{
	"label": "Items (Old World Bundle I)",
	"folders": {
		"Templates": "Templates",
		"Ammunition": "Ammunition",
		"Traits": "Traits",
		"Trappings": "Trappings"
	},
	"entries": {
		"Warlord": {
			"name": "Warlord",
			"description": "<p>The Warlord may rule over a single tribe in a particular vicinity, or may command a coalition of allied or vassalised bands over a wider region.</p>",
			"effects": {
				"Warlord": {
					"name": "Warlord"
				}
			}
		},
		"Censer-Flail": {
			"name": "Censer-Flail",
			"description": "<p>A censer-flail is a military flail with a hollowed-out head filled with burning coals and incense, used by many religious fanatics along the northern borders of the Empire. The flails are frowned upon by many within the Cult of Sigmar for their propensity to hurt their wielders, and cause unintended fires, but they remain in use because of the terror they cause on the battlefield. A censer-flail gives a struck target +SL @Condition[Ablaze] Conditions.</p>",
			"effects": {
				"Censer-Flail": {
					"name": "Censer-Flail"
				}
			}
		},
		"Soldier": {
			"name": "Soldier",
			"description": "<p>Soldiers are the mainstay of most warbands. The generic creature from the Bestiary can represent soldiers in many cases, but many are more experienced fighters.</p>"
		},
		"Null": {
			"name": "Null",
			"description": "<p>Like a blackhole in the Aethyr, the Winds of Magic are made void by this creature&rsquo;s presence. This creature may not cast Spells under any circumstances, and may not be the target of any Spell. Spells within 30 ft of this creature have their CN doubled or increased to 4, whichever is worse.</p>",
			"effects": {
				"Null": {
					"name": "Null"
				}
			}
		},
		"Incorporeal": {
			"name": "Incorporeal",
			"description": "<p>Josef is unable to manifest to the degree that ghosts summoned through necromancy are. For most of the adventure he is invisible, silent, and unable to interact with the world unless noted as part of the plot. Characters with Magical Awareness may be able to see faint traces of <em>Dhar </em>and <em>Shyish </em>at Josef&rsquo;s location. If you wish, Josef may pass a Willpower Test in order to be able to strike out with his Paralysing Chill.</p>"
		},
		"Shaman Lord": {
			"name": "Shaman Lord",
			"description": "<p>Petty magicians and mystics, a Shaman acts as the spiritual advisor of the warband, guiding their Chiefs and assisting in warfare with their crude but powerful spells.</p>",
			"effects": {
				"Shaman": {
					"name": "Shaman"
				}
			}
		},
		"Skirmisher": {
			"name": "Skirmisher",
			"description": "<p>Most tribes include a caste of warriors practised in sneak attacks, harassing enemies with missile fire, and providing skilled lookouts</p>"
		},
		"Spider Venom Arrows": {
			"name": "Spider Venom Arrows",
			"description": "<p>The Goblins of the Drakwald, especially the Forest Goblins who make alliance with the many terrible Spiders of that place, quickly learn to put their allies venom to work. Most arrows are dipped in Spider Venom, which quickly weakens most targets, or even renders most targets unconcious.</p>\n<p>Targets wounded by these arrows dipped in Spider Venom must make a <strong>Challenging (+0) Endurance</strong> Test. If they fail, they are inflicted with 1 @Condition[Poisoned] condition. Spider venom is tailored not to kill victims but to render them unconcious. Targets reduced to 0 wounds while suffering a Poisoned condition from these arrows become Unconcious, but are not at risk of death from any remaining Poisoned conditions as wuold normally be the case.</p>",
			"effects": {
				"Spider Venom Arrows": {
					"name": "Spider Venom Arrows"
				}
			}
		},
		"Chief": {
			"name": "Chief",
			"description": "<p>A Chief may lead a small warband, or be subordinate to the warlord in a larger one. They are experienced warriors who rule mostly by their intimidating reputation.</p>",
			"effects": {
				"Chief": {
					"name": "Chief"
				}
			}
		},
		"Skitter": {
			"name": "Skitter",
			"description": "<p>A new mixture of obscure origin, Skitter has hit the streets of Nuln hard and is spreading fast. Those who consume it find themselves in a potent, blissful trance that can sometimes last days. You must pass a <strong>Very Hard (&ndash;30) Toughness</strong> Test, gaining the @Condition[Unconscious] Condition for a number of hours equal to twice &ndash;SL, to a minimum of 4. A dose counts as @Corruption[minor]{Minor Corruption}, but if the slumber caused lasts for more than 8 hours it becomes Moderate Corruption. After waking, you must pass a <strong>Hard (&ndash;20) Toughness</strong> Test or gain a @Condition[Fatigued] Condition that lasts 3 days or until another dose is taken.</p>",
			"effects": {
				"Skitter": {
					"name": "Skitter"
				},
				"Apply Skitter": {
					"name": "Apply Skitter"
				}
			}
		},
		"Elite": {
			"name": "Elite",
			"description": "<p>Warbands often include small coteries of elite warriors who guard important individuals or lead less-experienced warriors (Skaven Stormvermin and Beastman Bestigors usually fulfil this role in their respective warbands).</p>"
		},
		"Shaman": {
			"name": "Shaman",
			"description": "<p>Petty magicians and mystics, a Shaman acts as the spiritual advisor of the warband, guiding their Chiefs and assisting in warfare with their crude but powerful spells.</p>",
			"effects": {
				"Shaman": {
					"name": "Shaman"
				}
			}
		}
	}
}