Unit Instance
Units API.
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GET /api/units/113633/?format=api
https://weblate.foundryvtt-hub.com/api/translations/od6s/specialabilities/en/?format=api", "source": [ "<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" ], "previous_source": "", "target": [ "<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" ], "id_hash": -6178055442154547128, "content_hash": 3210798367416771490, "location": "", "context": "entries.Luck, Great (3).description", "note": "", "flags": "", "labels": [], "state": 100, "fuzzy": false, "translated": true, "approved": false, "position": 70, "has_suggestion": false, "has_comment": false, "has_failing_check": true, "num_words": 667, "source_unit": "https://weblate.foundryvtt-hub.com/api/units/113633/?format=api", "priority": 100, "id": 113633, "web_url": "https://weblate.foundryvtt-hub.com/translate/od6s/specialabilities/en/?checksum=2a43234edfb59848", "url": "https://weblate.foundryvtt-hub.com/api/units/113633/?format=api", "explanation": "", "extra_flags": "", "pending": false, "timestamp": "2022-12-10T18:25:44.857866Z", "last_updated": "2023-07-08T10:58:03.878080Z" }{ "translation": "