diff --git a/system/babele/fr-fr/l5r5e.core-journal-opportunities.json b/system/babele/fr-fr/l5r5e.core-journal-opportunities.json
index 4f3c09f..a57b284 100644
--- a/system/babele/fr-fr/l5r5e.core-journal-opportunities.json
+++ b/system/babele/fr-fr/l5r5e.core-journal-opportunities.json
@@ -5,7 +5,7 @@
},
"entries": [
{
- "id": "Generale Use",
+ "id": "General Use",
"name": "Utilisation Générale",
"content": "
Livre de Règles p.328
Tous
- : Si vous avez échoué, déterminez la maniière la plus facile d'accomplir la tâche entreprise (compétence et approche).
- + : Eliminez 1 point de Conflit gagné à la suite de ce test par Aubaine ainsi dépensé.
- : Portez assistance (cf. page 26) au prochain personnage qui entreprend un test similaire.
Air (Précision, Discrétion, Subtilité, Astuce, Élégance)
- : Découvrez l'attitude d'un autre personnage (PNJ) dans ia scène, ainsi que son nombre actuel de points de Conflit.
- + : Agissez avec subtilité pour attirer le moins d'attention possible sur vos efforts. Les Aubaines supplémentaires ainsi dépensés rendent votre tentative encore plus subtile.
- : Vous remarquez un détail intéressant au sujet d'un personnage présent. Avec l'accord du MJ, vous pouvez ajouter un détail auparavant inexistant et lié à un PNJ présent (un avantage ou un désavantage, par exemple).
Terre (Prudence, Calme, Minutie, Pragmatique, Rigoureux)
- : Rassurez par votre presence un autre personnage dans la scène peut éliminer 2 points de Conflit.
- + : Vous exécutez la tâche de manière très prudente, maintenez votre équilibre et restez à bonne distance des sources de danqer Plus dépensez d'Aubaine, plus on vous remarque.
- : Vous vous souvenez soudain d'une information importante, mais sans lien direct avec votre test. Avec l'accord du MJ, vous pouvez avoir effectué une petite action préparatoire au préalable (apporter un outil commun utile pour ce que vous entreprenez, par exemple).
Feu (Créatif, Redoutable, Remarquable, Farouche, Franc)
- : Enflammez par votre présence un autre personnage dans la scène, ce qui lui fait subir 2 points de Conflit.
- + : Vous exécutez la tâche de manière très voyante et vous attirez l'attention de tous les observateurs. Plus vous dépensez d'Aubaine, plus on vous remarque.
- : Vous remarquez l'absence flagrante ou l'emplacement incongru d'un élément de la scène sans lien direct avec votre test. Avec l'accord du MJ, vous pouvez indiquer l'absence d'un élément de la scène (comme l'absence d'une paire de chaussures qui indique que l'occupant de la maison n'est pas présent).
Eau (Efficacité, Flexibilité, Sociable, Adaptation, Perspicace)
- : Eliminez 2 de vos points de Conflit.
- + : Vous exécutez la tâche de manière très efficace, la terminez plus rapidement et économisez les ressources nécessaires. Plus vous dépensez d'Aubaine plus vous réduisez le temps et les ressources nécessaires.
- : Vous remarquez un détail physique intéressant de votre environnement sans lien direct avec votre test. Avec l'accord du MJ, vous pouvez ajouter à la scène une portion de terrain (cf. p. 267) ou un objet commun que personne n'avait remarqué jusqu'alors.
Vide (Agir à l'instinct, Mystérieux, Sagesse, Inébranlable, Illuminé)
- : Choisissez un autre anneau que le Vide. Reduisez de 1 le NU de votre prochain test effectue avec cet anneau.
- + : Un frisson vous parcourt ; vous remarquez un silence soudain ou un autre signe de la présence d'un phénomène surnaturel. Plus vous dépensez d'Aubaine plus vous êtes précis quant à la localisation du phénomène.
- : Vous obtenez une révélation spirituelle sur la nature de l'univers ou de votre âme. Avec l'accord du MJ, vous pouvez révéler un fait inédit au suiet de votre personnage et plus ou moins en lien avec la situation.
"
},
diff --git a/system/packs/core-journal-opportunities.db b/system/packs/core-journal-opportunities.db
index 1a2c262..68abf93 100644
--- a/system/packs/core-journal-opportunities.db
+++ b/system/packs/core-journal-opportunities.db
@@ -1,4 +1,4 @@
-{"_id":"L5RCoreOpp000001","name":"Generale Use","content":"Core Rulebook p.328
All
- : If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach).
- + : Remove 1 strife you gained from this check per spent this way.
- : Provide assistance to the next character to attempt a check to accomplish something similar.
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
- : Learn another character in the scene’s demeanor (if an NPC) and current strife.
- + : Act subtly to attract minimal attention in your efforts. Extra makes the attempt even subtler.
- : Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
- : Reassure another character in the scene with your presence, allowing them to remove 2 strife.
- + : Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra makes the attempt even safer.
- : Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
- : Inflame another character in the scene with your presence, causing them to receive 2 strife.
- + : Perform the task in a flashy way, drawing attention to yourself. Extra attracts even more notice.
- : Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
- : Remove 2 strife from yourself.
- + : Perform the task efficiently, completing it more quickly or saving supplies. Extra further reduces the time or materials expended.
- : Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
- : Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring.
- + : Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra gives an increasingly precise location for the supernatural occurrence.
- : Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
+{"_id":"L5RCoreOpp000001","name":"General Use","content":"Core Rulebook p.328
All
- : If you failed, determine the easiest way to accomplish the task you were attempting (skill and approach).
- + : Remove 1 strife you gained from this check per spent this way.
- : Provide assistance to the next character to attempt a check to accomplish something similar.
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
- : Learn another character in the scene’s demeanor (if an NPC) and current strife.
- + : Act subtly to attract minimal attention in your efforts. Extra makes the attempt even subtler.
- : Notice an interesting detail about a character in the scene, such as an advantage or disadvantage. At the GM’s discretion, you may establish a new detail for an NPC.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
- : Reassure another character in the scene with your presence, allowing them to remove 2 strife.
- + : Act carefully to minimize consequences of failure or other dangers that could arise from the task. Extra makes the attempt even safer.
- : Suddenly recall an important piece of information not directly related to the task. At the GM’s discretion, you may establish a small preparatory action you took earlier, such as bringing along a common useful item.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
- : Inflame another character in the scene with your presence, causing them to receive 2 strife.
- + : Perform the task in a flashy way, drawing attention to yourself. Extra attracts even more notice.
- : Notice something missing or out of place in the vicinity that is not directly related to the task. At the GM’s discretion, you may establish an absence, such as a lack of shoes outside indicating the occupant’s absence.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
- : Remove 2 strife from yourself.
- + : Perform the task efficiently, completing it more quickly or saving supplies. Extra further reduces the time or materials expended.
- : Spot an interesting physical detail present in your environment not directly related to your check. At the GM’s discretion, you may establish a piece of terrain or a mundane object nearby.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
- : Choose a ring other than Void. Reduce the TN of your next check by 1 if it uses that ring.
- + : Feel a chill down your spine, notice a sudden silence, or detect another sign of the supernatural if there is a spiritual disturbance in the scene. Extra gives an increasingly precise location for the supernatural occurrence.
- : Gain spiritual insight into the nature of the universe or your own heart. At the GM’s discretion, you may establish a fact about your character that has not been previously revealed but relates to the situation.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000002","name":"Conflict and Martial Skills Use","content":"Core Rulebook p.328
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
- : Add a kept set to an result to your next Martial skill check.
- + : During a Movement action check, up to 1 range band of any distance you move per spent this way may be along a vertical surface.
- : During a Movement action check, up to 1 range band of any distance you move per spent this way may be along a vertical surface.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
- : During a Movement action, ignore one terrain quality (see page 267) of your choice.
- + : Reduce the severity of the next critical strike you suffer before the start of your next turn by 1 per spent this way.
- : Do not apply one of your disadvantages to checks until the end of your next turn.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
- : Choose another character in the scene; increase the TN of the next check they make before the end of their next turn by 1 if it does not include you as a target.
- + : During an Attack action check, increase the TN of the next check the target makes to resist a critical strike they suffer before the start of your next turn by 1 per spent this way.
- : Other characters must receive 2 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
- : Remove 1 fatigue.
- + : During an Attack action check, ignore 1 point of target’s physical resistance per spent this way.
- : Move 1 range band.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
- : During the next Attack action check you make before the end of your next turn, ignore one terrain quality (see page 267) of your choice.
- + : During a Support action check, increase your Initiative value by 1 per spent this way.
- : Ignore the effects of one condition you are suffering until the end of your next turn.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000003","name":"Initiative Check Use","content":"Core Rulebook p.329
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
: On an Initiative check, assess one foe’s weakness. Learn one of their disadvantages of that foe’s choice.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
: On an Initiative check, choose another character’s disadvantage you know. They do not apply that disadvantage to their checks this scene.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
: On an Initiative check, use your focus instead of your vigilance for your initiative when surprised.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
: On an Initiative check, assess the qualities of all terrain in the scene (see page 267).
Void (Instinct, Inscrutability, Mystery, the Supernatural)
: On an Initiative check, sense if there is an Otherworldly being in the scene.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000004","name":"Skill Use","content":"Core Rulebook p.329
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
- Artisan : If you succeed, add the Resplendent or Subtle quality to an item you are refining.
- Scholar : Learn a something about a character who created or used the item you are studying (such as one of their advantages or disadvantages of the GM’s choice that affected their creation or use of the item).
- Social : Learn if the honor, glory, or status attribute of a character in the scene is higher, lower, or equal to yours.
- Trade : Convince a buyer to pay an additional 10% for an item you are selling.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
- Artisan : If you succeed, add the Durable quality to an item that you are restoring.
- Scholar : Remember a place where you can research or study the topic you were attempting to recall.
- Social : Increase the TN of the next Social check another character makes before the end of the scene by 1.
- Trade : Reduce the TN of the next check another character makes with the same skill before the end of the scene by 1.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
- Artisan : If you succeed, make one additional copy of the item you are creating.
- Scholar : Extrapolate the motivations or desires of another character in the scene or wider situation.
- Social : Reduce the TN of the next Social check another character makes before the end of the scene by 1.
- Trade : Unusual inspiration strikes; add a kept Ring Dice set to an result to the next check you make with another skill.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
- Artisan : Add a kept Ring Dice set to an result to the next Artisan skill check you make before the end of the game session.
- Scholar : Spot a unique or identifying quality, aspect, or ability of something that you are identifying.
- Social : Add a kept Ring Dice set to an result to your next Social check before the end of the scene.
- Trade : Convince a seller to give you an additional 10% discount for an item you are buying.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
- Artisan : Reduce the TN of the next check you make using the item you are attuning yourself to by 1.
- Scholar : Intuit whether you can learn anything of value from your current course of inquiry.
- Social : Discern the objective of another character in the scene.
- Trade : Reduce any effect you have on your environment (and physical traces of your efforts) to a minimum.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
@@ -9,4 +9,4 @@
{"_id":"L5RCoreOpp000009","name":"While Tainted Use","content":"Shadowlands p.131
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
: Your newfound cunning is able to redirect attention away from you, potentially concealing your Tainted nature or letting you avoid scrutiny. The TN of the next check made to scrutinize you or your actions is increased by 1.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
: No mortal concern can slow you, as you already endure worse than most can even imagine. For the rest of the scene, whenever you suffer fatigue reduce the value suffered by 2, to a minimum of 0.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
: The furious power of Jigoku flows through you, granting you unnatural might. Add 1 kept showing a result to the next Martial Arts check you make. This effect persists until the start of their next turn.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
: You briefly become fluid in mind or body, shaking off disorientation or even injury. You remove one of the following conditions: Dazed, Disoriented, Immobilized, Intoxicated, Lightly Wounded, or Prone.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
+ : The unnatural insights of the kansen voice themselves wordlessly to you, granting knowledge you could not possibly have known otherwise. You learn something relevant to the current situation, appropriate in scope to the number of spent. For each spent in this way, you receive 1 strife due to the unnatural means by which you gained this knowledge.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000010","name":"Negotiations Use","content":"Court of Stones p.132
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
+ : Your careful verbal trap ensnares someone in a position in which they must either give up ground or give you a boon. They must offer you a minor concession unrelated to your current social objective unless they give up 1 momentum point per spent this way.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
: Your uncompromising dedication to your bottom line stalls the conversation. Choose a character in the scene: that character cannot gain momentum points toward any social objective until the end of your next turn.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
: You set someone else on the defense with fast-paced questions and demands. Choose a demand or statement another character in the scene has made. Their player (or the GM, for NPCs) must tell you any hidden motivations behind that demand or statement.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
: You break the tension with a well-timed joke or clever comment. You may ask one personal question of a character in the scene with a different social objective. The question must be unrelated to the subject of the negotiations. If the character answers honestly, they gain 1 momentum point toward their current objective and may ask you a personal question in turn. If they do, you gain 1 momentum point toward your current objective.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
: You briefly shake someone’s conviction with a deep insight into their character or circumstances, causing them to speak without certainty. Until the end of your next turn, any momentum points they score are added to your current social objective instead of to their own.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
{"_id":"L5RCoreOpp000011","name":"Romance Use","content":"Court of Stones p.132
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
: The conversation turns to mutual friends or acquaintances. Name a character you and your intended both know. They must tell you what they think of that character, revealing one of that person’s advantages or disadvantages.
Earth (Caution, Calm, Thoroughness, Memory, Defense)
: An offhand comment reveals that you and your intended share some common ground: an odd hobby, a favorite actor, or a core belief. Make three suggestions to your intended’s player; they must tell you which one it is. You and your intended may each remove 2 strife.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
: A detail of your appearance catches your intended’s interest. Their player must tell you which of your physical attributes they find most captivating. You and your intended each receive 1 strife, and you each reduce the TN of your next Social skill check by 1.
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
: Your interaction is pleasant enough that your intended, not you, suggests another meeting within the next day or two. They offer you several options for the next time you and they spend personal time together; choose whichever you like the best, and don’t be late.
Void (Instinct, Inscrutability, Mystery, the Supernatural)
: Due to circumstances beyond your control—a gust of wind or an earth tremor, perhaps—you and your intended find yourselves unexpectedly aware of one another! Your intended decides what kind of contact it was, from a fateful meeting of the eyes to a brush of your hands against one another as you both reach for a dropped scroll. They also decide how they react, although they will not blame you for anything untoward (after all, it wasn’t your fault).
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
-{"_id":"L5RCoreOpp000012","name":"Espionage Use","content":"Court of Stones p.133
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
+ : Your subtlety allows you to step out of sight of people, whether by hiding in a crowd or within convenient terrain. Designate a number of Minion NPCs equal to spent this way or a single Adversary NPC with vigilance lower than or equal to spent this way. Those characters lose sight of you (and do not notice your absence unless actively looking for you).
Earth (Caution, Calm, Thoroughness, Memory, Defense)
+ : You locate an excellent hiding place, either a place where no one questions your cover identity or a concealed location no one checks. While hiding in this location, you reduce the TN of your checks to avoid notice by spent this way.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
: A stray motion of yours catches the attention of a person or creature—but unexpectedly, they are sympathetic or helpful to you when they notice you. Who are they, and how do they offer to help? Do they think you are someone you’re not?
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
: You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.
(Void (Instinct, Inscrutability, Mystery, the Supernatural)
: Your understanding of stealth clues you in on the possibility that you are not the first spy to pass this way. The GM reveals whether another spy has traversed your location and, if so, what trace they unwittingly left behind.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
+{"_id":"L5RCoreOpp000012","name":"Espionage Use","content":"Court of Stones p.133
Air (Precision, Stealth, Subtlety, Trickery, Detail, Emotion)
+ : Your subtlety allows you to step out of sight of people, whether by hiding in a crowd or within convenient terrain. Designate a number of Minion NPCs equal to spent this way or a single Adversary NPC with vigilance lower than or equal to spent this way. Those characters lose sight of you (and do not notice your absence unless actively looking for you).
Earth (Caution, Calm, Thoroughness, Memory, Defense)
+ : You locate an excellent hiding place, either a place where no one questions your cover identity or a concealed location no one checks. While hiding in this location, you reduce the TN of your checks to avoid notice by spent this way.
Fire (Creativity, Intimidation, Attention, Motivation, Insight, Absence)
: A stray motion of yours catches the attention of a person or creature—but unexpectedly, they are sympathetic or helpful to you when they notice you. Who are they, and how do they offer to help? Do they think you are someone you’re not?
Water (Efficiency, Flexibility, Friendliness, Environmental awareness)
: You observe a clue or hint that indicates to you that information about your target or goal might also be found elsewhere. The GM reveals another viable avenue for espionage on the same subject, unrelated to your current operation.
(Void (Instinct, Inscrutability, Mystery, the Supernatural)
: Your understanding of stealth clues you in on the possibility that you are not the first spy to pass this way. The GM reveals whether another spy has traversed your location and, if so, what trace they unwittingly left behind.
","img":"systems/l5r5e/assets/icons/social.svg","folder":null,"sort":100001,"permission":{"default":0},"flags":{}}
\ No newline at end of file