"SETTINGS.5eAutoCollapseCardL":"Automatically collapse Item Card descriptions in the Chat Log",
"SETTINGS.5eAutoCollapseCardN":"Collapse Item Cards in Chat",
"SETTINGS.5eAutoPowerTemplateL":"When a power is cast, defaults to begin the process to create the corresponding Measured Template if any (requires TRUSTED or higher player role)",
"SETTINGS.5eAutoPowerTemplateN":"Always place Power Template",
"SETTINGS.5eCurWtL":"Carried currency affects character encumbrance following the rules on PHB pg. 143.",
"SETTINGS.5eCurWtN":"Apply Currency Weight",
"SETTINGS.5eDiagDMG":"DMG: Alternating (5/10/5)",
"SETTINGS.5eDiagEuclidean":"Euclidean (7.07 ft. Diagonal)",
"SETTINGS.5eDiagL":"Configure which diagonal movement rule should be used for games within this system.",
"SETTINGS.5eDiagN":"Diagonal Movement Rule",
"SETTINGS.5eDiagPHB":"PHB: Equidistant (5/5/5)",
"SETTINGS.5eInitTBL":"Append the raw Dexterity ability score to break ties in Initiative.",
"SW5E.CurrencyConvertHint":"Convert all carried currency to the highest possible denomination to reduce the amount of coinage carried by the character. Be wary, this action cannot be undone.",
"SW5E.DeathSaveCriticalSuccess":"{name} critically succeeded on a death saving throw and has regained 1 Hit Point!",
"SW5E.DeathSaveFailure":"{name} has died with 3 death save failures!",
"SW5E.DeathSaveSuccess":"{name} has survived with 3 death save successes and is now stable!",
"SW5E.DeathSaveUnnecessary":"You do not need to roll death saves because you have a positive number of hit points or have already reached 3 successes or failures.",
"SW5E.FlagsAdaptiveResilienceHint":"Prolongued use of technology allows members of your species to readily adapt to its effects. You have advantage on Strength and Constitution saving throws against tech powers.",
"SW5E.FlagsAggressive":"Aggressive",
"SW5E.FlagsAggressiveHint":"As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.",
"SW5E.FlagsAlert":"Alert Feat",
"SW5E.FlagsAlertHint":"Provides +5 to Initiative.",
"SW5E.FlagsAmphibious":"Amphibious",
"SW5E.FlagsAmphibiousHint":"You can breathe air and water.",
"SW5E.FlagsArmorIntegration":"Armor Integration",
"SW5E.FlagsArmorIntegrationHint":"You cannot wear armor, but you can have the armor professionally integrated into your chassis over the course of a long rest. This work must be done by someone proficient with astrotech’s implements. You must be proficient in armor in order to have it integrated.",
"SW5E.FlagsBusinessSavvy":"Business Savvy",
"SW5E.FlagsBusinessSavvyHint":"Whenever you make a Charisma (Persuasion) check involving haggling you are considered to have expertise in the Persuasion skill.",
"SW5E.FlagsCannibalize":"Cannibalize",
"SW5E.FlagsCannibalizeHint":"If you spend at least 1 minute devouring the corpse of a beast or humanoid, you gain temporary hit points equal to your Constitution modifier. Once you've used this feature, you must complete a short or long rest before you can use it again.",
"SW5E.FlagsClosedMind":"Closed Mind",
"SW5E.FlagsClosedMindHint":"Members of your species have a natural attunement to the Force, which makes them resistant to its powers. You have advantage on Wisdom and Charisma saving throws against force powers.",
"SW5E.FlagsCrudeWeaponSpecialistsHint":"Members of your species are used to making do with less. You can spend 1 hour, which you can do over the course of a short rest, crafting a weapon out of loose materials. You can craft any simple kinetic weapon, but the weapon’s damage suffers a -1 penalty.",
"SW5E.FlagsDefiant":"Defiant",
"SW5E.FlagsDefiantHint":"Members of your species are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). You can use this before or after the roll, but before the GM determines the roll’s outcome. Once you’ve used this feature, you must complete a short or long rest before you can use it again.",
"SW5E.FlagsDetailOriented":"Detail Oriented",
"SW5E.FlagsDetailOrientedHint":"You have advantage on Intelligence (Investigation) checks within 5 feet.",
"SW5E.FlagsElvenAccuracy":"Elven Accuracy",
"SW5E.FlagsElvenAccuracyHint":"Roll an extra d20 with advantage to Dex, Int, Wis, or Cha.",
"SW5E.FlagsEnthrallingPheromonesHint":"You can use your pheromones to influence individuals of both sexes. Whenever you roll a 1 on a Charisma (Persuasion) check, you can reroll the die and must use the new roll. Additionally, once per short or long rest, you can treat a d20 roll of 9 or lower on a Charisma check as a 10. This feature has no effect on droids or constructs.",
"SW5E.FlagsExtraArms":"Extra Arms",
"SW5E.FlagsExtraArmsHint":"You possess more than two arms, which you can use independently of one another. You can only gain the benefit of items held by two of your arms at any given time, and once per round you can switch which arms you are benefiting from (no action required).",
"SW5E.FlagsForceContention":"Force Contention",
"SW5E.FlagsForceContentionHint":"Due to their unique physiology, members of your species exhibit a hardiness that allows them to overcome use of the Force. You have advantage on Strength and Constitution saving throws against force powers.",
"SW5E.FlagsForceInsensitive":"Force Insensitive",
"SW5E.FlagsForceInsensitiveHint":"While droids can be manipulated by many force powers, they cannot sense the Force. You can not use force powers or take levels in forcecasting classes.",
"SW5E.FlagsForeignBiology":"Foreign Biology",
"SW5E.FlagsForeignBiologyHint":"You wear a breathing apparatus because many atmospheres in the galaxy differ from that of your species' homeworld. If your apparatus is removed while you are in such an environment, you lose consciousness.",
"SW5E.FlagsFuryOfTheSmall":"Fury of the Small",
"SW5E.FlagsFuryOfTheSmallHint":"When you damage a creature with an attack or a power and the creature's size is larger than yours, you can cause the attack or power to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.",
"SW5E.FlagsGrovelCowerAndBeg":"Grovel, Cower, and Beg",
"SW5E.FlagsGrovelCowerAndBegHint":"As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.",
"SW5E.FlagsHalflingLucky":"Halfling Lucky",
"SW5E.FlagsHalflingLuckyHint":"Reroll ones when rolling d20 checks.",
"SW5E.FlagsInitiativeAdv":"Advantage on Initiative",
"SW5E.FlagsInitiativeAdvHint":"Provided by feats or magical items.",
"SW5E.FlagsInscrutable":"Inscrutable",
"SW5E.FlagsInscrutableHint":"Your calm demeaner and control make you hard to read. Wisdom (Insight) checks made against you have disadvantage, and you have advantage on any saving throw against an effect that would read your thoughts.",
"SW5E.FlagsInstructions":"Configure character features and traits which fine-tune behaviors of the SW5e system.",
"SW5E.FlagsJOAT":"Jack of All Trades",
"SW5E.FlagsJOATHint":"Half-Proficiency to Ability Checks in which you are not already Proficient.",
"SW5E.FlagsKeenSenses":"Keen Senses",
"SW5E.FlagsKeenSensesHint":"You have advantage on Wisdom (Perception) checks that involve using particular senses (see your species' traits for details).",
"SW5E.FlagsLongLimbed":"Long-Limbed",
"SW5E.FlagsLongLimbedHint":"When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.",
"SW5E.FlagsMaintenanceMode":"Maintenance Mode",
"SW5E.FlagsMaintenanceModeHint":"Rather than sleep, you enter an inactive state to perform routine maintenance for 4 hours each day. You have disadvantage on Wisdom (Perception) checks while performing maintenance.",
"SW5E.FlagsMaskOfTheWild":"Mask of the Wild",
"SW5E.FlagsMaskOfTheWildHint":"You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.",
"SW5E.FlagsMeleeCriticalDiceHint":"A number of additional damage dice added to melee weapon critical hits.",
"SW5E.FlagsMultipleHearts":"Multiple Hearts",
"SW5E.FlagsMultipleHeartsHint":"When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.",
"SW5E.FlagsNaturallyStealthyHint":"You can attempt to hide even when you are obscured only by a creature that is your size or larger than you.",
"SW5E.FlagsNimbleAgility":"Nimble Agility",
"SW5E.FlagsNimbleAgilityHint":"Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.",
"SW5E.FlagsNimbleEscape":"Nimble Escape",
"SW5E.FlagsNimbleEscapeHint":"You can take the Disengage or Hide action as a bonus action.",
"SW5E.FlagsNimbleness":"Nimbleness",
"SW5E.FlagsNimblenessHint":"You can move through the space of any creature that is of a size larger than yours.",
"SW5E.FlagsObservant":"Observant Feat",
"SW5E.FlagsObservantHint":"Provides a +5 to passive Perception and Investigation.",
"SW5E.FlagsPintsized":"Pintsized",
"SW5E.FlagsPintsizedHint":"Your tiny stature makes it hard for you to wield bigger weapons. You can’t use medium or heavy shields. Additionally, you can’t wield weapons with the two-handed or versatile property, and you can only wield one-handed weapons in two hands unless they have the light property.",
"SW5E.FlagsPowerCritThreshold":"Power Critical Hit Threshold",
"SW5E.FlagsPowerCritThresholdHint":"An expanded critical hit threshold for power attacks.",
"SW5E.FlagsPowerfulBuild":"Powerful Build",
"SW5E.FlagsPowerfulBuildHint":"You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.",
"SW5E.FlagsPrecognition":"Precognition",
"SW5E.FlagsPrecognitionHint":"You can see brief visions of the future that allow you to turn failures into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.",
"SW5E.FlagsProgrammer":"Programmer",
"SW5E.FlagsProgrammerHint":"Whenever you make an Intelligence (Technology) check related to computers, you are considered to have expertise in the Technology skill.",
"SW5E.FlagsPuny":"Puny",
"SW5E.FlagsPunyHint":"Members of your species are too small to pack much of a punch. You have disadvantage on Strength saving throws, and when determining your bonus to attack and damage rolls for weapon attacks using Strength, you can’t add more than +3.",
"SW5E.FlagsRapidlyRegenerativeHint":"You heal quickly, both at will and in response to danger. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points. Additionally, when you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.",
"SW5E.FlagsRapidReconstructionHint":"You are built with internal repair mechanisms. As a bonus action, you can choose to spend one of your Hit Dice to recover hit points.",
"SW5E.FlagsRegenerative":"Regenerative",
"SW5E.FlagsRegenerativeHint":"When you take damage, you can use your reaction and expend a Hit Die to regain hit points as long as the damage would not reduce your hit points to 0.",
"SW5E.FlagsRemarkableAthleteHint":"Half-Proficiency (rounded-up) to physical Ability Checks and Initiative.",
"SW5E.FlagsSavageAttacks":"Savage Attacks",
"SW5E.FlagsSavageAttacksHint":"When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.",
"SW5E.FlagsSave":"Update Special Traits",
"SW5E.FlagsShapechanger":"Shapechanger",
"SW5E.FlagsShapechangerHint":"As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.",
"SW5E.FlagsStrongLegged":"Strong-Legged",
"SW5E.FlagsStrongLeggedHint":"When you make a long jump, you can cover a number of feet up to twice your Strength score. When you make a high jump, you can leap a number of feet up into the air equal to 3 + twice your Strength modifier.",
"SW5E.FlagsSunlightSensitivityHint":"You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.",
"SW5E.FlagsSurpriseAttack":"Surprise Attack",
"SW5E.FlagsSurpriseAttackHint":"If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.",
"SW5E.FlagsTechImpaired":"Tech-Impaired",
"SW5E.FlagsTechImpairedHint":"While members of your species can figure out basic technology, they experience difficulty using more complex equipment like wristpads. You cannot use tech powers or take levels in techcasting classes.",
"SW5E.FlagsTechResistance":"Tech Resistance",
"SW5E.FlagsTechResistanceHint":"You have advantage on Dexterity and Intelligence saving throws against tech powers.",
"SW5E.FlagsTinker":"Tinker",
"SW5E.FlagsTinkerHint":"You have proficiency with tinker’s implements. You can use these and spend 1 hour and 100 cr worth of materials to construct a Tiny Device (AC 5, 1 hp). You can take the Use an Object action to have your device cause one of a variety of minor effects (see your species' traits list). You can maintain a number of these devices up to your proficiency bonus at once, and a device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.",
"SW5E.FlagsTitle":"Configure Special Traits",
"SW5E.FlagsToughness":"Toughness",
"SW5E.FlagsToughnessHint":"Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.",
"SW5E.FlagsTrance":"Trance",
"SW5E.FlagsTranceHint":"Either through meditation or a reduced sleep schedule, you are able to receive the rest you require on a daily basis (see your species' traits for details). After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.",
"SW5E.FlagsUnarmedCombatant":"Unarmed Combatant",
"SW5E.FlagsUnarmedCombatantHint":"Your unarmed strikes deal 1d4 kinetic damage. You can use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.",
"SW5E.FlagsUndersized":"Undersized",
"SW5E.FlagsUndersizedHint":"Your small stature makes it hard for you to wield bigger weapons. You can’t use heavy shields, martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, you can only wield it in two hands.",
"SW5E.FlagsUnsettlingVisage":"Unsettling Visage",
"SW5E.FlagsUnsettlingVisageHint":"When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.",
"SW5E.FlagsWeaponCritThreshold":"Weapon Critical Hit Threshold",
"SW5E.FlagsWeaponCritThresholdHint":"An expanded critical hit threshold for weapon attacks.",
"SW5E.LongRestResult":"{name} takes a long rest.",
"SW5E.LongRestResultFP":"{name} takes a long rest and recovers {force} Force Points.",
"SW5E.LongRestResultFPHD":"{name} takes a long rest and recovers {force} Force Points and {dice} Hit Dice.",
"SW5E.LongRestResultFPTP":"{name} takes a long rest and recovers {force} Force Points and {tech} Tech Points.",
"SW5E.LongRestResultFPTPHD":"{name} takes a long rest and recovers {force} Force Points, {tech} Tech Points and {dice} Hit Dice.",
"SW5E.LongRestResultHD":"{name} takes a long rest and recovers {dice} Hit Dice.",
"SW5E.LongRestResultHP":"{name} takes a long rest and recovers {health} Hit Points.",
"SW5E.LongRestResultHPFP":"{name} takes a long rest and recovers {health} Hit Points and {force} Force Points.",
"SW5E.LongRestResultHPFPHD":"{name} takes a long rest and recovers {health} Hit Points, {force} Force Points, and {dice} Hit Dice.",
"SW5E.LongRestResultHPFPTP":"{name} takes a long rest and recovers {health} Hit Points, {force} Force Points and {tech} Tech Points.",
"SW5E.LongRestResultHPFPTPHD":"{name} takes a long rest and recovers {health} Hit Points, {force} Force Points, {tech} Tech Points and {dice} Hit Dice.",
"SW5E.LongRestResultHPHD":"{name} takes a long rest and recovers {health} Hit Points and {dice} Hit Dice.",
"SW5E.LongRestResultHPTP":"{name} takes a long rest and recovers {health} Hit Points and {tech} Tech Points.",
"SW5E.LongRestResultHPTPHD":"{name} takes a long rest and recovers {health} Hit Points, {tech} Tech Points, and {dice} Hit Dice.",
"SW5E.LongRestResultTP":"{name} takes a long rest and recovers {tech} Tech Points.",
"SW5E.LongRestResultTPHD":"{name} takes a long rest and recovers {tech} Tech Points and {dice} Hit Dice.",