Units API.

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GET /api/units/113057/?format=api
HTTP 200 OK
Allow: GET, PUT, PATCH, DELETE, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "translation": "https://weblate.foundryvtt-hub.com/api/translations/od6s/disadvantages/en/?format=api",
    "source": [
        "<p>The character suffers from a personality quirk that makes certain types of role playing and interaction more difficult This quirk could simply be a habit or an affectation that has gone too far, or it could be a minor psychological problem. Some examples include:</p>\n\n<p>Dependency: The character has a slight dependency on a substance or even a role playing event. The character might be a pack-a-day smoker who, if he doesn’t get a cigarette at least once every few hours of game time, he gets irritable and loses Critical Success rerolls during interactions. Or maybe the character always has to have the last word in any situation and will often beat an argument into the ground rather than “lose.”</p>\n\n<p>Kleptomania: When in a store or surrounded by small, portable items, the character will occasionally try to “lift” something. When possessed by his Quirk (see rules below), the character suffers +3 to the difficulty of sleight of hand, lock picking, or related attempts at theft because he really doesn’t know he’s doing it.</p>\n\n<p>Indecision: The character does not like making decisions and will delay making them. When role playing, the player should actively participate in group discussions, but he should be wishy-washy and indecisive at critical moments.</p>\n\n<p>Stutter: When under pressure, relaxed, nervous (such as failing a skill roll), or some other fairly common “mood” hits the character, he stutters. The upshot is the character suffers +3 to the difficulty of any interaction at this time and player should role play having a hard time getting his ideas across to the other players. This lasts until the player rolls a Critical Success.</p>\n\n<p>Restrictions/Notes: Good role players will have fun with these, and other, Quirks that they come up with. Indeed, this Disadvantage is often more fun to play than many Advantages — but the Game Master should make certain it is being role played Whenever the Game Master thinks it appropriate, he should make the player generate a willpower or Presence total against a base Moderate difficulty to “indulge” in his Quirk automatically (that is, “suffer” for it). The negative effects of the Quirk immediately come into play. Also, if the character repeatedly makes this roll, resisting the impulses of the Quirk, the Game Master should start modifying the difficulty upwards until the character fails. Multiple Quirks can be selected.</p>\n\n<p>The Game Master may allow multiple inclusions of the same version of this Disadvantage, with all modifiers cumulative and an increase by +5 per inclusion to the willpower difficulty</p>\n\n<p>Additional Note: Some players may choose to have their characters role play Quirks they already have or might like to play. Sometimes this works, sometimes it doesn’t. It can be hysterical to have a player “steal” dice out from under another player’s nose (symbolizing the fact that the character is taking necessary items away from the other player’s character) as long as things don’t go too far (that is, when people start getting upset). However, players who are “indecisive” should not play characters who are indecisive — since they would be anyway. This is too much like getting a Disadvantage for nothing.</p>\n"
    ],
    "previous_source": "",
    "target": [
        "<p>The character suffers from a personality quirk that makes certain types of role playing and interaction more difficult This quirk could simply be a habit or an affectation that has gone too far, or it could be a minor psychological problem. Some examples include:</p>\n\n<p>Dependency: The character has a slight dependency on a substance or even a role playing event. The character might be a pack-a-day smoker who, if he doesn’t get a cigarette at least once every few hours of game time, he gets irritable and loses Critical Success rerolls during interactions. Or maybe the character always has to have the last word in any situation and will often beat an argument into the ground rather than “lose.”</p>\n\n<p>Kleptomania: When in a store or surrounded by small, portable items, the character will occasionally try to “lift” something. When possessed by his Quirk (see rules below), the character suffers +3 to the difficulty of sleight of hand, lock picking, or related attempts at theft because he really doesn’t know he’s doing it.</p>\n\n<p>Indecision: The character does not like making decisions and will delay making them. When role playing, the player should actively participate in group discussions, but he should be wishy-washy and indecisive at critical moments.</p>\n\n<p>Stutter: When under pressure, relaxed, nervous (such as failing a skill roll), or some other fairly common “mood” hits the character, he stutters. The upshot is the character suffers +3 to the difficulty of any interaction at this time and player should role play having a hard time getting his ideas across to the other players. This lasts until the player rolls a Critical Success.</p>\n\n<p>Restrictions/Notes: Good role players will have fun with these, and other, Quirks that they come up with. Indeed, this Disadvantage is often more fun to play than many Advantages — but the Game Master should make certain it is being role played Whenever the Game Master thinks it appropriate, he should make the player generate a willpower or Presence total against a base Moderate difficulty to “indulge” in his Quirk automatically (that is, “suffer” for it). The negative effects of the Quirk immediately come into play. Also, if the character repeatedly makes this roll, resisting the impulses of the Quirk, the Game Master should start modifying the difficulty upwards until the character fails. Multiple Quirks can be selected.</p>\n\n<p>The Game Master may allow multiple inclusions of the same version of this Disadvantage, with all modifiers cumulative and an increase by +5 per inclusion to the willpower difficulty</p>\n\n<p>Additional Note: Some players may choose to have their characters role play Quirks they already have or might like to play. Sometimes this works, sometimes it doesn’t. It can be hysterical to have a player “steal” dice out from under another player’s nose (symbolizing the fact that the character is taking necessary items away from the other player’s character) as long as things don’t go too far (that is, when people start getting upset). However, players who are “indecisive” should not play characters who are indecisive — since they would be anyway. This is too much like getting a Disadvantage for nothing.</p>\n"
    ],
    "id_hash": -2316504798185184246,
    "content_hash": 3516032536880822430,
    "location": "",
    "context": "entries.Quirk (R1).description",
    "note": "",
    "flags": "",
    "labels": [],
    "state": 100,
    "fuzzy": false,
    "translated": true,
    "approved": false,
    "position": 84,
    "has_suggestion": false,
    "has_comment": false,
    "has_failing_check": true,
    "num_words": 520,
    "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113057/?format=api",
    "priority": 100,
    "id": 113057,
    "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/disadvantages/en/?checksum=5fda1f28cfaf240a",
    "url": "https://weblate.foundryvtt-hub.com/api/units/113057/?format=api",
    "explanation": "",
    "extra_flags": "",
    "pending": false,
    "timestamp": "2022-12-10T18:24:55.631861Z",
    "last_updated": "2023-07-08T10:58:03.878080Z"
}