial en metros del objetivo para realizar posesi&oacute;n.</p> <p>Poseer un cad&aacute;ver no requiere una tirada, pero requiere una acci&oacute;n.</p> <p>Poseer un ser vivo implica realizar una prueba de Saber o fuerza de voluntad por parte del poseedor frente a una dificultad de interacci&oacute;n est&aacute;ndar (consulta la barra lateral <strong>Defensas mentales</strong>&nbsp;en la p&aacute;gina 85 para m&aacute;s detalles).</p> <p>Superar (pero no igualar) la dificultad significa que el objetivo ha sido pose&iacute;do.</p> <p>El objetivo puede defenderse activamente si es consciente del peligro presente.</p> <p>Para recopilar conocimiento sobre la vida de su cuerpo anfitri&oacute;n, el personaje poseedor debe generar un total de investigaci&oacute;n exitoso contra la tirada de Conocimiento del objetivo (esto no cuenta como una acci&oacute;n para el objetivo).</p> <p>La informaci&oacute;n que obtiene el poseedor depende del nivel de &eacute;xito alcanzado; vea la tabla adjunta para m&aacute;s detalles.*</p> <p>Con Posesi&oacute;n Limitada, el personaje no obtiene el control de la nueva forma.</p> <p>En cambio, debe usar la persuasi&oacute;n, la intimidaci&oacute;n u otras habilidades de interacci&oacute;n para convencer a su anfitri&oacute;n de que haga lo que desea.</p> <p>Salir de un cuerpo anfitri&oacute;n es com&uacute;nmente una acci&oacute;n simple. Siempre que el personaje que lo posee salga antes de que el anfitri&oacute;n muera, simplemente pasa a su propia forma o a otra.</p> <p>Matar a un esp&iacute;ritu poseedor normalmente implica tomarlo completamente por sorpresa con un golpe mortal a la forma anfitriona o usar un hechizo para forzarlo a permanecer en el cuerpo hasta que pueda ser asesinado.</p> <p>Posesi&oacute;n, Total (10) El personaje puede poseer el cuerpo de un ser vivo o un cad&aacute;ver. Esto funciona de la misma manera que la Posesi&oacute;n Limitada, excepto que el personaje que la posee gana los atributos f&iacute;sicos de su nueva forma (Agilidad, Mec&aacute;nica, Fuerza), retiene sus propios atributos Extranormales y mentales (Conocimiento, Percepci&oacute;n y T&eacute;cnica), y gana control completo sobre la nueva forma.</p> <p>&nbsp;</p> <p>Gr&aacute;fico de conocimiento de posesi&oacute;n Puntos de resultado*</p> <p>&nbsp;</p> <p><strong>Conocimiento necesario obtenido 0 Informaci&oacute;n b&aacute;sica:</strong></p> <p>Nombre del objetivo</p> <p>Edad</p> <p>Base de operaciones</p> <p><strong>1-4 M&aacute;s informaci&oacute;n personal:</strong></p> <p>Trabajo del objetivo</p> <p>Estado financiero</p> <p>Cualquier rutina de horarios</p> <p><strong> 5-8 Informaci&oacute;n personal m&aacute;s detallada:</strong></p> <p>Identidades y antecedentes de familiares, amigos, amantes</p> <p><strong> 9-12 Informaci&oacute;n muy personal:</strong></p> <p>Secretos, gustos y disgustos privados</p> <p>Etc.</p> <p><strong>13 Todo lo que hay que saber</strong></p> <p>&nbsp;</p> <p>&nbsp;</p> <p>*Los puntos de resultado equivalen a la diferencia entre el total de la investigaci&oacute;n y la tirada de Conocimiento del objetivo.</p>"
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                "<p>The character has an uncanny ability to learn new skills and improve old ones, limited to one attribute. He always learns new skills as if he had a teacher (even if he doesn’t), and he can improve skills he already knows at a cost of one Character Point less than normal. This Special Ability applies to specializations as well as combines very well with the Age Disadvantage, if the character is young — he is a prodigy, and that’s why he’s learned his starting skills so quickly. This Special Ability can be taken once for each attribute.</p>\n"
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                "<p>El personaje tiene una extra&ntilde;a habilidad para aprender nuevas habilidades y mejorar las antiguas, limitada a un atributo.</p> <p>Siempre aprende nuevas habilidades como si tuviera un maestro (incluso si no lo tiene), y puede mejorar las habilidades que ya conoce a un costo de un punto de personaje menos de lo normal.</p> <p>Esta habilidad especial se aplica a las especializaciones y se combina muy bien con la desventaja de la edad, si el personaje es joven, es un prodigio y es por eso que ha aprendido sus habilidades iniciales tan r&aacute;pido.</p> <p>Esta Habilidad Especial se puede tomar una vez por cada atributo.</p>"
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                "<p>The character has a good sense of direction. He gains +1D per rank to navigation and search rolls.</p>\n"
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                "<p>El personaje tiene un buen sentido de la direcci&oacute;n/orientaci&oacute;n.</p> <p>Obtiene +1D por rango en las tiradas de navegaci&oacute;n y b&uacute;squeda.</p>"
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                "<p>The character can manipulate the shape, color, and overall appearance of her body, though mass and body compositions remain the same. The character must chose a specific creature to emulate, gaining one form for every three additional points spent on this Special Ability. At six ranks in this ability, the Game Master may allow shifting among one class of creatures (such as birds or furniture) as long as all forms chosen for previous ranks were within the same class.</p>\n\n<p>Body Points, Wounds, and the Knowledge attribute remain unaffected by this Special Ability, but the dice in the Agility, Mechanical, Strength, Perception, and Technical are redistributed to match the new form. The minimum Mechanical and Technical for non-humanoid forms is 1D, because the shapeshifter retains some memory of these attributes. Additional dice in skills above the base attribute score remain the same, though the total dice in each skill changes to reflect the adjustments in the base attribute. Likewise, not all skills will be usable in the new form.</p>\n\n<p>Attribute dice can also be used to include Special Abilities in the new form. One attribute die can be spent to gain one rank in one Special Ability or to get a +2 skill total bonus (split among up to two skills). The Game Master may allow a larger skill total bonus or more skills to fall under the bonus if the desired effect is particularly narrow (such as a bonus for a single sense).</p>\n\n<p>For an example of how Shapeshifting can work, see the accompanying sidebar.</p>\n\n<p>Shapeshifting may be done at will, though a Limitation may force it to be triggered by stress or environmental factors.</p>\n\n<p>If shifting voluntarily, the character must generate a willpower total of 11 to bring about the change, and a second total to turn back again. Each change takes one full round in which the character may do nothing else. Failure at the check means the transformation does not occur, and the character cannot try again for at least an hour.</p>\n\n<p>It is highly recommended that the hero comes up with some typical forms and their game characteristics before beginning play. The new form need not exactly resemble a “typical” version of the emulated creature or object.</p>\n\n<p>> Shapeshifting Example</p>\n\n<p>Mark is playing a wereleopard. He chooses Shapeshifting, specifying that he will only change from Human to leopard and back again. The Game Master decides he’ll gain one rank of the Hypermovement Special Ability (+2 to the movement rate) and +2 to all search totals that require smell when in his wereleopard form.</p>\n\n<p>Mark’s character has 18 attribute dice arranged thusly:</p>\n\n<p>AGILITY 2D+2</p>\n\n<p>STRENGTH 3D</p>\n\n<p>KNOWLEDGE 2D+2</p>\n\n<p>PERCEPTION 2D+2</p>\n\n<p>MECHANICAL 3D+1</p>\n\n<p>TECHNICAL 3D+2</p>\n\n<p>When he changes into wereleopard form, Mark’s character has the following attribute values, the total of which has been lowered by 2D because of the bonuses:</p>\n\n<p>AGILITY 4D</p>\n\n<p>STRENGTH 3D+2</p>\n\n<p>KNOWLEDGE 2D+2</p>\n\n<p>PERCEPTION 3D+2</p>\n\n<p>MECHANICAL 1D</p>\n\n<p>TECHNICAL 1D</p>\n"
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                "<p>El personaje puede manipular la forma, el color y la apariencia general de su cuerpo, aunque la masa y las composiciones corporales siguen siendo las mismas.</p> <p>El personaje debe elegir una criatura espec&iacute;fica para emular, ganando una forma por cada tres puntos adicionales gastados en esta Habilidad Especial.</p> <p>En seis rangos en esta habilidad, el Game Master puede permitir el cambio entre una clase de criaturas (como p&aacute;jaros o muebles) siempre que todas las formas elegidas para los rangos anteriores est&eacute;n dentro de la misma clase. Los puntos corporales, las heridas y el atributo Conocimiento no se ven afectados por esta habilidad especial, pero los dados en Agilidad, Mec&aacute;nica, Fuerza, Percepci&oacute;n y T&eacute;cnica se redistribuyen para que coincidan con la nueva forma.</p> <p>El m&iacute;nimo mec&aacute;nico y t&eacute;cnico para las formas no humanoides es 1D, porque el cambiaformas conserva algo de memoria de estos atributos.</p> <p>Los dados adicionales en habilidades por encima de la puntuaci&oacute;n del atributo base siguen siendo los mismos, aunque el total de dados en cada habilidad cambia para reflejar los ajustes en el atributo base. Del mismo modo, no todas las habilidades se podr&aacute;n usar en la nueva forma.</p> <p>Los dados de atributo tambi&eacute;n se pueden usar para incluir habilidades especiales en la nueva forma. Se puede gastar un dado de atributo para obtener un rango en una habilidad especial o para obtener una bonificaci&oacute;n total de habilidad de +2 (dividida entre hasta dos habilidades).</p> <p>El Game Master puede permitir que una bonificaci&oacute;n total de habilidad mayor o m&aacute;s habilidades caigan bajo la bonificaci&oacute;n si el efecto deseado es particularmente limitado (como una bonificaci&oacute;n para un solo sentido).</p> <p>Para ver un ejemplo de c&oacute;mo puede funcionar Shapeshifting, consulte la barra lateral adjunta.</p> <p>El cambio de forma se puede hacer a voluntad, aunque una Limitaci&oacute;n puede obligar a que se active por estr&eacute;s o factores ambientales. Si cambia voluntariamente, el personaje debe generar un total de fuerza de voluntad de 11 para provocar el cambio, y un segundo total para volver atr&aacute;s. Cada cambio toma una ronda completa en la que el personaje no puede hacer nada m&aacute;s.</p> <p>La falla en la verificaci&oacute;n significa que la transformaci&oacute;n no ocurre y el personaje no puede volver a intentarlo durante al menos una hora. Se recomienda encarecidamente que el h&eacute;roe presente algunas formas t&iacute;picas y sus caracter&iacute;sticas de juego antes de comenzar a jugar.</p> <p>La nueva forma no necesita parecerse exactamente a una versi&oacute;n <strong>t&iacute;pica</strong>&nbsp;de la criatura u objeto emulado.</p> <p><strong>Ejemplo de cambio&nbsp;de forma:</strong> Mark est&aacute; jugando a un hombre leopardo. Elige Cambio de forma, especificando que solo cambiar&aacute; de Humano a leopardo y viceversa. El Game Master decide que obtendr&aacute; un rango de la Habilidad Especial Hipermovimiento (+2 a la tasa de movimiento) y +2 a todos los totales de b&uacute;squeda que requieren olfato cuando est&aacute; en su forma de hombre leopardo.</p> <p>El personaje de Mark tiene 18 dados de atributo dispuestos de la siguiente manera:</p> <p>AGILIDAD 2D+2</p> <p>FUERZA 3D</p> <p>CONOCIMIENTO 2D+2</p> <p>PERCEPCI&Oacute;N 2D+2</p> <p>MEC&Aacute;NICA 3D+1</p> <p>T&Eacute;CNICA 3D+2</p> <p>Cuando cambia a la forma de hombre leopardo, el personaje de Mark tiene los siguientes valores de atributo, cuyo total se ha reducido en 2D debido a las bonificaciones:</p> <p>AGILIDAD 4D</p> <p>FUERZA 3D+2</p> <p>CONOCIMIENTO 2D+2</p> <p>PERCEPCI&Oacute;N 3D+2</p> <p>MECANICA 1D</p> <p>T&Eacute;CNICA 1D</p>"
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            "priority": 100,
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            "source": [
                "Silence (3)"
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            "target": [
                "Silencio (3)"
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            "context": "entries.Silence (3).name",
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            "priority": 100,
            "id": 113766,
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        {
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            "source": [
                "<p>The character can move in complete silence. He gains +2D per rank to all sneak checks and a +1D per rank when attacking from behind.</p>\n"
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                "<p>El personaje puede moverse en completo silencio.</p> <p>Obtiene +2D por rango en todos los chequeos furtivos y +1D por rango cuando ataca por la espalda.</p>"
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            "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/es/?format=api",
            "source": [
                "Skill Bonus (1)"
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            "target": [
                "Bonus de habilidad (1)"
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            "context": "entries.Skill Bonus (1).name",
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            "priority": 100,
            "id": 113768,
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            "source": [
                "<p>Skill Bonus represents a natural talent (a character with the Charismatic group might be “friendly and outgoing”), a particular knack (a character with the Ranged Combat group has a “keen eye”), years of devotion to a profession prior to beginning adventure, or the result of an extended life.</p>\n\n<p>The character chooses a group of three related skills in which he gains +1 to the skill total of any action performed with those skills (or specializations of that skill). The skills need not be under the same attribute. The character may or may not actually have adds in those skills, and the Game Master must approve the fact that they are “related.”</p>\n\n<p>Some examples of skill groups include: Acting: bargain, con, persuasion Acute Balance: acrobatics, climb/jump, sneak Athletics: lift, running, throwing Charismatic: command, con, persuasion Close Combat: brawling, melee combat, dodge Investigative: investigation, search, streetwise Leadership: command, intimidation, persuasion Photographic Memory: languages, scholar, investigation Observant: gambling, investigation, search Ranged Combat: firearms, missile weapons, throwing</p>\n\n<p>Players may substitute other related skills for the ones listed in the groups above, or create their own groups as long as there is a common thread and the Game Master approves the grouping.</p>\n\n<p>Three specializations may replace one general skill, getting a +1 for three different specializations.</p>\n\n<p>Example: In the Close Combat group, a character might replace melee combat with three specializations — melee combat: knives, melee combat: swords, and melee combat: clubs. While this means the character gains no bonus for “general” melee combat activities (such as using an improvised weapon), he does have a more “detailed” group. This may be done for up to all three skills in the group, choosing six specializations instead of two skills or nine specializations instead of three skills. Additionally, the character acts as if trained in these skills even if he doesn’t have any additional pips in them, and so does not get the unskilled modifier. This Special Ability does not affect the cost of improving the related skills.</p>\n\n<p>Gamemasters may allow a higher bonus for fewer skills (such as a set of two skills where one gets a +1 bonus and the other gets a +2 bonus, or a +3 bonus to a set of three specializations). However, the bonus per rank may total no more than +3.</p>\n\n<p>At each additional rank, the player may increase the bonus by +1 for three of the skills affected by this Special Ability. A character may have different versions of this ability for different groups of skills, though the skills in each group may not overlap.</p>\n"
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                "<p>La bonificaci&oacute;n de habilidad representa un talento natural (un personaje con el grupo carism&aacute;tico puede ser <strong>amigable</strong> y <strong>extrovertido</strong>)</p> <p>Una habilidad particular (un personaje con el grupo de combate a distancia tiene un <strong>ojo agudo</strong>)</p> <p>A&ntilde;os de devoci&oacute;n a una profesi&oacute;n antes de comenzar aventura.</p> <p>El resultado de una vida prolongada.</p> <p>Etc...</p> <p>El personaje elige un grupo de tres habilidades relacionadas en las que gana +1 al total de habilidad de cualquier acci&oacute;n realizada con esas habilidades (o especializaciones de esa habilidad).</p> <p>Las habilidades no necesitan estar bajo el mismo atributo. El personaje puede o no tener complementos en esas habilidades, y el Game Master debe aprobar el hecho de que est&eacute;n <strong>relacionados</strong>.</p> <p>Algunos ejemplos de grupos de habilidades incluyen:</p> <p>Actuar: negociar, estafar, persuasi&oacute;n</p> <p>Equilibrio agudo: acrobacias, escalar/saltar, escabullirse</p> <p>Atletismo: levantar, correr, lanzar</p> <p>Carism&aacute;tico: ordenar, estafar, persuasi&oacute;n</p> <p>Combate cuerpo a cuerpo: peleas, combate cuerpo a cuerpo, esquivar</p> <p>Investigativo: investigaci&oacute;n , b&uacute;squeda, astucia</p> <p>Liderazgo: comando, intimidaci&oacute;n, persuasi&oacute;n</p> <p>Memoria fotogr&aacute;fica: idiomas, erudito,</p> <p>investigaci&oacute;n Observador: apuestas, investigaci&oacute;n, b&uacute;squeda</p> <p>Combate a distancia: armas de fuego, armas de proyectiles, lanzamiento</p> <p>Los jugadores pueden sustituir las habilidades enumeradas en los grupos anteriores por otras relacionadas, o crear sus propios grupos siempre que haya un hilo com&uacute;n y el Game Master apruebe la agrupaci&oacute;n.</p> <p>Tres especializaciones pueden reemplazar una habilidad general, obteniendo un +1 para tres especializaciones diferentes.</p> <p><strong> Ejemplo:</strong> en el grupo de combate cuerpo a cuerpo, un personaje puede reemplazar el combate cuerpo a cuerpo con tres especializaciones:</p> <p>combate cuerpo a cuerpo: cuchillos</p> <p>combate cuerpo a cuerpo: espadas&nbsp;</p> <p>combate cuerpo a cuerpo: garrotes.</p> <p>Si bien esto significa que el personaje no obtiene bonificaci&oacute;n por actividades de combate cuerpo a cuerpo <strong>generales</strong>&nbsp;(como usar un arma improvisada), s&iacute; tiene un grupo m&aacute;s <strong>detallado</strong>.</p> <p>Esto se puede hacer para las tres habilidades del grupo, eligiendo seis especializaciones en lugar de dos habilidades o nueve especializaciones en lugar de tres habilidades.</p> <p>Adem&aacute;s, el personaje act&uacute;a como si estuviera entrenado en estas habilidades incluso si no tiene puntos adicionales en ellas, por lo que no obtiene el modificador de no habilidad.</p> <p>Esta habilidad especial no afecta el costo de mejorar las habilidades relacionadas. Los directores de juego pueden permitir una bonificaci&oacute;n m&aacute;s alta para menos habilidades (como un conjunto de dos habilidades donde una obtiene una bonificaci&oacute;n de +1 y la otra obtiene una bonificaci&oacute;n de +2, o una bonificaci&oacute;n de +3 para un conjunto de tres especializaciones).</p> <p>Sin embargo, la bonificaci&oacute;n por rango no puede sumar m&aacute;s de +3. En cada rango adicional, el jugador puede aumentar la bonificaci&oacute;n en +1 para tres de las habilidades afectadas por esta Habilidad Especial.</p> <p>Un personaje puede tener diferentes versiones de esta habilidad para diferentes grupos de habilidades, aunque es posible que las habilidades de cada grupo no se superpongan.</p>"
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            "priority": 100,
            "id": 113770,
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            "source": [
                "<p>The character can select three related skills unaffected by any other sort of Special Ability and the character will always gain a minimum total of 3 times the number before the “D,” even if she rolls a Critical Failure.</p>\n\n<p>Example: If the player selects persuasion, con, and intimidation (all interaction skills) for her character, all of which she has at 4D, and she generates a less than 12, the total automatically becomes 12. That is the character’s minimum total.</p>\n\n<p>The player may not select Skill Minimum for any skill that has any other Advantage or Special Ability tied to it. Also, the skills must be related in some way (see the Skill Bonus Special Ability for information on related skills). The character may only select general skills, but the specializations underneath that general skill are affected as well. This Special Ability may be selected only once for each group of skills.</p>\n"
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                "<p>El personaje puede seleccionar tres habilidades relacionadas que no se vean afectadas por ning&uacute;n otro tipo de Habilidad Especial y el personaje siempre ganar&aacute; un total m&iacute;nimo de 3 veces el n&uacute;mero antes de la (D), incluso si obtiene un Fallo Cr&iacute;tico.</p> <p><strong>Ejemplo:</strong> si el jugador selecciona persuasi&oacute;n, estafa e intimidaci&oacute;n (todas las habilidades de interacci&oacute;n) para su personaje, todas las cuales tiene en 4D, y genera menos de 12, el total autom&aacute;ticamente se convierte en 12. Ese es el total m&iacute;nimo del personaje.</p> <p>El jugador no puede seleccionar Habilidad M&iacute;nima para ninguna habilidad que tenga alguna otra Ventaja o Habilidad Especial vinculada a ella. Adem&aacute;s, las habilidades deben estar relacionadas de alguna manera (consulte la Habilidad especial de bonificaci&oacute;n de habilidad para obtener informaci&oacute;n sobre habilidades relacionadas).</p> <p>El personaje solo puede seleccionar habilidades generales, pero las especializaciones debajo de esa habilidad general tambi&eacute;n se ven afectadas. Esta Habilidad Especial puede seleccionarse una sola vez para cada grupo de habilidades.</p>"
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            "source": [
                "<p>The character can move instantly to another place up to 10 meters per rank away. The character must see her destination clearly. In combat, this action takes an entire round. The character may take along whatever she can carry.</p>\n"
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                "<p>El personaje puede moverse instant&aacute;neamente a otro lugar hasta 10 metros por rango de distancia.</p> <p>El personaje debe ver claramente su destino.</p> <p>En combate, esta acci&oacute;n requiere un asalto completo.</p> <p>El personaje puede llevar consigo lo que pueda cargar.</p>"
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