To Do: alle heute fertiggestellten Item-Kompendien entfernt (vollstaendig uebersetzt in compendium/)
Betrifft: Death on the Reik (items + dotr-items), Power Behind the Throne, The Horned Rat, The Empire in Ruins, Altdorf, Middenheim, Old World Bundle I, Rough Nights & Hard Days, Ubersreik Adventures I (items + ua1-items), Ubersreik Adventures II, sowie die leeren Kompendien Lustria, Old World Bundle II, Salzenmund und Sea of Claws.
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{
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"label": "Items (Altdorf: Crown of the Empire)",
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"entries": {
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"Psychometry": {
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"name": "Psychometry",
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"description": "<p>@Embed[Compendium.wfrp4e-altdorf.journals.6TQJhPM0O7GgIPw9.JournalEntryPage.bQrbH68VAfG7oFyn caption=false]{Psychometry}</p>"
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}
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}
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}
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@@ -1,714 +0,0 @@
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{
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"label": "Items (Mort sur le Reik)",
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"mapping": {
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"skills": {
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"path": "system.skills",
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"converter": "career_skills"
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},
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"talents": {
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"path": "system.talents",
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"converter": "career_talents"
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},
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"class": {
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"path": "system.class.value",
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"converter": "generic_localization"
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},
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"careergroup": {
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"path": "system.careergroup.value",
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"converter": "career_careergroup"
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},
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"sduration": {
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"path": "system.duration.value",
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"converter": "spells_duration_range_target_damage"
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},
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"srange": {
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"path": "system.range.value",
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"converter": "spells_duration_range_target_damage"
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},
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"starget": {
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"path": "system.target.value",
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"converter": "spells_duration_range_target_damage"
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},
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"sdamage": {
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"path": "system.damage.value",
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"converter": "spells_duration_range_target_damage"
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},
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"trappings": "system.trappings",
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"gmdescription": "system.gmdescription.value",
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"durationValue": "system.duration.value",
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"durationUnit": "system.duration.unit",
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"contraction": "system.contraction.value",
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"incubationValue": "system.incubation.value",
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"incubationUnit": "system.incubation.unit",
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"symptoms": "system.symptoms.value",
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"permanent": "system.permanent.value"
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},
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"entries": {
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"Agurk": {
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"name": "Agurk",
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"description": "<h3>Baume Elfique</h3>\n<p>Communément appelé Agurk, les habitants du Moot appellent cette herbe <em>L'Herbe à Frissons</em>. Aussi connu comme <em>Zitterwort </em> dans l'Empire, <em>Trema </em> en Tilée et <em>Gysenblat </em>en Norsca. Les Elfes l'appelle <em>Echryddeillen</em>. Elle pousse dans les vastes prairie dont le sol est bien drainé mais pas trop sabloneux. Pour la préparer, cueillez les feuilles, enlevez la tige, et suspendez les près du feu pour les faire sécher pendant au moins une semaine. Cette herbe est très utile pour améliorer la circulation sanguine et se débarasser d'un gros rhume. Ne l'utilisez pas pour soigner la fièvre, car elle peut avoir l'effet inverse. Pour l'utiliser, ajouter quelques feuilles à un bol d'eau bouillante, laissez infuser une à deux minutes jusqu'à légère coloration, alors seulement le patient peut inhaler les vapeurs pendant trois à quatre minutes. Le patient devrait alors commencer à trembler. Installez le confortablement et surveillez le trois ou quatre heures. Si les tremblements n'ont pas totalement disparu, vous pouvez administrer un léger sédatif. Attention de bien jeter l'infusion car si elle est bu, elle peut provoquer des convulsions mortelles.</p>",
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"gmdescription": "<p><strong>Emplacement: </strong>Prairies</p>\n<p><strong>Saison: </strong>Automne</p>\n<p><strong>Preperations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>Inhaler les vapeurs d’une infusion d’agurk provoque de légers tremblements (Dextérité –20) pendant trois heures, sauf si le Personnage réussit un Test de <strong>Résistance Intermédiaire (+0)</strong> ou s’il est immunisé au poison.</p>\n<p>Sous forme de potion, l’agurk est un poison potentiellement mortel. Elle inflige 2 États @Condition[Empoisonné], qui peuvent être combattus par un <strong>Test de Résistance Complexe (–10)</strong>.</p>"
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},
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"Alfunas": {
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"name": "Alfunas",
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"description": "<h3>L'enchantement des Rebouteux</h3>\n<p><em>Alfunas </em>est le nom elfique de cette plante et est devenu son nom commun dans tout l'Empire car les Elfes de Bois en ont le quasi monopole de la culture. Dans le Moot nous l'appelons ‘Bonewort’; les Bretonies l'appelle <em>Ossefeuille </em>et les Tiléens <em>Ossoripa</em>; certains érudits l'appellent <em>Folium Emendata</em>.</p>\n<p>Afin que l'emplatre soit le plus efficace possible, il est conseillé de le laisser reposer au moins deux semaines dans un bocal couvert, entreposé dans un endroit frais et sec. Ne surtout pas le laisser trop sécher : quand la surface de l'emplatre laisse apparaître de petites fissures, bien fermer le bocal avec de la cire ou avec un bouchon en liège.</p>",
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"gmdescription": "<p><strong>Emplacement: </strong>Coniferous Forest</p>\n<p><strong>Saison: </strong>Summer, Automne</p>\n<p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p>\n<p>The fleshy leaves of this plant, ground into a paste, halve the normal healing time for a dislocated or broken bone if one dose is smeared on the site of the injury every day until healing is complete.</p>"
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},
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"Aquatic": {
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"name": "Aquatique",
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"description": "<p>La créature peut respirer et se déplace à sa vitesse maximum sous l'eau. Elle ne peut se déplacer sur terre.</p>",
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"gmdescription": ""
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},
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"Wand of Onyx": {
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"name": "Baguette d'Onyx",
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"description": "<p>Cette baguette polie de minéral noir agit comme une réserve de pouvoir. Une fois par jour, le porteur de la baguette, lorsqu'il incante un sort de 5NI ou moins, peut considérer que le sort a été Incanté avec un réussite critiqueavec @JournalEntry[Magic Rules]{Puissance Totale}. Lancez [[/r 1d100]]. Si le résultat est moins que NI du sort, la baguette se brise et est détruite, blessant les personnages dans un rayon de 2 mètres de [[/r 1d10]] Blessures.</p>",
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"gmdescription": ""
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},
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"Wand of Jet": {
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"name": "Baguette de Jet",
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"description": "",
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"gmdescription": ""
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},
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"Ballista": {
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"name": "Balliste",
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"description": "<p>Les balistes sont des arbalètes géantes qui tirent des projectiles à tête de fer de la taille de piquets de clôture. Elles peuvent embrocher une personne ou une créature comme un poulet, ou faire un joli trou dans la coque d'un bateau. Les balistes sont normalement montées sur des pivots, ce qui leur permet d'avoir un large arc de tir.</p>",
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"gmdescription": ""
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},
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"Barrakul": {
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"name": "Barrakul",
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"description": "<p><img src=\"modules/wfrp4e-dotr/assets/items/barrakul.png\" alt=\"\" width=\"119\" height=\"368\" /></p>",
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"gmdescription": "L’épée, que le MJ peut choisir de considérer comme une Arme simple ou une zweihänder en fonction des compétences du groupe, est en parfait état. Son nom, Barrakul (« Espoir des montagnes »), est inscrit en runes naines le long de sa lame. Il s’agit sans aucun doute de la création d’un forgeron des runes d’une grande compétence. Lorsqu’elle est maniée au combat, la lame brille, visible un instant et disparaissant l’instant d’après, et seule la lueur rouge de ses runes est constante. Les armures magiques sont inutiles contre cette lame, vous pouvez donc ignorer les PA des armures ou boucliers non magiques. Elle la qualité Incassable, mais gagne le défaut Inoffensive si elle est brandie contre un nain."
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},
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"Bension of Tzeentch": {
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"name": "Bénédiction de Tzeentch",
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"description": "<p>Vous faites appel à la faveur de Tzeentch et obtenez un bonus temporaire de +10 à l'une des Caractéristiques suivantes: <strong>Capacité de Combats, Endurance, Agilité ou Force Mentale</strong>.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
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"gmdescription": "",
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"durationValue": "Bonus de Force Mentale minutes"
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},
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"Ball (Cannon)": {
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"name": "Boulet de Canon",
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"description": "",
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"gmdescription": ""
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},
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"Chain Shot (Cannon)": {
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"name": "Boulets enchainés (Canon)",
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"description": "<p>Le projectile est constitué d'une paire de boulets de fer reliés par une chaîne. Tiré par un canon, il tourne en rond dans l'air s'enroulant violemment autour des cibles résistantes. Un canon chargé de boulet enchainés n'obtient pas de nouvelles qualités mais cause des dommages doubles par rapport à la normale sur les mâts et le gréement. La chaine a été développée pour détruire rapidement les voiles d'un navire ennemi, le laissant immobilisé.</p>",
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"gmdescription": ""
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},
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"Luxury Cabin": {
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"name": "Cabines de Luxe",
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"description": "<p>Les nantis de l’Empire aiment voyager confortablement, et les cabines que l’on peut trouver sur le bateau d’un noble sont très différentes de celles d’un navire de commerce ou d’un navire à passagers. Pour le prix indiqué ci-dessus et à condition de disposer d’un espace équivalent à celui occupé par deux cabines ordinaires, vous pourrez naviguer sur les rivières de l’Empire confortablement et avec classe. À la discrétion du MJ, tous les <strong>Tests de Sociabilité</strong> réalisés par le propriétaire d’une cabine de luxe bénéficient d’un bonus de +10, à condition qu’ils soient réalisés à l’intérieur de la cabine en question.</p>",
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"gmdescription": ""
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},
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"Cannon (Medium)": {
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"name": "Canon (Moyen)",
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"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>",
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"gmdescription": ""
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},
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"Cannon (Small)": {
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"name": "Canon (Petit)",
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"description": "<p>Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.</p>\n<p>Les canons peuvent tirer trois types de munitions:</p>\n<p>@Item[Ball (Cannon)]{Ball}</p>\n<p>@Item[Chain Shot (Cannon)]{Chain Shot}</p>\n<p>@Item[Grapeshot (Cannon)]{Grapeshot}</p>\n<p>Le canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.</p>",
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"gmdescription": ""
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},
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"Carapace": {
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"name": "Carapace",
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"description": "+1 point d'armure sur toutes les parties du corps; cette mutation peut être cachée en s'habillant de pied en cape.",
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"gmdescription": ""
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},
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"Catapult (Medium)": {
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"name": "Catapulte (Moyenne)",
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"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>",
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"gmdescription": ""
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},
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"Catapult (Small)": {
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"name": "Catapulte (Petite)",
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"description": "<p>Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.</p>",
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"gmdescription": ""
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},
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"Chosen of Tzeentch": {
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"name": "Chosen of Tzeentch",
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"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>",
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"trappings": [
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"Cohort of Chaos Warriors",
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"Daemon-bound Weapon",
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"Daemonic Familiar",
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"Severed heads of two or more enemy commanders"
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],
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"gmdescription": ""
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},
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"Armour Plating (Bronze)": {
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"name": "Coque renforcée (Bronze)",
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"description": "<p>Une fine couche de bronze ajoute 1 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Bronze</strong>: 1 PA; doit être grattée au moins une fois tous les trois mois sinon l'oxidation est telle que la surface se recouvre d'algues, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Maniement de Bateau</strong> -10). Cela n'affecte pas la valeur d'armure.</p>\n<blockquote>\n<p><strong>Note pour Foundry: </strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
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"gmdescription": ""
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},
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"Armour Plating (Iron)": {
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"name": "Coque renforcée (Fer)",
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"description": "<p>Une fine couche de fer ajoute 1 à 2 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.</p>\n<p><strong>Fer: </strong>2 PA; doit être grattée au moins une fois par mois ou des tâches de rouille apparaissent, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de <strong>Navigation</strong> -10). Si la maintenance n'est pas réalisée, la couche de fer a rouillé et ne protège plus.</p>\n<blockquote>\n<p><strong>Note pour Foundry: </strong>Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.</p>\n</blockquote>",
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"gmdescription": ""
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},
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"Wilful Corruption": {
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"name": "Corruption Volontaire",
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"description": "<p>Les Favoris de Tzeentch sont des maîtres de Magie, et gagnent ainsi un contrôle limité sur les terribles cadeaux que leur Seigneur leur octroie. Lorsque vous gagnez une muttion, vous jetez deux fois les dés et vous choisissez le résultat qui a votre préférence.</p>",
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"gmdescription": ""
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},
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"Closed Rowlock": {
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"name": "Dame de nage fermée",
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"description": "<p>Une dame de nage est une sorte de support qui maintient la rame sur un bateau à rames. La plupart sont soit des butées en bois en forme de C intégrées dans le bastingage, soit des fixations en fer en forme de U qui pivotent avec le mouvement de la rame. Dans les deux cas, une rame peut se détacher de son pivot en cas d'échec à un <strong>Test de Rame</strong>, et le rameur doit prendre une action pour remettre la rame avant de reprendre la route. Les dames de nage fermées permettent de résoudre ce problème. La rame peut être enfilée par un trou dans le bastingage ou attachée à un pivot standard avec des lanières de cuir, mais dans les deux cas, elle ne peut physiquement pas en sortir.</p>",
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"gmdescription": ""
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},
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"Gift of the Beast": {
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"name": "Don de la Bête",
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"description": "<p>Vous appelez les Faveurs de Tzeentch and vous recevez une Mutation temporaire: consultez la Table @Table[giftofthebeast].</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
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"gmdescription": "",
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"durationValue": "Bonus de Force Mentale minutes"
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},
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"Blood Drain": {
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"name": "Drain de sang",
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"description": "<p>Si la sangsue causse une blessure, elle s'attache à sa victime, lui infligeant 1 @Condition[Hémorragique] jusqu'à ce qu'elle soit tuée ou gorgée de sang. Pour voir si elle est gorgée de sang, lancez un 1d10 à chaque Round : si le résultat est un 9 ou un 10, elle tombe, sinon elle continue à se nourrir. Le feu ou des substances irritantes (sel, acide, etc.) lui fera relâcher son emprise et la sangsue tentera de s'enfuir. Le simple fait de l'arracher de la victime provoque 1 condition @Condition[Hémorragique].</p>",
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"gmdescription": ""
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},
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"Engulf": {
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"name": "Engloutir",
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"description": "<p>Si la créature est de taille suffisante, toute attaque réussie l'engloutie, même si elle ne cause aucun dégâts; cela inflige un état Empêtré. Au début de chaque Round, les victimes englouties obtiennent un État Empêtré par Round, et perdent automatiquement 1 Point de Blessure car de puissantes enzymes commencent à la digérer. Si la créature n'est pas de taille suffisante pour engloutir complètement une victime, elle peut être encore assez grande pour immobiliser l'emplacement touché. La créature ne peut plus attaquer les victimes complètement englouties, mais elle peut toujours en attaquer d'autres si elles sont suffisamment proches.</p>",
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"gmdescription": ""
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},
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"Enrage Beast": {
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"name": "Enragez les Bêtes",
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"description": "<p>Vos yeux brillent d'une lumière malsaine alors que vous inspirez la peur à un seul animal ordinaire dans un rayon de 12 mètres. L'animal ciblé a droit à un Test de Force Mentale pour résister à ce sort. En cas d'échec au Test, il se comporte de manière étrange. Lancez 1d10 sur le tableau @Table[enrage-beast]{Enrage Beast Table} pour voir ce qu'il fait.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
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"gmdescription": "",
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"durationValue": "Bonus de Force Mentale Rounds"
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},
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"Climb": {
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"name": "Escalade",
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"description": "<p>Vos ongles de doigts et d'orteils deviennent des courtes griffes, pas assez longues pour servir d'armes mais suffisantes pour rendre l'escalade beaucoup plus facile. Lorsque vous êtes pieds nus et sans gants, vous obtenez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
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||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale minutes"
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||||
},
|
||||
"Eyes of the Beast": {
|
||||
"name": "Eyes of the Beast",
|
||||
"description": "<p>Vos yeux brillent d'une lumière verte impie, vous permettant de voir comme si vous aviez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision Nocturne . Si vous avez déjà la Vision Nocturne, la portée de votre vue nocturne double.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale Rounds"
|
||||
},
|
||||
"Favoured of Tzeentch": {
|
||||
"name": "Favori de Tzeentch",
|
||||
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}</p>",
|
||||
"trappings": [
|
||||
"Mail Shirt",
|
||||
"Tome of Forbidden Knowledge"
|
||||
],
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Mage-Leaf": {
|
||||
"name": "Feuille de Mage",
|
||||
"description": "<h3>L'Aubaine du Sorcier</h3>\n<p>Au départ, je n’étais pas sûre de traiter de cette herbe, étant donné qu’elle n’a propriété médicinale. Cependant, ses effets magiques sont assez connus pour que je mentionne ses différents noms à travers les régions, cela évitera à mes lecteurs de croire qu’il existe plusieurs plantes avec les mêmes propriétés. Les elfes l’appellent daionillyseiwyn, ce qui, si j’en crois mes recherches, veut dire « la bonne plante ». En Norsca, elle s’appelle troldblat, en Bretonnie la feuille sorcière, en Tilée folimaggi (une version abâtardie de l’appellation classique folia magii) et enfin, draodill en Albion, ce qu’on pourrait traduire par « La feuille des Druides ».</p>",
|
||||
"gmdescription": "<p><strong>Emplacement</strong>:<strong> </strong>Collines</p> <p><strong>Saison</strong>: Printemps</p> <p><strong>Préparations: </strong>Cru</p> <p>La feuille de mage se mange fraîche, et garde ses pouvoirs pendant une semaine après sa récolte. Comme son nom le suggère, elle est utilisée exclusivement par les lanceurs de sorts. Une dose donne au lanceur un bonus de +10 à son prochain Test d’Incantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.</p>"
|
||||
},
|
||||
"Flying Jib (Typical Barge or Patrol Boat)": {
|
||||
"name": "Foc Volant (Barge standard ou Bateau de Patrouille)",
|
||||
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Flying Jib (Row Boat)": {
|
||||
"name": "Foc Volant (Barque)",
|
||||
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Flying Jib (Large Barge)": {
|
||||
"name": "Foc Volant (Grande Barge)",
|
||||
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Flying Jib (Fishing Skiff)": {
|
||||
"name": "Foc Volant (Petit bateau de pêche)",
|
||||
"description": "<p>Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Water Brakes (Typical Barge or Patrol Boat)": {
|
||||
"name": "Frein Aquatique (Barge typique ou Navire de Patrouille)",
|
||||
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Water Brakes (Row Boat)": {
|
||||
"name": "Frein Aquatique (Barque)",
|
||||
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Water Brakes (Fishing Skiff)": {
|
||||
"name": "Frein Aquatique (Bateau de Pêche)",
|
||||
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Water Brakes (Large Barge)": {
|
||||
"name": "Frein Aquatique (Grande Barge)",
|
||||
"description": "<p>Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Gesundheit": {
|
||||
"name": "Gesundheit",
|
||||
"description": "<h3>Un traitement pour les blessures purulentes</h3>\n<p>Gesundheit, signifie communément ‘Bonne Santé’ en Reikspiel, et un nom si simple me laisse penser que cette plante est connue depuis très longtemps. Les Elfes l'appellent <em>Leoleghas</em>, et en Bretonnie elle est connue comme la <em>Feuille de Blessure</em>. Dans le Moot, nous l'appelons ‘Soigne Tout’.</p>\n<p>C'est une herbe très simple à utiliser : il suffit de frotter les feuilles pour qu'elles libèrent leur sève, et de créer un cataplasme. Certains l'accompagnent avec d'autres herbes curatives selon la nature de la blessure ou la source de l'infection, mais je n'ai jamais trouvé cela nécessaire.</p>",
|
||||
"gmdescription": "<p><strong>Emplacement: </strong>Mixed forest</p>\n<p><strong>Saison: </strong>Winter, Spring</p>\n<p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p>\n<p>A poultice of Gesundheit leaves applied to a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound} affords the patient an <strong>Average (+20) Endurance </strong>Test, with each SL achieved reducing the duration of the Festering Wound by one day. This application can be repeated with a fresh poultice no more than once daily, until the wound is no longer Festering.</p>"
|
||||
},
|
||||
"Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": {
|
||||
"name": "Gouvernail supplémentaire à l'avant (Barge standard ou Bateau de Patrouille)",
|
||||
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Fore-and-Aft Rudder (Row Boat)": {
|
||||
"name": "Gouvernail supplémentaire à l'avant (Barque)",
|
||||
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Fore-and-Aft Rudder (Large Barge)": {
|
||||
"name": "Gouvernail supplémentaire à l'avant (Grande Barge)",
|
||||
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Fore-and-Aft Rudder (Fishing Skiff)": {
|
||||
"name": "Gouvernail supplémentaire à l'avant (Petit bateau de pêche)",
|
||||
"description": "<p>Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de <strong>Maniement de Bateau</strong> reçoivent un bonus de +20%.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Broad Rudder (Typical Barge or Patrol Boat)": {
|
||||
"name": "Grand Gouvernail (Barge standard ou Bateau de Patrouille)",
|
||||
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Broad Rudder (Row Boat)": {
|
||||
"name": "Grand Gouvernail (Barque)",
|
||||
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Broad Rudder (Large Barge)": {
|
||||
"name": "Grand Gouvernail (Grande Barge)",
|
||||
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Broad Rudder (Fishing Skiff)": {
|
||||
"name": "Grand Gouvernail (Petit bateau de pêche)",
|
||||
"description": "<p>Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de <strong>Maniement de Bateau</strong> doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de <strong>force</strong>. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Grapeshot (Cannon)": {
|
||||
"name": "Grapeshot (Cannon)",
|
||||
"description": "",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Graveroot": {
|
||||
"name": "Graveroot",
|
||||
"description": "<h3>Grave Matters</h3>\n<p>Also known as Grabwort, Dead Man’s Finger, Ghostbane and Morr’s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>",
|
||||
"gmdescription": "<p><strong>Emplacement: </strong>Forest clearlings, graveyards</p>\n<p><strong>Saison: </strong>Automne, Winter</p>\n<p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>A poultice of Graveroot, smeared on a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb] caused by an @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} creature with the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Trait, grants the patient a +20 bonus to all Tests made that day against the Festering Wound. It has no effect on Festering Wounds caused by creatures that are not Undead.</p>\n<p>Somewhat strangely, a properly prepared draught of Graveroot induces a deathly pallor in any who consume it, and the imbibers flesh becomes cold to the touch for [[/r 1d10+2]] hours. If there is any useful purpose to such draughts, it is remains unknown to most.</p>"
|
||||
},
|
||||
"Warrior of Tzeentch": {
|
||||
"name": "Guerrier de Tzeentch",
|
||||
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}</p>",
|
||||
"trappings": [
|
||||
"Grimoire of Dark Magicks",
|
||||
"Plate Armour and Helm",
|
||||
"Spell ingredients for 5 spells"
|
||||
],
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Gun Ports (Large)": {
|
||||
"name": "Gun Ports (Large)",
|
||||
"description": "<p>Cut into a boat’s @Item[Raised Gunwales (Large Barge)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Gun Ports (Small)": {
|
||||
"name": "Gun Ports (Small)",
|
||||
"description": "<p>Cut into a boat’s @Item[Raised Gunwales (Fishing Skiff)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Hallucinogen": {
|
||||
"name": "Hallucinogen",
|
||||
"description": "<p>The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM’s discretion, if the victim is downwind) must pass an <strong>Average (+20) Willpower</strong> Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Hull": {
|
||||
"name": "Hull",
|
||||
"description": "<p>The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boat’s Toughness (see @JournalEntry[Boat Damage]{Holed}). The water may ruin the cargo, if any.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Capricious": {
|
||||
"name": "Inconstant",
|
||||
"description": "<p>L'humeur de la créature varie d'un extrème à l'autre. Quand un personnage réalise u n jet de <strong>Sociabilité </strong>en intéraction avec la créature, tirez un jet sur la table suivante:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Resultat</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 2 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Soustraire 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Pas de modificateur au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 1 au DR</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Ajouter 2 au DR</td>\n</tr>\n</tbody>\n</table>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Initiate of the Mysteries": {
|
||||
"name": "Initié des Mystères",
|
||||
"description": "<p>@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}</p>",
|
||||
"trappings": [
|
||||
"Crude Hand Weapon",
|
||||
"Leather Jack",
|
||||
"Religious Symbol (Talisman of Tzeentch)"
|
||||
],
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Invisible": {
|
||||
"name": "Invisible",
|
||||
"description": "<p>A Character with the @Compendium[wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Juck": {
|
||||
"name": "Juck",
|
||||
"description": "<h3>Juck's The Thing</h3>\n<p>Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form — boiled until it reached the consistency of hot custard — as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>:<strong> </strong>Forest</p><p><strong>Saison</strong>: Spring</p><p><strong>Preparations: </strong>@UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p><p>This herb is used mainly for practical jokes, and is a particular favourite of rural children. [[/r 1d10]] minutes after being smeared with the juice of the plant’s leaves, the treated area begins to itch horribly, and the afflicted Character suffers a -20 penalty to all Tests for [[/r 2d10 + 40]] minutes owing to the distraction and the terrible need to scratch. A <strong>Challenging (+0) Willpower</strong> Test may be made to ignore the itching for 10 minutes: each SL reduces the penalty by 10, totally negating the penalty with 2 or more SLs.</p><p>A more useful, if less common use for Juck is as a treatment for frostbite. An application of a poultice containing Juck to the damaged extremities can help to speed up healing. One dose of Juck will heal [[/r 1d10]] wounds lost to the effects of @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{Exposure} to cold weather. This treatment can be repeated daily.</p>"
|
||||
},
|
||||
"Beast Tongue": {
|
||||
"name": "Langage des Hommes-Bêtes",
|
||||
"description": "<p>Vous pouvez parler et comprendre la Langue des Hommes-Bêtes, même si vous n'avez pas la compétence adéquate.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Force Mentale minutes"
|
||||
},
|
||||
"Magical": {
|
||||
"name": "Magical",
|
||||
"description": "<p>For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat’s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.</p>\n<p>On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic — but they will never be sold or given one outright.</p>\n<p>That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel’s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Mortar": {
|
||||
"name": "Mortar",
|
||||
"description": "<p>A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old World’s wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.</p>\n<p>Like @Item[Catapult]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Ammo": {
|
||||
"name": "Munition",
|
||||
"description": "<p>Munitions par défaut d'une arme présente sur un véhicule</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Armoured Walls (Typical Barge or Patrol Boat)": {
|
||||
"name": "Murs renforcés (Barge standard ou Bateau de Patrouille)",
|
||||
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Armoured Walls (Row Boat)": {
|
||||
"name": "Murs renforcés (Barque)",
|
||||
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Armoured Walls (Large Barge)": {
|
||||
"name": "Murs renforcés (Grande barge)",
|
||||
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Armoured Walls (Fishing Skiff)": {
|
||||
"name": "Murs renforcés (Petit bateau de pêche)",
|
||||
"description": "<p>Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Musket Rests": {
|
||||
"name": "Musket Rests",
|
||||
"description": "<p>Forked poles set up along a boat’s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</p>\n<blockquote>\n<p><strong>Foundry Note:</strong> <em>In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure</em></p>\n</blockquote>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Oars": {
|
||||
"name": "Oars",
|
||||
"description": "<p>The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount — a <strong>Difficult (–10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test — the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <strong>Challenging (+0) Boat Handling</strong> Test.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Attach and Feed": {
|
||||
"name": "Piquer, s'attacher et aspirer",
|
||||
"description": "<p>Si la créature réussit son attaque de morsure, elle s'attache à la victime avec une force surprenante. Alors elle commence à aspirer le sang, causant une perte de 1 Blessure automatique par round tant qu'elle est attachée. Les victimes réduites à zero Blessure gagne la condition @Condition[Inconsciente] par manque de sang.</p>\n<p>La créature se détache seulement quand elle s'est suffisament nourrie, c'est à dire quand elle a extrait son Bonus Endurance en Blessure sur la victime. A ce moment là, elle se retire pour digérer.</p>\n<p>La créature peut être arrachée grâce à un jet <strong>opposé de Force</strong>, qui même réussi infligera un point de blessure à la victime. Si la créature posséde un trait Effrayé, ce qui peut l'effrayer la fera lâcher immédiatement sa proie.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Potion of Flight": {
|
||||
"name": "Potion of Flight",
|
||||
"description": "<p>When drunk, this potion affects the drinker as a @Compendium[wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight} Spell. The effect lasts for 20 Rounds, minus the drinker’s Toughness bonus.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Lice": {
|
||||
"name": "Poux",
|
||||
"description": "<p>Bien qu’il s’agisse d’un problème très courant et relativement bénin dans le Vieux Monde, les infestations de poux peuvent être très perturbantes. Ces petits insectes, qui vivent dans et autour des cheveux, provoquent des démangeaisons et des irritations de la peau au niveau de la tête et du haut du ou. Si les mêmes vêtements sont portés pendant plusieurs semaines, les poux de corps peuvent également devenir problématiques. Parmi les traitements efficaces, on trouve l’utilisation d’un peigne très fin pour enlever les poux et leurs lentes, le rasage de la tête ou encore l’utilisation d’un savon de soude caustique très rugueux.</p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "jusqu'au traitement",
|
||||
"durationUnit": "",
|
||||
"contraction": "sur un échec à un Test de Résistance Accessible (+20) après un contact rapproché avec une personne infectée.",
|
||||
"incubationValue": "1d10+5",
|
||||
"incubationUnit": "heures",
|
||||
"symptoms": "démangeaisons fréquentes, honte.",
|
||||
"permanent": ""
|
||||
},
|
||||
"Racing Hull": {
|
||||
"name": "Racing Hull",
|
||||
"description": "<p>Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat.isOwners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.</p>\n<p>A boat with a racing hull is tricky to control, though, and requires a <strong>Difficult (−10) Boat Handling</strong> Test every hour. On a Marginal (−1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (−4 SL), Movement is half normal; and on an Astounding Failure (−6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.</p>\n<p>Normal repairs to a racing hull cost twice the @JournalEntry[Repairing Boats]{normal rate given}, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.</p>\n<blockquote>\n<p><strong>Foundry Note: </strong><em>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</em></p>\n</blockquote>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Racing Rig (Fishing Skiff)": {
|
||||
"name": "Racing Rig (Fishing Skiff)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Fishing Skiff)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Racing Rig (Large Barge)": {
|
||||
"name": "Racing Rig (Large Barge)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Large Barge)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Racing Rig (Row Boat)": {
|
||||
"name": "Racing Rig (Row Boat)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Row Boat)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Racing Rig (Typical Barge or Patrol Boat)": {
|
||||
"name": "Racing Rig (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p>\n<p>A racing rig includes a @Item[Flying Jib (Typical Barge or Patrol Boat)]{flying jib}, and the advantages of the two do not stack.</p>\n<p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Bestial Rage": {
|
||||
"name": "Rage Bestiale",
|
||||
"description": "<p>Vous invoquez la fureur de la bête, obtenant temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage} .</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale Rounds"
|
||||
},
|
||||
"Raised Gunwales (Fishing Skiff)": {
|
||||
"name": "Raised Gunwales (Fishing Skiff)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Raised Gunwales (Large Barge)": {
|
||||
"name": "Raised Gunwales (Large Barge)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Raised Gunwales (Row Boat)": {
|
||||
"name": "Raised Gunwales (Row Boat)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Raised Gunwales (Typical Barge or Patrol Boat)": {
|
||||
"name": "Raised Gunwales (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Ram (Large River Boat)": {
|
||||
"name": "Ram (Large River Boat)",
|
||||
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Ram (Medium River Boat)": {
|
||||
"name": "Ram (Medium River Boat)",
|
||||
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Ram (Small River Boat)": {
|
||||
"name": "Ram (Small River Boat)",
|
||||
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Creeping": {
|
||||
"name": "Rampant",
|
||||
"description": "<p>Cette créature est tenace, mais lente. Elle ne peut pas courrir.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Reikworms": {
|
||||
"name": "Reikworms",
|
||||
"description": "<p>Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).</p>\n<p>When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the host’s immune system is diminished, decreasing resistance to other diseases.</p>\n<p>After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.</p>\n<h4>Effects of Reikworms</h4>\n<p>For every full 30 days of infection, the Character suffers a –5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.</p>\n<p>To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a –5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a –10 penalty to Fellowship Tests.</p>\n<p>On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure — or on the last hour of the day if all Tests are passed — the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.</p>\n<p>There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasite’s location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.</p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "8 ",
|
||||
"durationUnit": "days",
|
||||
"contraction": "Exposure to dirty water; Test as in description.",
|
||||
"incubationValue": "85 + 1d10",
|
||||
"incubationUnit": "days",
|
||||
"symptoms": "Special (see description)",
|
||||
"permanent": ""
|
||||
},
|
||||
"Rigging": {
|
||||
"name": "Rigging",
|
||||
"description": "<p>The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an <strong>Initiative </strong>Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Ring of Protection against Undead": {
|
||||
"name": "Ring of Protection against Undead",
|
||||
"description": "<p>The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @Compendium[wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @Compendium[wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Ring of Protection from Fire": {
|
||||
"name": "Ring of Protection from Fire",
|
||||
"description": "",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Rotgut": {
|
||||
"name": "Rotgut",
|
||||
"description": null,
|
||||
"gmdescription": "<p>Jean Rousseaux’s rotgut liquor contains warpstone dust suspended in a mixture of alcohol and fermented juniper berries. He sells the mixture for @Pay[6bp]{6 brass pennies} per bottle. Even a small amount causes painful stomach cramps for five minutes (-30 to all Tests) unless the drinker makes a successful <strong>Challenging (+0) Endurance</strong> Test. Any success ensures no further ill effects, but Characters who fail must repeat the test each time they drink rotgut, until successful.</p>\n<p>Each drink constitutes @Corruption[minor]{Minor Exposure to Corruption}. A bottle holds 16 drinks.</p>"
|
||||
},
|
||||
"Rotting Flesh": {
|
||||
"name": "Rotting Flesh",
|
||||
"description": "<p>Anyone viewing a guard’s uncovered face or body must make a Fear Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong> Test, or fight with a penalty of -10 to WS.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Analgesic Saliva": {
|
||||
"name": "Salive Analgésique",
|
||||
"description": "<p>La morsure de la créature ne fait pas souffrir, ce qui lui permet d'enlacer ses victimes endormies sans se faire remarquer. Cet effet disparait 10-Bonus d'Endurance rounds après que la créature se soit détachée.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Anticoagulant Saliva": {
|
||||
"name": "Salive Anticoagulante",
|
||||
"description": "<p>La victime mordue par la créature gagne une condition @Condition[Hémorragique].</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Schlafenkraut": {
|
||||
"name": "Schlafenkraut",
|
||||
"description": "<h3>A Restful Concoction</h3>\n<p>Known in the Moot as Dreamleaf, in Tilea as <em>Dormifolio</em>, and to the Elves as <em>Paraudiel</em>, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so — if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Prairies</p>\n<p><strong>Saison</strong>: Spring</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>An infusion of Schlafenkraut takes effect [[/r 2d10 + 10]] minutes after drinking, bringing on a normal sleep; for the first four hours of this sleep, the patient’s chances of being woken by noise are halved. A patient who is woken within this time must make a successful <strong>Challenging (+0) Endurance </strong>Test or gain three @Condition[Fatigued] Condition. After four hours the herb’s effect wears off, and the patient sleeps normally.</p>\n<p>A draught of Schlafenkraut works in much the same way, but the effects come on a little faster but do not typically last as long. A draught of Schlafenkraut will bring on normal sleep in [[/r 1d10]] minutes, but the chances of waking are halved for only the first two hours of sleep.</p>\n<p>A Character may resist falling asleep due to Schlafenkraut on a successful <strong>Challenging (+0) Cool</strong> Test. If successful, the Endurance Test is still required to avoid becoming Fatigued. The @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Poison)} Trait renders Schlafenkraut completely ineffective.</p>"
|
||||
},
|
||||
"Sign of the Beast": {
|
||||
"name": "Sign of the Beast",
|
||||
"description": "<p>Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all <strong>Fellowship </strong>Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @Compendium[wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @Compendium[wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.</p><p>\n\n <b>Domaine:</b> Aucun<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale Rounds"
|
||||
},
|
||||
"Slave to Chaos": {
|
||||
"name": "Slave to Chaos",
|
||||
"description": "<p>You send your consciousness into another living creature, which can attempt a <strong>Willpower </strong>Test to resist your intrusion. On a failed Test, you take control of the subject’s actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another <strong>Willpower </strong>Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a <strong>Challenging (–10%) Willpower</strong> Test or gain one mutation from the Tzeentch column of the @Table[expandedmutatephys]</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale Rounds"
|
||||
},
|
||||
"Slowmind": {
|
||||
"name": "Slowmind",
|
||||
"description": "<h3>Slowmind</h3>\n<p>I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient’s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated — mixed with a little nutmeg if available — tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Marsh</p>\n<p><strong>Saison</strong>: Automne</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p>\n<p>Slowmind is a very mild nerve toxin. The infusion has a bitter taste, and if added to a drink, a Character may detect that something is amiss with a <strong>Difficult (–10) Perception</strong> Test. A Character who drinks an infusion of Slowmind must make a successful <strong>Challenging (+0) Endurance</strong> Test or suffer a –10 penalty to both Intelligence and Willpower for [[/r 2d10 + 4]] hours. Only one dose may be administered at a time - additional doses have no effect. The @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Poison)} Trait renders this effect of Slowmind completely ineffective.</p>\n<p>A poultice made from this plant has an entirely separate effect — slathered on a fresh wound each dose immediately removes one @Condition[Bleeding] Condition. However, any more than one dose will require a <strong>Challenging (+0) Endurance</strong> Test to avoid the same negative effects caused by drinking an infusion of Slowmind, as above. </p>"
|
||||
},
|
||||
"Smoothing": {
|
||||
"name": "Smoothing",
|
||||
"description": "<p>Less radical than a racing hull is the process of smoothing a boat’s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</p>\n<p>@JournalEntry[Repairing Boats]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.</p>\n<blockquote>\n<p><strong>Foundry Note: </strong><em>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</em></p>\n</blockquote>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Speckled Rustwort": {
|
||||
"name": "Speckled Rustwort",
|
||||
"description": "<h3>A Poxy Treatment</h3>\n<p>This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.</p>\n<p>Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Hills</p>\n<p><strong>Saison</strong>: Spring</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p>\n<p>This herb is ingested to combat the effects of @UUID[Compendium.wfrp4e-core.items.BC4QyBeYAiw8cRuM]{Packer’s Pox}. If one dose of Speckled Rustwort is taken every day, all Tests connected with the disease gain a +10 bonus.</p>\n<p>A draught of Rustworth does not provide this protection, but can be used to treat an active case of Packer’s Pox. Each dose reduces the duration of the disease by [[/r 1d10]] days. Taking more than one dose in a single day, however, causes Nausea for the following [[/r 1d10]] hours. </p>"
|
||||
},
|
||||
"Spellwort": {
|
||||
"name": "Spellwort",
|
||||
"description": "<h3>The Witch-Hunter's Friend</h3>\n<p>Spellwort is the name by which this plant is known in the Moot. Other names include <em>Unzauber</em>, <em>Wizard’s Bane</em>, <em>Feuille Contraire</em> and Witch-Hunter’s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @Item[Graveroot]{Graveroot} and @Item[Mage-Leaf]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Forest</p><p><strong>Saison</strong>: Summer</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}</p><p>Spellwort is related to @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, but has a slightly different effect. Instead of increasing magical energy, it interferes with it. A spellcaster who drinks an infusion of Spellwort suffers a –10 penalty to all Tests related to spellcasting for a number of hours equal to 10 minus their Toughness Bonus — but enjoys a+10 bonus to all Tests made to resist the effects of magic during that time.</p><p>A draught of Spellwort provides much the same drawback and benefit as an infusion, but the effects last for only one hour. However, during that hour, anyone who imbibes a draught of Spellwort will appear completly mundane to @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, and all traces of lingering magic about their person will be removed. This effect is lost if the subject uses any magic at all during this time, however. Witch-Hunters across the Empire have attempted to suppress any knowledge of this application of the herb, with mixed success.</p>"
|
||||
},
|
||||
"Spiderleaf": {
|
||||
"name": "Spiderleaf",
|
||||
"description": "<h3>Spiderleaf</h3>\n<p>This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers — mostly Human — in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an actual spider will make the treatment more effective. It does not seem to do so.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Coniferous forest</p><p><strong>Saison</strong>: Automne</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}</p><p>Bound to a wound with a tight bandage, a poultice of Spiderleaf removes one additional @Condition[Bleeding] Condition per SL achieved by the Character who made a Heal Test to apply the bandage.</p><p>In its raw form, Spiderleaf is somewhat less effective. On a successful Heal Test to apply the bandage, a wad of Spiderleaf removes a single additional @Condition[Bleeding] Condition.</p>"
|
||||
},
|
||||
"Spoons": {
|
||||
"name": "Spoons",
|
||||
"description": "<p>Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water — but they require strength to operate properly. When using spoons, a rower may make a <strong>Strength </strong>Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat’s Movement for that round.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Steam": {
|
||||
"name": "Steam",
|
||||
"description": "<p>The Dwarf Engineers’ Guild and the Imperial Engineers’ School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat’s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</p>\n<p>A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with <strong>Trade (Engineer) </strong>Tests made in place of <strong>Boat Handling</strong> Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed <strong>Trade (Engineer)</strong> Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Steering": {
|
||||
"name": "Steering",
|
||||
"description": "<p>The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are <strong>Very Hard (–30)</strong>.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Stripped (Fishing Skiff)": {
|
||||
"name": "Stripped (Fishing Skiff)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Stripped (Large Barge)": {
|
||||
"name": "Stripped (Large Barge)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Stripped (Row Boat)": {
|
||||
"name": "Stripped (Row Boat)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Stripped (Typical Barge or Patrol Boat)": {
|
||||
"name": "Stripped (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Subvert Strength": {
|
||||
"name": "Subvert Strength",
|
||||
"description": "<p>Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate <strong>Trade </strong>Test.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale Rounds"
|
||||
},
|
||||
"Superstructure": {
|
||||
"name": "Superstructure",
|
||||
"description": "<p>The cabin, if any, is hit, and all characters inside must make an <strong>Initiative</strong> Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Swivel Gun": {
|
||||
"name": "Swivel Gun",
|
||||
"description": "<p>A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Tarrabeth": {
|
||||
"name": "Tarrabeth",
|
||||
"description": "<h3>Tarrabeth</h3>\n<p>Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor’s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Mixed forest</p><p><strong>Saison</strong>: Summer</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice}</p><p>Smeared on a wound, a poultice of Tarrabeth sends the patient into a deep sleep lasting for 24 hours. The Endurance Test made to @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing]{recover Wounds} that day is <strong>Very Easy (+60).</strong></p><p>Applied to a blade, or more commonly an arrow head, too little of the Herb will be introduced to cause the deep sleep for which Tarrabeth is known. However, those wounded by such a weapon will still find themselves becoming terribly tired, and must make a <strong>Challenging (+0) Endurance</strong> Test or suffer one @Condition[Fatigued] Condition. A single dose of Tarrabeth can treat one weapon, or three arrows or bolts.</p>"
|
||||
},
|
||||
"The Gripe": {
|
||||
"name": "The Gripe",
|
||||
"description": "<p>The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.</p>\n<p>Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.</p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "2d10 ",
|
||||
"durationUnit": "days",
|
||||
"contraction": "Exposure to dirty water; Test as in description",
|
||||
"incubationValue": "2",
|
||||
"incubationUnit": "hours",
|
||||
"symptoms": "Gripes",
|
||||
"permanent": ""
|
||||
},
|
||||
"Transformation of the Beast": {
|
||||
"name": "Transformation of the Beast",
|
||||
"description": "<p>You channel the power of Tzeentch, and your body transforms into that of a @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:</p>\n<p><strong>Characteristics</strong>: use your own characteristic or that of a Gor, whichever is better.</p>\n<p><strong>Traits</strong>: gain @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}</p>\n<p><strong>Skills</strong>: gain Beast Tongue but lose the ability to speak intelligibly in any other language.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Force Mentale Rounds"
|
||||
},
|
||||
"Tremor": {
|
||||
"name": "Tremor",
|
||||
"description": "<p>Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards (except you) must make an <strong>Agility </strong>Test or fall down, gaining a @Condition[Prone] Condition.</p><p>\n\n <b>Domaine:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Instantané"
|
||||
},
|
||||
"Trinkwort": {
|
||||
"name": "Trinkwort",
|
||||
"description": "<h3>Trinkwort</h3>\n<p>According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it <em>Corrylliamid</em>. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Forest</p>\n<p><strong>Saison</strong>: Automne</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}</p>\n<p>Trinkwort is a bitter-tasting tuber that has the strange property of neutralising the effects of alcohol. A Character who eats one tuber gains a +20 bonus to all <strong>Consume Alcohol</strong> Tests for the next 24 hours.</p>"
|
||||
},
|
||||
"Valerian": {
|
||||
"name": "Valerian",
|
||||
"description": "<h3>Strong Tea</h3>\n<p>Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it <em>Taillegas </em>and the Bretonnians <em>Thé de Médecin</em>.</p>\n<p>It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Mixed forest</p><p><strong>Saison</strong>: Spring</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusion]{Infusion}</p><p>Prepared as an infusion, a cup of Valerian tea restores 1 Wound to the drinker. The dose may be repeated once per day, but Valerian has no effect on Critical Wounds.</p>"
|
||||
},
|
||||
"Vanera": {
|
||||
"name": "Vanera",
|
||||
"description": "<h3>The Goddess' Gift</h3>\n<p>Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don’t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don’t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb’s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn’t mind paying the price later.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Hills</p>\n<p><strong>Saison</strong>: Spring</p>\n<p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Raw}</p>\n<p>Vanera is a stimulant which removes the need for rest. It is most commonly used for convalescence, where the patient cannot rest for some reason. For [[/r 1d10]] hours after the dose is taken, the Character is treated as resting, but may undertake any kind of activity. If the Character rests, the benefits of rest are doubled. When the dose wears off, the user suffers a splitting headache, gaining one @Condition[Fatigued] Condition which lasts for an hour.</p>"
|
||||
},
|
||||
"Cavity Worms": {
|
||||
"name": "Vers des Creux",
|
||||
"description": "<p>Le vers des creux est un dangereux parasite qui infeste l'eau sale et les denrées alimentaires avariées. D'une longueur d'environ un 2cm et de quelques millimètres large, le vers a une peau marbrée vert-brun qui forme un étrange motif de crâne près de sa tête. Les mères racontent des contes de vers des creux pour effrayer leurs enfants et les inciter à se laver la bouche. C'est pourquoi la plupart des habitants du Vieux Monde considère ces créatures comme une simple légende. Ils ont tort de le croire.</p>\n<h4>Effet du Vers des Creux</h4>\n<p>Une fois ingéré, le Vers de Creux s'enfonce dans les tissus mous de la bouche ou de la gorge. Il sécrète un liquide anesthésiant qui engourdit instantanément la zone affectée. Chaque jour, la victime peut effectuer un <strong>Test de Perception</strong> pour remarquer la présence du ver. Un Médecin ou un autre Personnage qualifié peut faire un <strong>Test de Guérison Accessible (+10)</strong> pour éliminer le vers; les Personnages non qualifiés font un Test de Dextérité standard. Les Personnages qui essaient de se soigner eux-même ont besoin d'un miroir et souffrent d'une pénalité de -10%. En cas d'échec au Test, le personnage obtient un @Condition[Hémorragique]. Une fois installé dans la bouche de la victime, le Vers de creux se nourrit de la respiration de sa victime : l'essence de son esprit. Tant que ce parasite reste, l'hôte est soumis à une pénalité de -10% à tous ses Tests.</p>\n<p>Au bout d'une semaine, le parasite commence son chemin vers le cerveau de la victime. Chaque jour, la victime peut effectuer un <strong>Test de Perception Accessible (+20)</strong> pour remarquer une petite quantité de sang s'écoulant de sa bouche. L'élimination du Vers de Creux à ce stade, nécessite un <strong>Test de Chirurgie Complexe (-10)</strong>.</p>\n<p>Si le Vers de Creux n'est pas enlevé dans les trois jours suivants, il n'est plus possible de l'enlever sans tuer l'hôte. Alors que le vers s'enfonce dans le cerveau et se prépare à pondre ses oeufs, la victime doit effectuer un <strong>Test de Résistance</strong> chaque jour. Chaque jour où le Test échoue, lancez 1d10, ajoutez le nombre de degrés d'échec, et consultez le tableau @Table[cavityworms]</p>\n<p>Les oeufs du Vers de Creux éclosent 1d10 jours après avoir été pondus, sortant des narines de la victime pour trouver un nouvel hôte. Pour ceux qui survivent à ce processus, toutes les pénalités sont permanentes et ne peuvent enlevées que par des moyens magiques ou miraculeux.</p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "8 ",
|
||||
"durationUnit": "days",
|
||||
"contraction": "Exposure to dirty water or spoiled food; Test as in description.",
|
||||
"incubationValue": "5 + 1d10",
|
||||
"incubationUnit": "days",
|
||||
"symptoms": "Special (see description)",
|
||||
"permanent": ""
|
||||
},
|
||||
"Vigwort": {
|
||||
"name": "Vigwort",
|
||||
"description": "<h3>Ma Favorite</h3>\n<p>Aussi connue sous le nome de Fidget, Jumpweed, et <em>Folia Vitae</em>, cette plante poursse dans les zones ensoleillées, surtout dans les jachères après des pâturages. La racine est séchée, rapée, et laissée marinée dans du vinaigre dilué pendant 10 jours. La mixtures est alors bouillie, filtrée et laissée à reposer dans une pièce froide et sombre pendant 4 autres jours. Adoucie avec du miel et ajoutée à du thé ou du vin chaud, cette préparation permet de soulager temporairement les maux de têtes, somnolence ou léthargie. Elle doit cependant être utilisée que pour des résultats à courts-termes, car lorsque les effets prennent fin, le patient peut se retrouver dans un état pire qu'avant.</p>",
|
||||
"gmdescription": "<p><strong>Locality</strong>: Prairies</p><p><strong>Saison</strong>: Summer</p><p><strong>Preparations</strong>: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}</p><p>This herb is a mild stimulant, and a cup of Vigwort tea increases a Character’s Initiative score by +10 for [[/r 1d10 +4]] minutes. After this time, the Character must make an <strong>Average (+20) Endurance </strong>Test or gain one @Condition[Fatigued] Condition for each level of failure. Those with the @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunity (Poison)} Trait may gain the benefit of Vigwort, but never become Fatigued from taking it.</p>"
|
||||
},
|
||||
"Volley Gun": {
|
||||
"name": "Volley Gun",
|
||||
"description": "<p>The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an <strong>Average (+20) Endurance</strong> Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.</p>",
|
||||
"gmdescription": ""
|
||||
},
|
||||
"Zone of Sanctuary": {
|
||||
"name": "Zone de Sanctuaire",
|
||||
"description": "<p>Vous appelez la grâce divine de Sigmar pour juger les corrompus afin de les bannir hors de votre vue. Les personnages dans l'aire d'effet du Miracle gagnent un bonus de +20 pour résister à la Peur et à la Terreur. Aucune créature mort-vivante ou Démoniaque ne peut entrer dans cette zone ou ne peut attaquer quelqu'un dans la zone. Ces créatures dans la portée du Miracle lorsqu'il est incanté doivent quitter la zone. Ce Miracle est centré sur le Personnage qui l'a invoqué, qui ne peut rien faire aucune autre action que déclamer des litanies contres la corruption pendant la durée du Miracle.</p>",
|
||||
"gmdescription": "",
|
||||
"durationValue": "Bonus de Sociabilité Rounds"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,891 +0,0 @@
|
||||
{
|
||||
"label": "Items (Death on the Reik)",
|
||||
"folders": {
|
||||
"Herbs": "Herbs",
|
||||
"Vehicle": "Vehicle",
|
||||
"Weapons": "Weapons",
|
||||
"Diseases": "Diseases",
|
||||
"Criticals": "Criticals",
|
||||
"Traits": "Traits",
|
||||
"Trappings": "Trappings",
|
||||
"Modifications": "Modifications",
|
||||
"Ammunition": "Ammunition",
|
||||
"Spells": "Spells",
|
||||
"Careers": "Careers",
|
||||
"Prayers": "Prayers",
|
||||
"Mutations": "Mutations",
|
||||
"Talents": "Talents"
|
||||
},
|
||||
"entries": {
|
||||
"Reikworms": {
|
||||
"name": "Reikworms",
|
||||
"description": "<p>Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).</p><p>When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the host’s immune system is diminished, decreasing resistance to other diseases.</p><p>After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.</p><h4>Effects of Reikworms</h4><p>For every full 30 days of infection, the Character suffers a –5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.</p><p>To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a –5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a –10 penalty to Fellowship Tests.</p><p>On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure — or on the last hour of the day if all Tests are passed — the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.</p><p>There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasite’s location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.</p>",
|
||||
"effects": {
|
||||
"Agility Penalty": {
|
||||
"name": "Agility Penalty"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Engulf": {
|
||||
"name": "Engulf",
|
||||
"description": "<p>If the creature is of sufficient size, any successful attacks it makes engulfs a victim, even if they cause no Damage, inflicting one @Condition[Entangled] Condition with a Strength equal to that of the creature. At the beginning of each Round, engulfed victims gain one more @Condition[Entangled] Condition, and automatically lose 1 Wound as powerful enzymes begin digestion. If the creature is not of sufficient size to fully engulf a victim, it may still be large enough to immobilise a struck location. The creature can make no more attacks against fully engulfed victims, but it can still attack others if they are close enough.</p>",
|
||||
"effects": {
|
||||
"Engulfed": {
|
||||
"name": "Engulfed"
|
||||
},
|
||||
"Engulf": {
|
||||
"name": "Engulf"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Speckled Rustwort": {
|
||||
"name": "Speckled Rustwort",
|
||||
"description": "<h3>A Poxy Treatment</h3>\n<p>This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.</p>\n<p>Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.</p>"
|
||||
},
|
||||
"Stripped (Typical Barge or Patrol Boat)": {
|
||||
"name": "Stripped (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"effects": {
|
||||
"Stripped": {
|
||||
"name": "Stripped"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Broad Rudder (Typical Barge or Patrol Boat)": {
|
||||
"name": "Broad Rudder (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
|
||||
},
|
||||
"Bestial Rage": {
|
||||
"name": "Bestial Rage",
|
||||
"description": "<p>You summon up the fury of the beast, temporarily gaining the @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury} Trait.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"effects": {
|
||||
"Bestial Rage": {
|
||||
"name": "Bestial Rage"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flying Jib (Fishing Skiff)": {
|
||||
"name": "Flying Jib (Fishing Skiff)",
|
||||
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
|
||||
"effects": {
|
||||
"Flying Jib": {
|
||||
"name": "Flying Jib",
|
||||
"changes": {
|
||||
"system.details.length.value": 1.1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Raised Gunwales (Row Boat)": {
|
||||
"name": "Raised Gunwales (Row Boat)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
|
||||
},
|
||||
"Warrior of Tzeentch": {
|
||||
"name": "Warrior of Tzeentch",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
|
||||
},
|
||||
"Superstructure": {
|
||||
"name": "Superstructure",
|
||||
"description": "<p>The cabin, if any, is hit, and all characters inside must make an <strong>Initiative</strong> Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.</p>"
|
||||
},
|
||||
"Sign of the Beast": {
|
||||
"name": "Sign of the Beast",
|
||||
"description": "<p>Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all <strong>Fellowship </strong>Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.</p><p>\n\n <b>Lore:</b> None<p>",
|
||||
"effects": {
|
||||
"Sign of the Beast": {
|
||||
"name": "Sign of the Beast"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Racing Rig (Typical Barge or Patrol Boat)": {
|
||||
"name": "Racing Rig (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.tzzrt9PB8SD2MATV]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"effects": {
|
||||
"Racing Rig": {
|
||||
"name": "Racing Rig"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Vigwort": {
|
||||
"name": "Vigwort",
|
||||
"description": "<h3>A Personal Favourite</h3>\n<p>Also known as Fidget, Jumpweed, and <em>Folia Vitae</em>, this plant grows in sunny open areas, especially those that are being left fallow after grazing last year. The root is dried, grated, and left to steep in diluted vinegar for ten days. The mixture is then boiled, strained, and left to stand in a cool, dark room for another four days. Sweetened with honey and added to a hot tea or mulled wine, this preparation gives temporary relief to patients who are suffering from headaches, drowsiness, or lethargy, although it should only be used for short-term results; when it wears off, the patient can often be worse off than they were to start with.</p>",
|
||||
"effects": {
|
||||
"Vigwort Infusion": {
|
||||
"name": "Vigwort Infusion",
|
||||
"changes": {
|
||||
"system.characteristics.i.modifier": 10
|
||||
}
|
||||
},
|
||||
"Apply Infusion": {
|
||||
"name": "Apply Infusion"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Zone of Sanctuary": {
|
||||
"name": "Zone of Sanctuary",
|
||||
"description": "<p>You appeal to the righteous might of Sigmar to judge the wicked and keep them from your presence. Characters within the Miracle’s area of effect gain a +20 bonus to resist Fear and Terror. No Undead or Daemonic creatures may enter the zone, nor may they attack those inside it. Such creatures within the Range of this Miracle when it is invoked must attempt to leave it. This miracle is centred on the Character who invoked it, who for its duration may not Move or take any Action other than to vigorously condemn the wicked in Sigmar’s name. </p>",
|
||||
"effects": {
|
||||
"Zone of Sanctuary": {
|
||||
"name": "Zone of Sanctuary"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Eyes of the Beast": {
|
||||
"name": "Eyes of the Beast",
|
||||
"description": "<p>Your eyes glow with an unholy green light, enabling you to see as if you had the @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Trait. If you already have @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision}, the range of your vision doubles.You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.</p><p>\n\n <b>Lore:</b> None<p>",
|
||||
"effects": {
|
||||
"Eyes of the Beast": {
|
||||
"name": "Eyes of the Beast"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Cannon (Small)": {
|
||||
"name": "Cannon (Small)",
|
||||
"description": "<p>Cannon are hard to come by, dangerous to use — and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.</p>\n<p>Cannon can take three different kinds of load:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}</p>\n<p>Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.</p>"
|
||||
},
|
||||
"Stripped (Fishing Skiff)": {
|
||||
"name": "Stripped (Fishing Skiff)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"effects": {
|
||||
"Stripped": {
|
||||
"name": "Stripped"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Gesundheit": {
|
||||
"name": "Gesundheit",
|
||||
"description": "<h3>A Festering Treatment</h3>\n<p>Gesundheit, as everyone knows, means ‘good health’ in Reikspiel, and such a simple name leads me to believe that the knowledge of this plant is very ancient. The Elves call it <em>Leoleghas</em>, and in Bretonnia it is known as <em>Feuille de Blessure</em>. In the Moot, we call it ‘Heal-All’.</p>\n<p>It is a very simple herb to use: simply bruise the leaves to release their sap, and create a poultice. There are some who like to add various other healing herbs, according to the nature of the wound or the source of the infection, but I have never found this necessary.</p>",
|
||||
"effects": {
|
||||
"Gesundheit Poultice": {
|
||||
"name": "Gesundheit Poultice"
|
||||
},
|
||||
"Apply Poultice": {
|
||||
"name": "Apply Poultice"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Water Brakes (Row Boat)": {
|
||||
"name": "Water Brakes (Row Boat)",
|
||||
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
|
||||
},
|
||||
"Closed Rowlock": {
|
||||
"name": "Closed Rowlock",
|
||||
"description": "<p>A rowlock is a kind of bracket that holds an oar on a rowing vessel. Most are either C-shaped wooden stops built into the gunwale or U-shaped iron fittings that swivel with the oar’s movement. In either case, an oar can come out of its rowlock if a <strong>Row </strong>Test is failed, taking one action to replace it before rowing can resume. Closed rowlocks solve this problem. The oar may be threaded through a hole in the gunwale, or lashed to a standard rowlock with leather straps, but in either case it physically cannot come out.</p>"
|
||||
},
|
||||
"Magical": {
|
||||
"name": "Magical",
|
||||
"description": "<p>For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat’s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.</p>\n<p>On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic — but they will never be sold or given one outright.</p>\n<p>That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel’s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.</p>"
|
||||
},
|
||||
"Catapult (Medium)": {
|
||||
"name": "Catapult (Medium)",
|
||||
"description": "<p>Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2–3 actions to move them, according to their size.</p>"
|
||||
},
|
||||
"Raised Gunwales (Fishing Skiff)": {
|
||||
"name": "Raised Gunwales (Fishing Skiff)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
|
||||
},
|
||||
"Chain Shot (Cannon)": {
|
||||
"name": "Chain Shot (Cannon)"
|
||||
},
|
||||
"Chosen of Tzeentch": {
|
||||
"name": "Chosen of Tzeentch",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
|
||||
},
|
||||
"Water Brakes (Large Barge)": {
|
||||
"name": "Water Brakes (Large Barge)",
|
||||
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
|
||||
},
|
||||
"Armoured Walls (Row Boat)": {
|
||||
"name": "Armoured Walls (Row Boat)",
|
||||
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
|
||||
},
|
||||
"Spoons": {
|
||||
"name": "Spoons",
|
||||
"description": "<p>Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water — but they require strength to operate properly. When using spoons, a rower may make a <strong>Strength </strong>Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat’s Movement for that round.</p>"
|
||||
},
|
||||
"Raised Gunwales (Typical Barge or Patrol Boat)": {
|
||||
"name": "Raised Gunwales (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
|
||||
},
|
||||
"Armoured Walls (Large Barge)": {
|
||||
"name": "Armoured Walls (Large Barge)",
|
||||
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
|
||||
},
|
||||
"Creeping": {
|
||||
"name": "Creeping",
|
||||
"description": "<p>This creature is relentless, but slow. They cannot take any Run actions.</p>",
|
||||
"effects": {
|
||||
"Creeping": {
|
||||
"name": "Creeping"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Lice": {
|
||||
"name": "Lice",
|
||||
"description": "<p>Though a very common and not terribly serious malady in The Old World, infestations of lice can be quite distracting. These small insects live in and around human hair, causing itching and irritation of the skin on the head and upper neck. If the same clothing is worn for weeks on end, body lice can also become a problem. Effective treatments include the use of a very fine comb to remove the lice and their eggs, shaving one’s head, or the use of very harsh lye soap.</p>"
|
||||
},
|
||||
"Mage-Leaf": {
|
||||
"name": "Mage-Leaf",
|
||||
"description": "<h3>Wizard's Boon</h3>\n<p>I was unsure at first as to whether to include this herb, since it has no known medicinal value. However, its magical properties are sufficiently well-known that I thought it might be useful at least to mention the different names by which this plant is known, to avoid any mistaken impression that there are several different plants with similar properties. The elven name for Mage-Leaf is <em>Daionillyseiwyn</em>, which I am told means ‘the good plant’. In Norsca it is known as <em>Troldblat</em>, in Bretonnia as <em>Feuille Sorceiere</em>, in Tilea as <em>Folimaggi </em>— a corruption of the Classical <em>Folia Magii</em> — and in Albion as <em>Draodill</em>, meaning ‘the leaf of the Druids.’</p>",
|
||||
"effects": {
|
||||
"Raw Mage-Leaf": {
|
||||
"name": "Raw Mage-Leaf"
|
||||
},
|
||||
"Apply Raw": {
|
||||
"name": "Apply Raw"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Alfunas": {
|
||||
"name": "Alfunas",
|
||||
"description": "<h3>Bonesetters Delight</h3>\n<p><em>Alfunas </em>is the elven name for this plant, and has become its most common name throughout the Empire because the Wood Elves have a near monopoly over the supply. In the Moot we call it ‘Bonewort’; the Bretonnians call it <em>Ossefeuille </em>and the Tielans call it <em>Ossoripa</em>; some scholars call it <em>Folium Emendata</em>.</p>\n<p>In order for the paste to reach its full potency, it is advisable to let it sit in a covered jar in a cool, dry place such as a root cellar for at least two weeks. Do not let it dry out too much, though: when the surface of the paste begins to show cracks, seal the jar with wax or a cork stopper.</p>"
|
||||
},
|
||||
"Broad Rudder (Fishing Skiff)": {
|
||||
"name": "Broad Rudder (Fishing Skiff)",
|
||||
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
|
||||
},
|
||||
"Ram (Small River Boat)": {
|
||||
"name": "Ram (Small River Boat)",
|
||||
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
|
||||
},
|
||||
"Racing Rig (Row Boat)": {
|
||||
"name": "Racing Rig (Row Boat)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.gDpv99107lzypFi9]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"effects": {
|
||||
"Racing Rig": {
|
||||
"name": "Racing Rig"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Gun Ports (Small)": {
|
||||
"name": "Gun Ports (Small)",
|
||||
"description": "<p>Cut into a boat’s @UUID[Compendium.wfrp4e-dotr.items.CrXHlfit3BGhcMzf]{Raised Gunwales (Fishing Skiff)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
|
||||
},
|
||||
"Wand of Onyx": {
|
||||
"name": "Wand of Onyx",
|
||||
"description": "<p>This wand of polished, black mineral acts as a well of power. Once per day the bearer of the wand, when casting a spell of up to CN 5, can consider that spell to have been Critically Cast with @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#critical-casting]{Total Power}. On doing so, roll [[/r 1d100]]. If the result is less than or equal to the CN of the spell, the wand shatters and is destroyed, dealing [[/r 1d10]] Wounds to each Character within 2 yards.</p>"
|
||||
},
|
||||
"Ring of Protection from Fire": {
|
||||
"name": "Ring of Protection from Fire",
|
||||
"description": "<p>+10 to all tests involving fire, half normal damage from all kinds of fire</p>",
|
||||
"effects": {
|
||||
"Ring of Protection from Fire": {
|
||||
"name": "Ring of Protection from Fire"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Swivel Gun": {
|
||||
"name": "Swivel Gun",
|
||||
"description": "<p>A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.</p>"
|
||||
},
|
||||
"Steering": {
|
||||
"name": "Steering",
|
||||
"description": "<p>The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are <strong>Very Hard (–30)</strong>.</p>"
|
||||
},
|
||||
"Juck": {
|
||||
"name": "Juck",
|
||||
"description": "<h3>Juck's The Thing</h3>\n<p>Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form — boiled until it reached the consistency of hot custard — as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.</p>",
|
||||
"effects": {
|
||||
"Raw Juck": {
|
||||
"name": "Raw Juck"
|
||||
},
|
||||
"Apply Raw": {
|
||||
"name": "Apply Raw"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Water Brakes (Fishing Skiff)": {
|
||||
"name": "Water Brakes (Fishing Skiff)",
|
||||
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
|
||||
},
|
||||
"Gun Ports (Large)": {
|
||||
"name": "Gun Ports (Large)",
|
||||
"description": "<p>Cut into a boat’s @UUID[Compendium.wfrp4e-dotr.items.cgUYHI62x0m2iPFH]{Raised Gunwales (Large Barge)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.</p>\n<p>Opening or closing a gun port counts as a single action.</p>"
|
||||
},
|
||||
"Initiate of the Mysteries": {
|
||||
"name": "Initiate of the Mysteries",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
|
||||
},
|
||||
"Analgesic Saliva": {
|
||||
"name": "Analgesic Saliva",
|
||||
"description": "<p>The creature’s bites cause no pain, which allows it to attach to sleeping victims undetected. This effect wears off 10 – Toughness Bonus Rounds after the creature detaches.</p>"
|
||||
},
|
||||
"Cavity Worms": {
|
||||
"name": "Cavity Worms",
|
||||
"description": "<p>The Cavity Worm is a disturbing parasite that infests dirty water and spoilt foodstuffs. About an inch long, and a quarter of an inch wide, the worm has a mottled green-brown hide that forms a strange pattern of a skull near its head. Mothers tell stories of Cavity Worms to frighten their children into keeping their mouths clean, so most Old Worlders dismiss these creatures as nothing more than cautionary tales. They are quite wrong to do so.</p><h4>Effects of Cavity Worms</h4><p>Once ingested, a Cavity Worm burrows into the soft tissues of the mouth or throat. It secretes an anaesthetic fluid that instantly numbs the affected area. Each day, the victim may make a <strong>Challenging (+0) Perception</strong> Test to notice the worm growing. On a success, the worm’s presence is noticed. A Physician or other skilled Character can make an <strong>Average (+10) Heal</strong> Test to remove the worm; unskilled Characters make a standard <strong>Dexterity </strong>Test. Characters trying to treat themselves need a mirror and suffer a –10 penalty. On a failed Test, the sufferer gains one @Condition[Bleeding] Condition.</p><p>Once ensconced in the victim’s mouth, the Cavity Worm feeds on breath: the essence of the spirit. For as long as this parasite remains, the host suffers a –10 penalty to all Tests.</p><p>After a week, the parasite begins its route to the victim’s brain. Each day, the victim may make an <strong>Average (+20) Perception</strong> Test to notice a small quantity of blood leaking from their mouth. Removing of the Cavity Worm at this stage requires a <strong>Difficult (–10) Surgery</strong> Test.</p><p>If the Cavity Worm is not removed within three more days, it is no longer possible to remove it without killing the host. As the worm burrows into the brain and prepares to lay its eggs, the victim must make a <strong>Toughness </strong>Test each day. Each day the Test is failed, roll [[/r 1d10]], add the number of levels of failure, and consult the @Table[cavityworms]{Cavity Worms} Table</p><p>The Cavity Worm’s eggs hatch [[/r 1d10]] days after being laid, oozing out of the victim’s nostrils to find a new host. For those who survive the process, all penalties are permanent, and can only be restored by magical or miraculous means.</p>"
|
||||
},
|
||||
"Armoured Walls (Typical Barge or Patrol Boat)": {
|
||||
"name": "Armoured Walls (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
|
||||
},
|
||||
"Ram (Medium River Boat)": {
|
||||
"name": "Ram (Medium River Boat)",
|
||||
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
|
||||
},
|
||||
"Potion of Flight": {
|
||||
"name": "Potion of Flight",
|
||||
"description": "<p>When drunk, this potion affects the drinker as a <a class=\"entity-link content-link\" draggable=\"true\" data-pack=\"wfrp4e-core.items\" data-id=\"9wmmln3DunIqGXM2\"><i class=\"fas fa-suitcase\"></i> Flight</a> Spell. The effect lasts for 20 Rounds, minus the drinker’s Toughness bonus.</p>",
|
||||
"effects": {
|
||||
"Potion of Flight": {
|
||||
"name": "Potion of Flight"
|
||||
},
|
||||
"Apply Potion of Flight": {
|
||||
"name": "Apply Potion of Flight"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Stripped (Large Barge)": {
|
||||
"name": "Stripped (Large Barge)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"effects": {
|
||||
"Stripped": {
|
||||
"name": "Stripped"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Rotting Flesh": {
|
||||
"name": "Rotting Flesh",
|
||||
"description": "<p>Anyone viewing a guard’s uncovered face or body must make a Fear Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful <strong>Challenging (+0) Endurance</strong> Test, or fight with a penalty of -10 to WS.</p>",
|
||||
"effects": {
|
||||
"WS Penalty": {
|
||||
"name": "WS Penalty",
|
||||
"changes": {
|
||||
"system.characteristics.ws.modifier": -10
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Slave to Chaos": {
|
||||
"name": "Slave to Chaos",
|
||||
"description": "<p>You send your consciousness into another living creature, which can attempt a <strong>Willpower </strong>Test to resist your intrusion. On a failed Test, you take control of the subject’s actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another <strong>Willpower </strong>Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a <strong>Challenging (–10%) Willpower</strong> Test or gain one mutation from the Tzeentch column of the @Table[mutatephys]</p><p><strong>Lore:</strong> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.</p><p></p>",
|
||||
"effects": {
|
||||
"Slave to Chaos": {
|
||||
"name": "Slave to Chaos"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Grapeshot (Cannon)": {
|
||||
"name": "Grapeshot (Cannon)"
|
||||
},
|
||||
"Agurk": {
|
||||
"name": "Agurk",
|
||||
"description": "<h3>The Elf Balm</h3>\n<p>Though commonly called Agurk, in the Moot we call this herb <em>Shiverweed</em>. It is also known as <em>Zitterwort </em>in the Empire, <em>Trema </em>in Tilea and <em>Gysenblat </em>in Norsca. The Elves call it <em>Echryddeillen</em>. It grows in open grasslands where the soil is well-drained but not too sandy. To prepare it, pick the leaves, strip and discard the stalks, and hang up to dry beside the fireplace for at least a week. This herb is useful for improving the circulation, and also for helping a patient sweat out a heavy cold. Never use it for a fever, since it can cause the patient’s temperature to rise. To use the herb, add the leaves to a dish of boiling water, let stand for a minute or two until the water begins to take on a little colour, and then let the patient inhale the fumes for three or four minutes. After this time, the patient should start to shake — make them comfortable and keep an eye on them for three or four hours. If the trembling has not subsided by this time, you may safely administer a mild sedative. Dispose of the infusion carefully, and never let it be drunk — it can cause fatal convulsions if taken internally.</p>",
|
||||
"effects": {
|
||||
"Agurk Infusion": {
|
||||
"name": "Agurk Infusion",
|
||||
"changes": {
|
||||
"system.characteristics.dex.modifier": -20
|
||||
}
|
||||
},
|
||||
"Agurk Draught": {
|
||||
"name": "Agurk Draught"
|
||||
},
|
||||
"Apply Infusion": {
|
||||
"name": "Apply Infusion"
|
||||
},
|
||||
"Apply Draught": {
|
||||
"name": "Apply Draught"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Beast Tongue": {
|
||||
"name": "Beast Tongue",
|
||||
"description": "<p>You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.</p><p>\n\n <b>Lore:</b> None<p>"
|
||||
},
|
||||
"Rigging": {
|
||||
"name": "Rigging",
|
||||
"description": "<p>The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an <strong>Initiative </strong>Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.</p>"
|
||||
},
|
||||
"Invisible": {
|
||||
"name": "Invisible",
|
||||
"description": "<p>A Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.</p>",
|
||||
"effects": {
|
||||
"Invisible": {
|
||||
"name": "Invisible"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Water Brakes (Typical Barge or Patrol Boat)": {
|
||||
"name": "Water Brakes (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.</p>"
|
||||
},
|
||||
"Volley Gun": {
|
||||
"name": "Volley Gun",
|
||||
"description": "<p>The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an <strong>Average (+20) Endurance</strong> Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.</p>"
|
||||
},
|
||||
"Attach and Feed": {
|
||||
"name": "Attach and Feed",
|
||||
"description": "<p>If the creature makes a successful Bite attack, it becomes attached to the victim, clamping tight with surprising force. It then extracts blood, causing the automatic loss of 1 Wound every Round it is attached. Victims reduced to zero Wounds gain an @Condition[Unconscious] Condition as they pass out from blood loss.</p>\n<p>The creature will only free itself when full, which happens after it has extracted its TB in Wounds; it then retreats to digest the meal.</p>\n<p>The creature can be pulled off with an <strong>Opposed Strength</strong> Test, but doing so inflicts 1 Wound on the victim. If the creature has the appropriate Trait, anything it fears makes it release its hold immediately.</p>",
|
||||
"effects": {
|
||||
"Attach and Feed": {
|
||||
"name": "Attach and Feed"
|
||||
},
|
||||
"Attached": {
|
||||
"name": "Attached"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Armour Plating (Iron)": {
|
||||
"name": "Armour Plating (Iron)",
|
||||
"description": "<p>A thin sheet of bronze or iron adds 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</p><p><strong>Iron: </strong>2 AP; must be scraped at least once per month or blooms of rust erupt, increasing drag and reducing manoeuvrability (M -1, <strong>Boat Handling</strong> Tests −10). Failure indicates that the iron plates have rusted, losing all armour value.</p><blockquote class=\"foundry-note\"><p>This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.</p></blockquote>",
|
||||
"effects": {
|
||||
"Iron Armour Plating": {
|
||||
"name": "Iron Armour Plating"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Bension of Tzeentch": {
|
||||
"name": "Bension of Tzeentch",
|
||||
"description": "<p>You call upon the favour of Tzeentch and gain a temporary +10 bonus to one of the following Characteristics: Weapon Skill, Toughness, Agility, or Willpower. </p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"effects": {
|
||||
"Bension of Tzeentch": {
|
||||
"name": "Bension of Tzeentch"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Valerian": {
|
||||
"name": "Valerian",
|
||||
"description": "<h3>Strong Tea</h3>\n<p>Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it <em>Taillegas </em>and the Bretonnians <em>Thé de Médecin</em>.</p>\n<p>It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.</p>",
|
||||
"effects": {
|
||||
"Valerian Infusion": {
|
||||
"name": "Valerian Infusion"
|
||||
},
|
||||
"Apply Infusion": {
|
||||
"name": "Apply Infusion"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ring of Protection against Undead": {
|
||||
"name": "Ring of Protection against Undead",
|
||||
"description": "<p>The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.</p>",
|
||||
"effects": {
|
||||
"Protection Against Undead": {
|
||||
"name": "Protection Against Undead"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Carapace": {
|
||||
"name": "Carapace",
|
||||
"description": "<p>+1 Armour Point on two random Hit Locations; this mutation can only be hidden by clothing</p>",
|
||||
"effects": {
|
||||
"Carapace": {
|
||||
"name": "Carapace"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Luxury Cabin": {
|
||||
"name": "Luxury Cabin",
|
||||
"description": "<p>The Empire’s wealthy like to travel in comfort and the kind of cabin that one finds on a noble’s barge is very different from one on a trading or passenger vessel. For the indicated cost, and taking the space of two normal cabins, a traveller can ply the rivers in comfort and style. At your discretion, any <strong>Fellowship </strong>Tests made by the owner of a luxury cabin gain a +10 bonus, provided they are made within the cabin itself.</p>"
|
||||
},
|
||||
"Cannon (Medium)": {
|
||||
"name": "Cannon (Medium)",
|
||||
"description": "<p>Cannon are hard to come by, dangerous to use — and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.</p>\n<p>Cannon can take three different kinds of load:</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}</p>\n<p>@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}</p>\n<p>Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.</p>"
|
||||
},
|
||||
"Racing Rig (Large Barge)": {
|
||||
"name": "Racing Rig (Large Barge)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.rT9rbkHt09kxr2cR]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"effects": {
|
||||
"Racing Rig": {
|
||||
"name": "Racing Rig"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wand of Jet": {
|
||||
"name": "Wand of Jet",
|
||||
"description": "<p>Reduces the CN of any spell cast using it by 2, to a minimum of 0.</p>",
|
||||
"effects": {
|
||||
"Wand of Jet": {
|
||||
"name": "Wand of Jet"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Schlafenkraut": {
|
||||
"name": "Schlafenkraut",
|
||||
"description": "<h3>A Restful Concoction</h3>\n<p>Known in the Moot as Dreamleaf, in Tilea as <em>Dormifolio</em>, and to the Elves as <em>Paraudiel</em>, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so — if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.</p>"
|
||||
},
|
||||
"Spellwort": {
|
||||
"name": "Spellwort",
|
||||
"description": "<h3>The Witch-Hunter's Friend</h3><p>Spellwort is the name by which this plant is known in the Moot. Other names include <em>Unzauber</em>, <em>Wizard’s Bane</em>, <em>Feuille Contraire</em> and Witch-Hunter’s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot} and @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.</p>",
|
||||
"effects": {
|
||||
"Spellwort": {
|
||||
"name": "Spellwort"
|
||||
},
|
||||
"Apply Spellwort": {
|
||||
"name": "Apply Spellwort"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Blood Drain": {
|
||||
"name": "Blood Drain",
|
||||
"description": "<p>If the leech scores a wounding blow it becomes attached to its victim, inflicting 1 @Condition[Bleeding] condition until killed or gorged. To see whether it is gorged, roll a [[/r 1d10]] each Round: if the result is a 9 or 10 it drops off, otherwise it keeps feeding. Fire or some irritants (salt, acid, etc.) will cause it to release its hold and try to flee. Simply pulling it off inflicts 1 @Condition[Bleeding] condition.</p>",
|
||||
"effects": {
|
||||
"Blood Drain": {
|
||||
"name": "Blood Drain"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ram (Large River Boat)": {
|
||||
"name": "Ram (Large River Boat)",
|
||||
"description": "<p>A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.</p>"
|
||||
},
|
||||
"Broad Rudder (Large Barge)": {
|
||||
"name": "Broad Rudder (Large Barge)",
|
||||
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
|
||||
},
|
||||
"Raised Gunwales (Large Barge)": {
|
||||
"name": "Raised Gunwales (Large Barge)",
|
||||
"description": "<p>The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.</p>"
|
||||
},
|
||||
"Armour Plating (Bronze)": {
|
||||
"name": "Armour Plating (Bronze)",
|
||||
"description": "<p>A thin sheet of bronze or iron adds 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.</p><p><strong>Bronze</strong>: 1 AP; must be scraped at least once every three months or oxidation reaches a point where the surface becomes pitted and riddled with river weed, increasing drag and reducing manoeuvrability (M −1, <strong>Boat Handling</strong> Tests −10). This does not affect armour value.</p><blockquote class=\"foundry-note\"><p>This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.</p></blockquote>",
|
||||
"effects": {
|
||||
"Bronze Armour Plating": {
|
||||
"name": "Bronze Armour Plating"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Anticoagulant Saliva": {
|
||||
"name": "Anticoagulant Saliva",
|
||||
"description": "<p>The victim of the creature’s bite gains one @Condition[Bleeding] Condition.</p>",
|
||||
"effects": {
|
||||
"Anticoagulant Saliva": {
|
||||
"name": "Anticoagulant Saliva"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Racing Rig (Fishing Skiff)": {
|
||||
"name": "Racing Rig (Fishing Skiff)",
|
||||
"description": "<p>As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%</p><p>A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.50lomqxMkIIx5jZm]{flying jib}, and the advantages of the two do not stack.</p><p>This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all <strong>Boat Handling</strong> Tests. In addition, all hits to the rigging cause double normal Damage.</p>",
|
||||
"effects": {
|
||||
"Racing Rig": {
|
||||
"name": "Racing Rig"
|
||||
}
|
||||
}
|
||||
},
|
||||
"The Gripe": {
|
||||
"name": "The Gripe",
|
||||
"description": "<p>The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.</p>\n<p>Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.</p>",
|
||||
"effects": {
|
||||
"Gripes": {
|
||||
"name": "Gripes"
|
||||
},
|
||||
"BeIbaZVrl1HD4miH": {
|
||||
"name": "Gripes"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Stripped (Row Boat)": {
|
||||
"name": "Stripped (Row Boat)",
|
||||
"description": "<p>A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.</p>",
|
||||
"effects": {
|
||||
"Stripped": {
|
||||
"name": "Stripped"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flying Jib (Row Boat)": {
|
||||
"name": "Flying Jib (Row Boat)",
|
||||
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
|
||||
"effects": {
|
||||
"Flying Jib": {
|
||||
"name": "Flying Jib",
|
||||
"changes": {
|
||||
"system.details.length.value": 1.1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Steam": {
|
||||
"name": "Steam",
|
||||
"description": "<p>The Dwarf Engineers’ Guild and the Imperial Engineers’ School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat’s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.</p>\n<p>A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with <strong>Trade (Engineer) </strong>Tests made in place of <strong>Boat Handling</strong> Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed <strong>Trade (Engineer)</strong> Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table</p>"
|
||||
},
|
||||
"Favoured of Tzeentch": {
|
||||
"name": "Favoured of Tzeentch",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}</p>"
|
||||
},
|
||||
"Vanera": {
|
||||
"name": "Vanera",
|
||||
"description": "<h3>The Goddess' Gift</h3>\n<p>Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don’t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don’t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb’s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn’t mind paying the price later.</p>"
|
||||
},
|
||||
"Ball (Cannon)": {
|
||||
"name": "Ball (Cannon)"
|
||||
},
|
||||
"Capricious": {
|
||||
"name": "Capricious",
|
||||
"description": "<p>The creature’s temper swings from one extreme to the other. When any creature makes a <strong>Fellowship </strong>Test in dealing with the creature, roll on the following table:</p>\n<table style=\"width: 77.0354%; height: 95px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; text-align: center; height: 15px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"width: 84.5762%; text-align: center; height: 15px;\"><strong>Result</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">1</td>\n<td style=\"width: 84.5762%; height: 16px;\">Subtract 2 from SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">2-3</td>\n<td style=\"width: 84.5762%; height: 16px;\">Subtract 1 from SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">4-7</td>\n<td style=\"width: 84.5762%; height: 16px;\">Use indicated SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">8-9</td>\n<td style=\"width: 84.5762%; height: 16px;\">Add 1 to SL</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 14.1285%; height: 16px;\">10</td>\n<td style=\"width: 84.5762%; height: 16px;\">Add 2 to SL</td>\n</tr>\n</tbody>\n</table>"
|
||||
},
|
||||
"Mortar": {
|
||||
"name": "Mortar",
|
||||
"description": "<p>A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old World’s wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.</p><p>Like @UUID[Compendium.wfrp4e-dotr.items.Cglbo7THNwrPHnuD]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.</p>"
|
||||
},
|
||||
"Aquatic": {
|
||||
"name": "Aquatic",
|
||||
"description": "<p>The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.</p>"
|
||||
},
|
||||
"Slowmind": {
|
||||
"name": "Slowmind",
|
||||
"description": "<h3>Slowmind</h3>\n<p>I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient’s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated — mixed with a little nutmeg if available — tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.</p>",
|
||||
"effects": {
|
||||
"Slowmind Infusion": {
|
||||
"name": "Slowmind Infusion",
|
||||
"changes": {
|
||||
"system.characteristics.int.modifier": -10,
|
||||
"system.characteristics.wp.modifier": -10
|
||||
}
|
||||
},
|
||||
"Slowmind Poultice": {
|
||||
"name": "Slowmind Poultice"
|
||||
},
|
||||
"Apply Infusion": {
|
||||
"name": "Apply Infusion"
|
||||
},
|
||||
"Apply Poultice": {
|
||||
"name": "Apply Poultice"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Enrage Beast": {
|
||||
"name": "Enrage Beast",
|
||||
"description": "<p>Your eyes flash with unwholesome light as you inspire fear in a single ordinary animal within 12 yards (6 squares). The target animal is entitled to a <strong>Willpower </strong>Test to resist this spell. On a failed Test, it acts strangely. Roll [[/r 1d10]] on the @UUID[Compendium.wfrp4e-dotr.tables.VQTQb4Qlapf7Upuz]{Enrage Beast} Table to see what it does.</p><p><strong>Lore:</strong> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.</p><p></p>",
|
||||
"effects": {
|
||||
"Enrage Beast": {
|
||||
"name": "Enrage Beast"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wilful Corruption": {
|
||||
"name": "Wilful Corruption",
|
||||
"description": "<p>The favoured of Tzeentch are masters of magic, and gain a small measure of insight and control over the horrific gifts their patron bestows. When you gain a mutation, you roll any dice twice and pick the preferred result.</p>"
|
||||
},
|
||||
"Broad Rudder (Row Boat)": {
|
||||
"name": "Broad Rudder (Row Boat)",
|
||||
"description": "<p>A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every <strong>Boat Handling</strong> Test must also be accompanied by a <strong>Strength </strong>Test; if the <strong>Strength </strong>Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional <strong>Strength </strong>Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!</p>"
|
||||
},
|
||||
"Smoothing": {
|
||||
"name": "Smoothing",
|
||||
"description": "<p>Less radical than a racing hull is the process of smoothing a boat’s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.</p><p>@UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.</p><blockquote class=\"foundry-note\"><p>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</p></blockquote>",
|
||||
"effects": {
|
||||
"Smoothing": {
|
||||
"name": "Smoothing",
|
||||
"changes": {
|
||||
"system.details.move.value": 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Climb": {
|
||||
"name": "Climb",
|
||||
"description": "<p>Your fingernails and toenails become short claws, not long enough to serve as weapons but sufficient to make climbing much easier. When barefoot and without gloves, you gain the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent for the duration of the spell.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"effects": {
|
||||
"Climb": {
|
||||
"name": "Climb"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": {
|
||||
"name": "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
|
||||
"effects": {
|
||||
"Fore-and-Aft Rudder": {
|
||||
"name": "Fore-and-Aft Rudder",
|
||||
"changes": {
|
||||
"system.details.move.value": -1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Musket Rests": {
|
||||
"name": "Musket Rests",
|
||||
"description": "<p>Forked poles set up along a boat’s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.</p><blockquote class=\"foundry-note\"><p>In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure</p></blockquote>"
|
||||
},
|
||||
"Tremor": {
|
||||
"name": "Tremor",
|
||||
"description": "<p>Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards (except you) must make an <strong>Agility </strong>Test or fall down, gaining a @Condition[Prone] Condition.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"effects": {
|
||||
"Tremor": {
|
||||
"name": "Tremor"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Racing Hull": {
|
||||
"name": "Racing Hull",
|
||||
"description": "<p>Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat owners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.</p><p>A boat with a racing hull is tricky to control, though, and requires a <strong>Difficult (−10) Boat Handling</strong> Test every hour. On a Marginal (−1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (−4 SL), Movement is half normal; and on an Astounding Failure (−6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.</p><p>Normal @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{repairs} to a racing hull cost twice the normal rate given, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.</p><blockquote class=\"foundry-note\"><p>Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.</p></blockquote>",
|
||||
"effects": {
|
||||
"Racing Hull": {
|
||||
"name": "Racing Hull",
|
||||
"changes": {
|
||||
"system.details.move.value": 2
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ballista": {
|
||||
"name": "Ballista",
|
||||
"description": "<p>Ballistae are giant crossbows that fire iron-capped bolts the size of fence posts. They can spit a person or creature like a chicken, or punch a nice, neat hole in a boat’s hull. Ballistae are normally mounted on swivels, allowing them a wide arc of fire.</p>"
|
||||
},
|
||||
"Fore-and-Aft Rudder (Large Barge)": {
|
||||
"name": "Fore-and-Aft Rudder (Large Barge)",
|
||||
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
|
||||
"effects": {
|
||||
"Fore-and-Aft Rudder": {
|
||||
"name": "Fore-and-Aft Rudder",
|
||||
"changes": {
|
||||
"system.details.move.value": -1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Subvert Strength": {
|
||||
"name": "Subvert Strength",
|
||||
"description": "<p>Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate <strong>Trade </strong>Test.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>"
|
||||
},
|
||||
"Oars": {
|
||||
"name": "Oars",
|
||||
"description": "<p>The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount — a <strong>Difficult (–10) Trade (Boatbuilding </strong>or<strong> Carpentry)</strong> Test — the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful <strong>Challenging (+0) Boat Handling</strong> Test.</p>"
|
||||
},
|
||||
"Tarrabeth": {
|
||||
"name": "Tarrabeth",
|
||||
"description": "<h3>Tarrabeth</h3>\n<p>Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor’s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.</p>",
|
||||
"effects": {
|
||||
"Apply Tarrabath (to Weapon)": {
|
||||
"name": "Apply Tarrabath (to Weapon)"
|
||||
},
|
||||
"Tarrabeth": {
|
||||
"name": "Tarrabeth"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flying Jib (Large Barge)": {
|
||||
"name": "Flying Jib (Large Barge)",
|
||||
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
|
||||
"effects": {
|
||||
"Flying Jib": {
|
||||
"name": "Flying Jib",
|
||||
"changes": {
|
||||
"system.details.length.value": 1.1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Hallucinogen": {
|
||||
"name": "Hallucinogen",
|
||||
"description": "<p>The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM’s discretion, if the victim is downwind) must pass an <strong>Average (+20) Willpower</strong> Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.</p>",
|
||||
"effects": {
|
||||
"Hallucinogen": {
|
||||
"name": "Hallucinogen"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Fore-and-Aft Rudder (Fishing Skiff)": {
|
||||
"name": "Fore-and-Aft Rudder (Fishing Skiff)",
|
||||
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
|
||||
"effects": {
|
||||
"Fore-and-Aft Rudder": {
|
||||
"name": "Fore-and-Aft Rudder",
|
||||
"changes": {
|
||||
"system.details.move.value": -1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Graveroot": {
|
||||
"name": "Graveroot",
|
||||
"description": "<h3>Grave Matters</h3>\n<p>Also known as Grabwort, Dead Man’s Finger, Ghostbane and Morr’s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.</p>"
|
||||
},
|
||||
"Armoured Walls (Fishing Skiff)": {
|
||||
"name": "Armoured Walls (Fishing Skiff)",
|
||||
"description": "<p>The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.</p>"
|
||||
},
|
||||
"Gift of the Beast": {
|
||||
"name": "Gift of the Beast",
|
||||
"description": "<p>You call upon the favour of Tzeentch and gain a temporary mutation: consult the @Table[giftofthebeast] Table.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"effects": {
|
||||
"Gift of the Beast": {
|
||||
"name": "Gift of the Beast"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flying Jib (Typical Barge or Patrol Boat)": {
|
||||
"name": "Flying Jib (Typical Barge or Patrol Boat)",
|
||||
"description": "<p>A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.</p>",
|
||||
"effects": {
|
||||
"Flying Jib": {
|
||||
"name": "Flying Jib",
|
||||
"changes": {
|
||||
"system.details.length.value": 1.1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Transformation of the Beast": {
|
||||
"name": "Transformation of the Beast",
|
||||
"description": "<p>You channel the power of Tzeentch, and your body transforms into that of a @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:</p>\n<p><strong>Characteristics</strong>: use your own characteristic or that of a Gor, whichever is better.</p>\n<p><strong>Traits</strong>: gain @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}</p>\n<p><strong>Skills</strong>: gain Beast Tongue but lose the ability to speak intelligibly in any other language.</p><p>\n\n <b>Lore:</b> Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.<p>",
|
||||
"effects": {
|
||||
"Transformation of the Beast": {
|
||||
"name": "Transformation of the Beast"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Trinkwort": {
|
||||
"name": "Trinkwort",
|
||||
"description": "<h3>Trinkwort</h3>\n<p>According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it <em>Corrylliamid</em>. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.</p>",
|
||||
"effects": {
|
||||
"Raw Trinkwort": {
|
||||
"name": "Raw Trinkwort"
|
||||
},
|
||||
"Apply Raw": {
|
||||
"name": "Apply Raw"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ammo": {
|
||||
"name": "Ammo",
|
||||
"description": "<p>Represents the default ammunition for a vehicle weapon</p>"
|
||||
},
|
||||
"Fore-and-Aft Rudder (Row Boat)": {
|
||||
"name": "Fore-and-Aft Rudder (Row Boat)",
|
||||
"description": "<p>For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all <strong>Boat Handling</strong> Tests involving steering receive a +20 bonus.</p>",
|
||||
"effects": {
|
||||
"Fore-and-Aft Rudder": {
|
||||
"name": "Fore-and-Aft Rudder",
|
||||
"changes": {
|
||||
"system.details.move.value": -1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Spiderleaf": {
|
||||
"name": "Spiderleaf",
|
||||
"description": "<h3>Spiderleaf</h3>\n<p>This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers — mostly Human — in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an actual spider will make the treatment more effective. It does not seem to do so.</p>"
|
||||
},
|
||||
"Catapult (Small)": {
|
||||
"name": "Catapult (Small)",
|
||||
"description": "<p>Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2–3 actions to move them, according to their size.</p>"
|
||||
},
|
||||
"Barrakul": {
|
||||
"name": "Barrakul",
|
||||
"description": "<p><img style=\"border: none;\" src=\"modules/wfrp4e-dotr/assets/items/barrakul.webp\" alt=\"\" width=\"119\" height=\"368\" /></p>",
|
||||
"effects": {
|
||||
"Barrakul": {
|
||||
"name": "Barrakul"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Rotgut": {
|
||||
"name": "Rotgut",
|
||||
"effects": {
|
||||
"Apply Rotgut": {
|
||||
"name": "Apply Rotgut"
|
||||
},
|
||||
"Rotgut": {
|
||||
"name": "Rotgut"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Hull": {
|
||||
"name": "Hull",
|
||||
"description": "<p>The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boat’s Toughness (see @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#holed]{Holed}). The water may ruin the cargo, if any.</p>"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,147 +0,0 @@
|
||||
{
|
||||
"label": "Items (Empire in Ruins)",
|
||||
"folders": {
|
||||
"Spells": "Spells",
|
||||
"Traits": "Traits",
|
||||
"Trappings": "Trappings"
|
||||
},
|
||||
"entries": {
|
||||
"Vindictive Glare": {
|
||||
"name": "Vindictive Glare",
|
||||
"description": "<p>You concentrate your vitriol, sending green bolts of purest spite to fizz and explode amidst the foe. This is a magic missile with Damage +4 that targets everyone in the Area of Effect. A target who takes damage from the Spell must make a successful <strong>Challenging (+0) Cool</strong> Test or suffer from a @Condition[Stunned] Condition.</p>",
|
||||
"effects": {
|
||||
"Vindictive Glare": {
|
||||
"name": "Vindictive Glare"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Helstorm Rocket Battery": {
|
||||
"name": "Helstorm Rocket Battery"
|
||||
},
|
||||
"Predator-Prey Pendant": {
|
||||
"name": "Predator-Prey Pendant",
|
||||
"description": "<p>Provides a <strong>+20 bonus</strong> to the next three tests the Character makes with one of the following skills: Stealth (Rural), Track, Outdoor Survival, Swim, Perception, Intuition.</p>",
|
||||
"effects": {
|
||||
"Predator-Prey Amulet": {
|
||||
"name": "Predator-Prey Amulet"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Elthrai Cadaith": {
|
||||
"name": "Elthrai Cadaith"
|
||||
},
|
||||
"Induce Frenzy": {
|
||||
"name": "Induce Frenzy",
|
||||
"description": "<p>If Marsie touches anyone and takes an Action to will it, the target must make a <strong>Hard (–20) Willpower</strong> Test or enter @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy}. She can pick the Frenzied Character’s first target from any creature within 4 yards, but she has no further control over the course of the Frenzy. The Frenzy ends when the Character falls to 1 or fewer Wounds.</p>",
|
||||
"effects": {
|
||||
"Induce Frenzy": {
|
||||
"name": "Induce Frenzy"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Cunnin' Words": {
|
||||
"name": "Cunnin' Words",
|
||||
"description": "<p>You call on Mork to trick a listener into hearing cogent, civilised discourse, rather than the mad babble you usually utter.</p>"
|
||||
},
|
||||
"Pure Fire": {
|
||||
"name": "Pure Fire",
|
||||
"description": "<p>A short sword forged by a master Craftsmen with the words Pure Fire engraved around its pommel. It was blessed many years ago by a group of wizards and clerics. It was impaled into @UUID[Actor.wEfKKDY6sZgbjEIC]{Drexol’s} chest by a Witch Hunter and he has been unable to remove it ever since.</p><p><strong>Magical Weapon</strong>: Pure Fire is magical and can injure creatures noted as immune to non-magical attacks.</p><p><strong>Bane of the Corrupt</strong>: Against followers of Chaos the sword has a Damage of SB+5.</p>",
|
||||
"effects": {
|
||||
"Pure Fire": {
|
||||
"name": "Pure Fire"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Spell Syphon": {
|
||||
"name": "Spell Syphon",
|
||||
"description": "<p>Whenever an enemy successfully casts a spell in their presence, the Blue Scribes can make an <strong>Opposed Willpower</strong> Test with the caster. If they prevail, roll 1d10 and consult the following table:</p><p>@Table[spell-syphon]</p><p></p>"
|
||||
},
|
||||
"Ghal Maraz": {
|
||||
"name": "Ghal Maraz",
|
||||
"description": "<p>The Hammer is a mighty artefact, a masterwork of long-forgotten Dwarf skill wrought in a mysterious alloy, a beautiful golden copper that is somehow harder than expertly forged steel. Several runes glow with vibrant blue magical power. A Character passing a <strong>Hard (–20) Language (Khazalid)</strong> Test can tell that they are intricate and archaic, but can only guess at their effect. They do not all glow brightly. Several have dimmed, exhausted by their long proximity to the malefic energies of Sheerargetru. Until Ghal Maraz is bathed in holy fire (as described in the following chapter) the runes marked with an * do not function. Still, it is a magnificent weapon worthy of a god.</p><p><strong>Magical Weapon</strong>: Ghal Maraz is magical and can injure creatures noted as immune to non-magical attacks.</p><p><strong>Radiant Nimbus</strong>: The Hammer glows with holy power. Creatures with the Unstable Trait engaged with the bearer lose 3 Wounds at the end of each turn.</p><p><strong>Smednir’s Master Rune of Head-Wrecking</strong>: Add 40 to the score of any Critical Hits you make to the head.</p><p><strong>Rune of Goblin Bane</strong>: Add the Impact quality to the weapon if the target is an Orc, Goblin, Snotling, or Hobgoblin. Goblins treat the bearer as having the Fear 1 Creature Trait.</p><p><strong>* Rune of Fire</strong>: Any target struck receives an Ablaze <br>Condition.</p><p><strong>* Rune of Stalwart</strong>: The bearer of the weapon adds +2 SL to Cool Tests to resist Fear and Terror.</p><p><strong>* Rune of Spell-Breaking</strong>: Any harmful spell that targets the bearer of Ghal Maraz, or includes them in its area of effect, suffers a penalty of –2 SL on its Casting Test.</p>",
|
||||
"effects": {
|
||||
"Rune of Fire (Disabled)": {
|
||||
"name": "Rune of Fire (Disabled)"
|
||||
},
|
||||
"Rune of Goblin Bane": {
|
||||
"name": "Rune of Goblin Bane"
|
||||
},
|
||||
"Smednir’s Master Rune of Head-Wrecking": {
|
||||
"name": "Smednir’s Master Rune of Head-Wrecking"
|
||||
},
|
||||
"Rune of Stalwart & Spell-Breaking (Disabled)": {
|
||||
"name": "Rune of Stalwart & Spell-Breaking (Disabled)"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Night Shroud": {
|
||||
"name": "Night Shroud",
|
||||
"description": "<p>You toss a black-capped nightshade mushroom into the air, which bursts to form a cloud of pitch darkness. Anyone within the cloud who does not have the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent or Trait suffers from a @Condition[Blinded] Condition. Anyone attempting to move within the cloud who does not have the Night Vision Talent or Trait must pass a <strong>Challenging (+0) Perception</strong> Test or gain the @Condition[Prone] Condition.</p>",
|
||||
"effects": {
|
||||
"Night Shroud": {
|
||||
"name": "Night Shroud"
|
||||
}
|
||||
}
|
||||
},
|
||||
"The Silver Seal": {
|
||||
"name": "The Silver Seal",
|
||||
"description": "<p>The warrior mage Fredrik von Tarnus crafted this artefact for Magnus the Pious following the Great War against Chaos. The wearer of the seal benefits from the following Creature Traits: @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 8+} and @UUID[Compendium.wfrp4e-core.items.yrkI7ATjqLPDTFmZ]{Magic Resistance 2}.</p>",
|
||||
"effects": {
|
||||
"The Silver Seal": {
|
||||
"name": "The Silver Seal"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Spirit Walk": {
|
||||
"name": "Spirit Walk",
|
||||
"description": "<p>You draw Dhar into your body, becoming one with its power. For the duration of the spell, you gain the @UUID[Compendium.wfrp4e-core.items.Item.tNWrJUOArwfWXsPw]{Ethereal} Trait</p>",
|
||||
"effects": {
|
||||
"Spirit Walk": {
|
||||
"name": "Spirit Walk"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ball and Chain": {
|
||||
"name": "Ball and Chain"
|
||||
},
|
||||
"Gork’ll Fix It": {
|
||||
"name": "Gork’ll Fix It",
|
||||
"description": "<p>You point a bony finger at a nearby enemy, and curse them in the name of Gork. For the duration of the spell, your target suffers from a @Condition[Fatigued] Condition +1 <em>Fatigued</em> Condition for every additional SL you scored on the spellcasting test.</p>",
|
||||
"effects": {
|
||||
"Gork’ll Fix It": {
|
||||
"name": "Gork’ll Fix It"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Sneaky Stabbin'": {
|
||||
"name": "Sneaky Stabbin'",
|
||||
"description": "<p>You focus mischievous energies to ensure blows from allies are blessed by this spell to find their enemies’ weak spots. All blows struck by affected targets benefit from the <em>Impale</em> and <em>Penetrating</em> Qualities.</p>",
|
||||
"effects": {
|
||||
"Sneaky Stabbin'": {
|
||||
"name": "Sneaky Stabbin'"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Imitation Ghal Maraz": {
|
||||
"name": "Imitation Ghal Maraz",
|
||||
"description": "<p>A once-potent magical artefact combining Dwarf Runesmithery and Sigmarite blessings, the imitation Ghal Maraz has diminished in power over recent years. As Sigmar’s Empire weakens from within, his divine presence grows faint.</p><p><strong>Magical Weapon</strong>: The imitation Ghal Maraz is magical and can injure creatures noted as immune to non-magical attacks.</p><p><strong>Radiant Nimbus</strong>: The hammer gives off a faint glow of holy power. Creatures with the Unstable Trait engaged with the bearer lose 1 wound at the end of each turn.</p><p><strong>Rune of Goblin Bane</strong>: Add the Impact quality to the weapon if the target is an Orc, Goblin, Snotling, or Hobgoblin.</p><p><strong>Rune of Fire</strong>: Targets struck receive an @Condition[Ablaze] Condition.</p>",
|
||||
"effects": {
|
||||
"Rune of Goblin Bane": {
|
||||
"name": "Rune of Goblin Bane"
|
||||
},
|
||||
"Rune of Fire": {
|
||||
"name": "Rune of Fire"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Random Caster": {
|
||||
"name": "Random Caster",
|
||||
"description": "<p>The Blue Scribes can cast spells at random, as described above. When they are attacked, roll on the following table once per round to determine which kind of spell they cast. Having chosen the lore randomly, either choose the spell or generate randomly. More spells from the Lore of Tzeentch can be found in the <strong>Enemy in Shadows Companion</strong> and the <strong>Death on the Reik Companion</strong>; spells from the Lore of Slaanesh are in the <strong>Power Behind the Throne Companion</strong>.</p><p>@Table[random-caster]</p><p></p>",
|
||||
"effects": {
|
||||
"Random Caster": {
|
||||
"name": "Random Caster"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,779 +0,0 @@
|
||||
{
|
||||
"label": "Items (The Horned Rat)",
|
||||
"folders": {
|
||||
"Lore of Plague": "Lore of Plague",
|
||||
"Diseases": "Diseases",
|
||||
"Petty": "Petty",
|
||||
"Spells": "Spells",
|
||||
"Talents": "Talents",
|
||||
"Lore of Stealth": "Lore of Stealth",
|
||||
"Careers": "Careers",
|
||||
"Lore of Ruin": "Lore of Ruin",
|
||||
"Trappings": "Trappings",
|
||||
"Weapons": "Weapons",
|
||||
"Ammunition": "Ammunition"
|
||||
},
|
||||
"entries": {
|
||||
"Warp-grinder": {
|
||||
"name": "Warp-grinder",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warp-grinder is an experimental Skaven device for speedy excavation. It can cut through the hardest rock formations in a matter of moments. It is powered by Warpstone, and thus potentially very unstable. The Warp-grinder is a @Corruption[Major]{Major Corrupting Influence}.</p><p>The Warp-grinder projects a flickering arc of green-black dark magic that rips through everything it touches. It consists of a Warpstone-tipped staff connected to a brass-jacketed Warpstone condenser by a tangle of hoses and wires.</p><p>It requires a crew of two: one to carry the condenser and one to operate the staff. The Warp-grinder can cut a 5 ft diameter tunnel through most kinds of rock at a Movement rate of 2. While it was not designed as a weapon, it can be deadly at short range. Of a two-Skaven crew, the one with the staff can attack with the Warp-grinder, and the Skaven with the condenser uses a hand weapon. Enc is shared between the crew.</p>",
|
||||
"effects": {
|
||||
"Warp-grinder": {
|
||||
"name": "Warp-grinder"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Skitterleap (Plague)": {
|
||||
"name": "Skitterleap (Plague)",
|
||||
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (–10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
|
||||
},
|
||||
"Rat Thrall": {
|
||||
"name": "Rat Thrall",
|
||||
"description": "<p>You summon an ordinary brown rat. For the next [[/br 1d10]] hours, you may communicate with the rat as if you shared a common language, and it must obey all of your commands even if they would cause its own death. Rat thralls can fetch small objects, gnaw through ropes, and other simple tasks that an ordinary rat could perform, but such requests are limited by the rat’s animal intelligence.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>"
|
||||
},
|
||||
"Snare-Net": {
|
||||
"name": "Snare-Net",
|
||||
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>Snare-nets are strong but lightweight nets covered in hooks, used by Gutter Runners to capture prisoners alive or to entangle and slow opponents.</p>\n<p>A Snare-net causes twice the normal number of @Condition[Entangled] Conditions.</p>",
|
||||
"effects": {
|
||||
"Snare-Net": {
|
||||
"name": "Snare-Net"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Pavise": {
|
||||
"name": "Pavise",
|
||||
"description": "<p>This large shield is designed to protect the @UUID[Compendium.wfrp4e-horned-rat.items.lP0b4ATxULZBpIvD]{Warplock Jezzail} crews and other small-crewed weapons from enemy fire. It has an Encumbrance of 4, and instead of acting like a normal Shield it makes all ranged attacks targeting the crew <strong>Hard (–20)</strong>.</p>",
|
||||
"effects": {
|
||||
"Pavise": {
|
||||
"name": "Pavise"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Death Globe": {
|
||||
"name": "Death Globe",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>This is a Poisoned Wind Globe of an even more potent variety, able to release great volumes of deadly gas. It is identical to a @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} except that its cloud is twice as big, targets must pass a <strong>Hard (–20) Toughness </strong>Test to resist its effects, and those who fail lose [[/r 1d10 # Wounds]] Wounds, modified by Toughness Bonus but not by Armour.</p>",
|
||||
"effects": {
|
||||
"Death Globe": {
|
||||
"name": "Death Globe"
|
||||
},
|
||||
"Death Globe - Miss": {
|
||||
"name": "Death Globe - Miss"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warp Star Infusion": {
|
||||
"name": "Warp Star Infusion",
|
||||
"description": "<p>You enchant a number of Throwing Stars equal to your Willpower Bonus, imbuing them with the foul essence of the warp. A target wounded by one of these Stars must make a <strong>Hard (–20) Toughness</strong> Test or suffer additional Wounds equal to your Willpower Bonus, ignoring armour and Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Warp Star Infusion": {
|
||||
"name": "Warp Star Infusion"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Favour of the Horned Rat": {
|
||||
"name": "Favour of the Horned Rat",
|
||||
"description": "<p>You gain an additional Fortune Point for the duration of the spell. You may only benefit from this spell once for every 13 hour period. Attempting to use this spell again before the full 13 hours have passed draws the disfavour of the Horned Rat — the effects of this remain up to the GM.</p><p>\n\n <b>Lore:</b> None<p>",
|
||||
"effects": {
|
||||
"Favour of the Horned Rat": {
|
||||
"name": "Favour of the Horned Rat"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warp-Power Accumuluator": {
|
||||
"name": "Warp-Power Accumuluator",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>A @UUID[Actor.KAB3UZ20z9m8fUQ3]{Warlock-Engineer} equipped with a supercharged Warp-power Accumulator increases the amount of Warp energy funnelled into any Warp Lightning spells he casts. When calculating Success Levels for the spell, you may reverse the dice used for the Casting Test if this result would be better.</p>\n<p>However, if you miscast Warp Lightning when using a Warp-Power Accumulator, the device begins to overload in addition to the usual effects of the miscast. Unless the Warlock Engineer can shut the accumulator down on the next turn, which requires a <strong>Hard (-30) Dexterity </strong>Test to access the poorly placed emergency shut off, it explodes dealing [[/r 3d10 #Damage]] Damage, reduced by Toughness Bonus and armour, to everyone within 3 yards, and counts as a @Corruption[moderate]{Moderate Exposure to Corruption} to everyone within 5 yards.</p>",
|
||||
"effects": {
|
||||
"Warp-Power Accumuluator": {
|
||||
"name": "Warp-Power Accumuluator"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Beast-Prod": {
|
||||
"name": "Beast-Prod",
|
||||
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p><p>This barbed prod is used primarily for herding @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres} and other @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} creations, but at need a @UUID[Actor.vqKiWF0OuVwTnARC]{Packmaster} will turn its magical energy upon an enemy. It requires two hands and does damage as a Halberd, but ignores all armour.</p>",
|
||||
"effects": {
|
||||
"Beast-Prod": {
|
||||
"name": "Beast-Prod"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Death Frenzy (Ruin)": {
|
||||
"name": "Death Frenzy (Ruin)",
|
||||
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell’s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Death Frenzy": {
|
||||
"name": "Death Frenzy"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Poisoned Wind Mortar": {
|
||||
"name": "Poisoned Wind Mortar",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>The Poisoned Wind Mortar allows a weapons team to fire a weightier @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poisoned Wind Globe} to a range greater than a lone Globadier could hope to achieve. Hurting the enemy without risking one’s own fur is always an appealing idea to Skaven. This weapon requires a crew of two: a trained Bombardier to fire it supported by a Crewvermin loader.</p>"
|
||||
},
|
||||
"Old Guard": {
|
||||
"name": "Old Guard",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
|
||||
},
|
||||
"Ghostly Flame": {
|
||||
"name": "Ghostly Flame",
|
||||
"description": "<p>You conjure a small blob of glowing green fire out of thin air, dripping viscous fluid as it burns. On subsequent turns, you may end this spell by using your action to hurl the fiery mess at an opponent. Use Ranged (Throwing) and treat the projectile as having Damage equal to your Strength Bonus plus Willpower Bonus. Otherwise, this petty spell generates light equivalent to a torch and remains for one hour before sputtering out. </p><p>\n\n <b>Lore:</b> None<p>",
|
||||
"effects": {
|
||||
"Ghostly Flame": {
|
||||
"name": "Ghostly Flame"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Veil of Flies": {
|
||||
"name": "Veil of Flies",
|
||||
"description": "<p>With a curse and a flailing of your arms, you summon a cloud of gnats and biting flies. They swarm about you, filling the air in every direction for a distance equal to your Willpower Bonus in yards. The swarm moves with you for as long as the spell is in effect. Creatures other than yourself within the swarm suffer a –20 penalty to all Tests from the distraction. In addition, the cloud makes it hard for enemies to see you, imposing a further –20 penalty to all ranged attacks against you.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Veil of Flies": {
|
||||
"name": "Veil of Flies"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warplock Pistol": {
|
||||
"name": "Warplock Pistol",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warplock Pistol fires pellets of Warpstone, with a longer range than a blackpowder pistol. If a Warplock Pistol attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the pistol blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.</p>",
|
||||
"effects": {
|
||||
"Warplock Pistol": {
|
||||
"name": "Warplock Pistol"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flensing Ruin": {
|
||||
"name": "Flensing Ruin",
|
||||
"description": "<p>Green ribbons of warp-energy tear the flesh from the target’s bones. This is a <em>magic missile</em> with a Damage of +4 which ignores both armour and Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Flensing Ruin": {
|
||||
"name": "Flensing Ruin"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Musk of Terror (Ruin)": {
|
||||
"name": "Musk of Terror (Ruin)",
|
||||
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p><p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p><p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p></p>",
|
||||
"effects": {
|
||||
"Musk of Terror": {
|
||||
"name": "Musk of Terror"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Death Frenzy (Stealth)": {
|
||||
"name": "Death Frenzy (Stealth)",
|
||||
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell’s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Death Frenzy": {
|
||||
"name": "Death Frenzy"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Armour of Darkness": {
|
||||
"name": "Armour of Darkness",
|
||||
"description": "<p>You solidify the shadows around your body. In addition to making you harder to see in low-light conditions, this shadow armour also protects you from harm. You gain an additional 1 AP to each location, and a +20 bonus to any Stealth Tests you make in dim light. </p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Armour of Darkness": {
|
||||
"name": "Armour of Darkness"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Howling Warpgale": {
|
||||
"name": "Howling Warpgale",
|
||||
"description": "<p>You gesture twitchingly to the skies and fierce hurricane gales begin to swirl around you, filling a radius equal to your Willpower in yards. Enemies cannot fly in the howling winds, and ranged attacks into or out of the affected area suffer a –10 penalty. Your allies are unaffected by either effect as you divert the unnatural winds around them.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Howling Warpgale": {
|
||||
"name": "Howling Warpgale"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Vermintide (Plague)": {
|
||||
"name": "Vermintide (Plague)",
|
||||
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm — it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks — a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
|
||||
},
|
||||
"Vermintide": {
|
||||
"name": "Vermintide",
|
||||
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm — it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks — a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p>"
|
||||
},
|
||||
"Musk of Terror (Plague)": {
|
||||
"name": "Musk of Terror (Plague)",
|
||||
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p></p>",
|
||||
"effects": {
|
||||
"Musk of Terror": {
|
||||
"name": "Musk of Terror"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpstone Tokens": {
|
||||
"name": "Warpstone Tokens",
|
||||
"description": "<p>The Skaven use Warpstone as both fuel and currency. To most non-Skaven, these are simply odd coins tainted by Warpstone, and are treated as any other sort of Warpstone for the purposes of spellcasting, corruption, and so on. However, Skaven spellcasters possess a metabolism attuned to the terrible power of Warpstone and are affected differently (see @UUID[JournalEntry.yGkrRqB7Cf0aiuCA]{Skaven Magic}).</p>"
|
||||
},
|
||||
"Skavenbrew": {
|
||||
"name": "Skavenbrew",
|
||||
"description": "<p>This concoction is made of Warpstone and the blood of many creatures. Skaven drink it to make themselves more ferocious in battle, but its effects are unpredictable. After consuming a dose, consult the @Table[skavenbrew]{Skavenbrew Table}.</p><p>The effects of Skavenbrew persist for [[/br 2d10 #Duration]] – Toughness Bonus rounds, to a minimum of 1 round. Non-Skaven who consume Skavenbrew are affected as normal, but once the effect ends they must immediately make a <strong>Challenging (+0) Endurance</strong> Test. If they fail, they suffer one @Condition[Poisoned] and one @Condition[Bleeding] Condition. On an Astounding Failure (–6 SL or worse) they also suffer one @Condition[Ablaze] Condition.</p>",
|
||||
"effects": {
|
||||
"Rabid - Damage Increase": {
|
||||
"name": "Rabid - Damage Increase"
|
||||
},
|
||||
"Rabid - Wound Loss": {
|
||||
"name": "Rabid - Wound Loss"
|
||||
},
|
||||
"Apply Skavenbrew": {
|
||||
"name": "Apply Skavenbrew"
|
||||
},
|
||||
"Skavenbrew": {
|
||||
"name": "Skavenbrew"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Bless with Filth": {
|
||||
"name": "Bless with Filth",
|
||||
"description": "<p>A foul mist wraps around one melee weapon you touch, or up to three items of ammunition for ranged or throwing weapons. The infused objects immediately begin to drip with toxic fluid. While the spell is in effect, all damaging hits with the weapon cause a @Condition[Poisoned] Condition in addition to normal damage.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Bless with Filth": {
|
||||
"name": "Bless with Filth"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Nurgle's Rot": {
|
||||
"name": "Nurgle's Rot",
|
||||
"description": "<p>The Plague Father has lent his name to only one disease, and it is the crowning glory of all his fetid works. Nurgle’s Rot is a terrible and contagious ailment which wracks the body, mind and even the soul of those who suffer from it. It is most commonly caught during encounters with powerful servants of Nurgle, though it has on occasion spread like wildfire through a village, town, or entire region, before vanishing. While those who suffer from it can only curse the Plague Lord’s name, the disease itself epitomises the ethos of Nurgle’s followers — that of enduring terrible suffering and emerging stronger for it. </p><table style=\"width: 100%; height: 85px;\" border=\"1\"><tbody><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px; text-align: center;\"><strong>Source of Infection</strong></td><td style=\"width: 32.8621%; height: 17px; text-align: center;\"><strong>Difficulty</strong></td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Mortal sufferer with at least two symptoms</td><td style=\"width: 32.8621%; height: 17px;\">Easy (+40)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Nurgling, pool of Daemon bile</td><td style=\"width: 32.8621%; height: 17px;\">Average (+20)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Plaguebearer, Blightking</td><td style=\"width: 32.8621%; height: 17px;\">Challenging (+0)</td></tr><tr style=\"height: 17px;\"><td style=\"width: 66.4153%; height: 17px;\">Great Unclean One</td><td style=\"width: 32.8621%; height: 17px;\"><p>Difficult (-10)</p></td></tr></tbody></table><p><strong>Symptoms</strong>: Nurgle’s Rot presents differently in all who suffer from it. After incubation, the sufferer will appear jaundiced, with blotchy skin and yellow eyes. This has no negative effects, beyond marking them as ill in some way. One week after this occurs, and at the end of each week thereafter, the victim makes a <strong>Challenging (+0) Endurance</strong> Test. If they fail they develop a new symptom, as below. Where two options are given, the GM may choose whichever they prefer.</p><blockquote class=\"foundry-note\"><p>Add the symptoms chosen manually via the <strong>System Effects</strong> dropdown in the Effects tab of an Actor</p></blockquote><p><strong>First Failure</strong>: @Symptom[Coughs and Sneezes] or a @Symptom[Fever].</p><p><strong>Second Failure</strong>: @Symptom[Pox] or @Symptom[Malaise].</p><p><strong>Third Failure</strong>: @Symptom[Flux] or @Symptom[Nausea].</p><p><strong>Fourth Failure</strong>: @Symptom[Buboes] or @Symptom[Gangrene].</p><p><strong>Fifth Failure</strong>: @Symptom[Convulsions] or @Symptom[Wounded].</p><p><strong>Sixth Failure</strong>: @Symptom[Blight].</p><p><strong>Seventh Failure</strong>: Death. A new Plaguebearer is born.</p><p>A potential victim of Nurgle’s Rot may spend a Fate Point to avoid contracting it. However, once infected, it is impossible to rid oneself of Nurgle’s Rot. Fate Points spent after the victim is infected merely delay the onset of new symptoms by a month. Should a victim of Nurgle’s Rot die from the disease, a new Plaguebearer is created in the Realm of Chaos, emerging from a pustule of filth on a tree in Nurgle’s Garden. If the GM prefers, then a Plague Bearer might instead erupt forth from the body of the victim, should that prove the more dramatic option. </p>"
|
||||
},
|
||||
"Warp Scroll": {
|
||||
"name": "Warp Scroll",
|
||||
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>Plague Priests going to war often bring along copies of key passages from the great Liber Bubonicus, written in Warpstone-infused ink on the cured hides of defeated enemies. Each scroll contains one spell from the @UUID[JournalEntry.yGkrRqB7Cf0aiuCA.JournalEntryPage.Mn2r16uO3nJRhOzy#the-lore-of-plague]{Lore of Plague}, which may be cast once by reading the scroll out loud. No Casting Test is necessary, and there is no chance of a miscast or a critical.</p>"
|
||||
},
|
||||
"Doomrocket": {
|
||||
"name": "Doomrocket",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>This handheld rocket launcher is said to be based on designs stolen from Ind and sold to the Warlock Engineers by @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}. They are quite unreliable even by Clan Skryre’s standards, but unmistakably terrifying.</p>\n<p>If a Doomrocket attack results in a Fumble, roll on the @Table[doomrocket-fumble] table and apply the result.</p>",
|
||||
"effects": {
|
||||
"Doomrocket": {
|
||||
"name": "Doomrocket"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wrack": {
|
||||
"name": "Wrack",
|
||||
"description": "<p>You cause a spark of warp-energy to fly from your outstretched fingers, striking a single target with a jolt of searing pain. The target must make a <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition.</p><p>\n\n <b>Lore:</b> None<p>",
|
||||
"effects": {
|
||||
"Wrack": {
|
||||
"name": "Wrack"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Swiftscamper": {
|
||||
"name": "Swiftscamper",
|
||||
"description": "<p>You increase your Movement Characteristic by an amount equal to your Willpower Bonus. For every +2 SL, you may increase your Movement Characteristic by an additional point.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Swiftscamper": {
|
||||
"name": "Swiftscamper"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Putrefy": {
|
||||
"name": "Putrefy",
|
||||
"description": "<p>With a flourish and a curse, you cause all food within the area of effect to rot and decay, rendering it totally inedible. Any creature that eats the infected food is automatically exposed to the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}. This spell has been used with great effect to induce famine in surface populations.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
|
||||
},
|
||||
"Infernal Bomb": {
|
||||
"name": "Infernal Bomb",
|
||||
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>These iron-clad devices use cogs and gears to delay a blast of hellish energy. It is a Blast 5 explosive with +12 Damage, which can be set to detonate up to 10 rounds after it is dropped or thrown. They are commonly used to create new doors in buildings or to cover a hasty retreat.</p>"
|
||||
},
|
||||
"Traceless Demise": {
|
||||
"name": "Traceless Demise",
|
||||
"description": "<p>The body of any creature that dies while under the effects of this spell dissolves instantly into a foul-smelling black slime. The slime is briefly highly acidic, and most equipment is rendered barely recognisable as well. Eshin Sorcerers commonly cast Traceless Demise upon assassins before they embark on a mission, ensuring that no Skaven corpses are left behind.</p><p>Limbs struck from a body before death do not dissolve, even if the victim ultimately dies while under the effects of this spell. Decapitation typically destroys the body but leaves the head intact.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
|
||||
},
|
||||
"Rat Claws": {
|
||||
"name": "Rat Claws",
|
||||
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>Tied to the paw with a leather strap, a Rat Claw consists of three to five steel claws extending outward. The claws enhance unarmed attacks and are useful climbing tools, providing a +10 bonus to all Climb Tests.</p>",
|
||||
"effects": {
|
||||
"Rat Claws": {
|
||||
"name": "Rat Claws"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpstone Star": {
|
||||
"name": "Warpstone Star",
|
||||
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p><p>A favourite weapon of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin}, this throwing star is coated with a Warpstone paste that increases its damage considerably. Some Warpstone Stars are @UUID[JournalEntry.26U30SwguwHqxwjU.JournalEntryPage.PrNdIdqhEdwz6eC3#skaven-blades]{Weeping weapons}</p>"
|
||||
},
|
||||
"Death Frenzy": {
|
||||
"name": "Death Frenzy",
|
||||
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell’s call to violence.</p>",
|
||||
"effects": {
|
||||
"Death Frenzy": {
|
||||
"name": "Death Frenzy"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Man-trap": {
|
||||
"name": "Man-trap",
|
||||
"description": "<p>A man-trap consists of two spiked, semi-circular jaws that spring up when a victim steps on a pressure plate between them; they bite into the victim’s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (–10) Strength</strong> Test. The trap is chained to a stake, driven into the ground nearby, so that its victim is effectively captured as well as wounded.</p>\n<p>When it is placed, the GM should note the result of the <strong>Set Trap</strong> Test, and use it to oppose the Perception Tests of any potential </p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit — this is resolved using a Set Trap Test above.</p>\n<p>† Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>‡ If the trap was chained down, the victim is held in place until freed. If not, a hit causes one @Condition[Entangled] Condition because of its weight. This Condition can only be removed by freeing the victim from the trap.</p>"
|
||||
},
|
||||
"Curse of the Horned Rat (Plague)": {
|
||||
"name": "Curse of the Horned Rat (Plague)",
|
||||
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell’s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character’s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
|
||||
},
|
||||
"Blade of Corruption": {
|
||||
"name": "Blade of Corruption",
|
||||
"description": "<p>The Blade of Corruption has long been a treasured artefact from the days when Clan Pestilens haunted the lands of Lustria. A vile weapon, it has a long, wavy edge and drips a foul green fluid from its tip. The Skaven whisper that the weapon was forged in the earliest days of Skaven history, and was cooled in the blood of Slann.</p>\n<p>The Blade of Corruption counts as a Hand Weapon. Any creature wounded by it must immediately make a <strong>Difficult (–10) Toughness</strong> Test or suffer an additional 3 Damage and gain one @Condition[Poisoned]{Poisoned} Condition as the weapon’s venom courses through their veins.</p>\n<p>If used by a non-Skaven, the Blade of Corruption slowly poisons its wielder. The victim must succeed on a <strong>Difficult (–10) Toughness</strong> Test each time it is used in combat. Each failed Test permanently drains the wielder of [[/r 1d10]] Toughness. A Character reduced to 0 Toughness dissolves into a sticky mess of pestilential slime.</p>",
|
||||
"effects": {
|
||||
"Blade of Corruption": {
|
||||
"name": "Blade of Corruption"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Vector": {
|
||||
"name": "Vector",
|
||||
"description": "<p>The target must succeed on a <strong>Challenging (+0) Endurance</strong> Test or suffer a –20 penalty to all Tests made to resist disease for 24 hours. Targets with @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} may use that Talent to resist this spell.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>",
|
||||
"effects": {
|
||||
"Vector": {
|
||||
"name": "Vector"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warp Shield": {
|
||||
"name": "Warp Shield",
|
||||
"description": "<p>You summon a flare of Warp-energy, shaping it around yourself as a protective shield. While the spell is in effect, all hit locations gain +5 AP. In addition, any creature that touches you — including successfully attacking you with their bare hands or with a hand-held weapon made of metal — takes a hit with Damage equal to 5 + your Willpower Bonus. This hit strikes whichever limb was used to attack you and ignores AP from metal armour.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Warp Shield": {
|
||||
"name": "Warp Shield"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Stickypaws": {
|
||||
"name": "Stickypaws",
|
||||
"description": "<p>You gain the @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler} Trait for the duration of the spell. Objects you carry or wear are still affected by gravity and fall to the ground if dropped.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Stickypaws": {
|
||||
"name": "Stickypaws"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpmusket": {
|
||||
"name": "Warpmusket",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>Shorter than the dreaded @UUID[Compendium.wfrp4e-horned-rat.items.lP0b4ATxULZBpIvD]{Warplock Jezzail}, Warpmuskets are easier to use but less effective. They may be loaded with either a regular @UUID[Compendium.wfrp4e-horned-rat.items.w7gss205dMp5iJlu]{Warpstone Bullet}, or with @UUID[Compendium.wfrp4e-horned-rat.items.ZuU6IKm2rSJgAV0m]{Warpstone Buckshot}.</p><p>If a Warpmusket attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the weapon blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.</p>",
|
||||
"effects": {
|
||||
"Warpmusket": {
|
||||
"name": "Warpmusket"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warp-Blade (Halberd)": {
|
||||
"name": "Warp-Blade (Halberd)",
|
||||
"description": "<p>Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either Halberds (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Hand Weapons} (when they are implanted into a Warlock’s arms), both with a +1 bonus to Damage and the ZZAP! Quality.</p>"
|
||||
},
|
||||
"Vermintide (Stealth)": {
|
||||
"name": "Vermintide (Stealth)",
|
||||
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm — it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks — a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
|
||||
},
|
||||
"Crackling Doom": {
|
||||
"name": "Crackling Doom",
|
||||
"description": "<p>You send a single crackling arc of green energy at the target. Crackling Doom is a <em>magic missile</em> with a Damage of +4. In addition, anyone damaged by this spell must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Stunned] Condition for every SL on the Casting Test.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Crackling Doom": {
|
||||
"name": "Crackling Doom"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Tunnel Fighter": {
|
||||
"name": "Tunnel Fighter",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
|
||||
},
|
||||
"Vermintide (Ruin)": {
|
||||
"name": "Vermintide (Ruin)",
|
||||
"description": "<p>You summon a swarm of rats that appear next to you and move as you direct, attacking any creature (except you) they encounter. You do not need to spend your action directing the swarm — it responds to any squeaked command readily. However, after Willpower Bonus rounds have elapsed, you lose control of the swarm. Thereafter, it moves about at random, attacking any creature it encounters.</p>\n<p>If the rat swarm encounters a creature, the rats scurry across its lower extremities biting and scratching furiously, inflicting [[/r 1d10 #Wounds]] Wounds to each non-prosthetic leg a creature has. This Damage is reduced by Toughness Bonus, but not armour (the rats scuttle inside of clothing and armour with alarming skill). The rats climb over any object less than 1 yard tall to reach their victims.</p>\n<p>The swarm can be destroyed by any area of effect attack, but is immune to regular attacks — a sword blow or stomped boot will kill a rat or two, but more emerge to take their place. While not under the direct control of the caster, the swarm will not attack victims wielding a torch or other sizable open flame if another target is available, and will avoid targets inflicted with an @Condition[Ablaze] Condition entirely.</p>\n<p>After the spell ends, the rats disperse.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>"
|
||||
},
|
||||
"Liber Bubonicus": {
|
||||
"name": "Liber Bubonicus",
|
||||
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>Also known as the Book of Woe, the <em>Liber Bubonicus</em> contains the collected wisdom of Clan Pestilens: a chronicle of every corruption and plague since the clan’s emergence. Every disease created and every foul experiment is marked down and tracked, both their composition and their effect on the living.</p><p>Each of the different orders of Plague Monks keeps its own copy, updated daily by a Plague Priest. A Skaven who loses a copy of this sacred tome is cursed by the Horned Rat, and must roll on the @Table[wrath]{Wrath of the Gods} table every day until the book is recovered and those who stole it have been punished in a grisly ritual sacrifice.</p><p>By reading from a copy of the <em>Liber Bubonicus</em>, a Plague Priest or Plague Lord can cast any spell from the @UUID[JournalEntry.yGkrRqB7Cf0aiuCA.JournalEntryPage.Mn2r16uO3nJRhOzy#the-lore-of-plague]{Lore of Plague} as if from a @UUID[Compendium.wfrp4e-horned-rat.items.HM1PLaF1y7ZfOPU5]{Warp Scroll}, with no Casting Test and no chance of a miscast or a critical. Each spell may be cast once per day.</p>"
|
||||
},
|
||||
"Von Haffenhof's Sword": {
|
||||
"name": "Von Haffenhof's Sword",
|
||||
"description": "<p>@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.iu6sP6Mpwc3MOCSN]{Gromril}</p>\n<p>A rare gift to a human soldier who saved a caravan full of Dwarf children from a Troll, Von Haffenhof’s Sword was forged from Gromril and created specifically for the confused Ostlander. Despite not understanding quite how significantly he was being honoured, the name of Von Haffenhof is still recounted by those Dwarfs whose ancestors were part of the caravan. The blade is Unbreakable, counts as a Hand Weapon, and bears a Rune of Cleaving, granting it +5 damage instead of the usual +4, and allowing it to ignore all AP from armour that is not made from Gromril.</p>\n<p>For the rest of his life, Von Haffenhof referred to the blade as<em> ‘my other, better sword’</em>, and drew it only in the most dire of circumstances. After his death it was returned to the Dwarfs of Karak Skygg, who kept it in anticipation of another worthy manling coming along. They remained disappointed until the hold was eventually abandoned, and the blade all but forgotten.</p>",
|
||||
"effects": {
|
||||
"von Haffenhof's Sword": {
|
||||
"name": "von Haffenhof's Sword"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Tail Fighting": {
|
||||
"name": "Tail Fighting",
|
||||
"description": "<p>You possess a tail, and are adept at using it for fine manipulation. You may use your tail for any task that would normally require a hand. Additionally, you may make one additional attack with a suitably designed Tail Weapon on your turn.</p>"
|
||||
},
|
||||
"Warp Storm": {
|
||||
"name": "Warp Storm",
|
||||
"description": "<p>You summon a storm of Warp lightning covering a radius equal to your Willpower Bonus in yards. Each round while the spell is in effect, all creatures within the storm suffer a Damage +10 hit to the highest point of their body (usually their head) that ignores AP from metal armour.</p><p>If the caster wishes, they may use their action to move the ongoing storm to any location within Willpower yards.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Warp Storm": {
|
||||
"name": "Warp Storm"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Altitude Sickness": {
|
||||
"name": "Altitude Sickness",
|
||||
"description": "<p>At the end of the initial duration, if the Character insists on exerting themselves, they must pass another <strong>Difficult (-10) Endurance</strong> Test or suffer a further 2 days of worsened symptoms. Add another @Condition[Fatigued] Condition to @Symptom[Malaise], and @Symptom[Nausea] becomes so severe that in addition to gaining a @Condition[Stunned] Condition upon failing a roll involving physical movement, the character also loses 1 Wound as their lungs fill with fluid.</p>\n<p>Treatment is quite simple. Most Characters acclimatise to the air, if they spend the duration of sickness resting, and returning to lower altitudes likewise cures it. Remember that the Characters’ journey across the mountains goes downwards as well as up, so they should be given opportunities to recover.</p>",
|
||||
"effects": {
|
||||
"Malaise": {
|
||||
"name": "Malaise"
|
||||
},
|
||||
"Nausea": {
|
||||
"name": "Nausea"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Smoke Bomb": {
|
||||
"name": "Smoke Bomb",
|
||||
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>When thrown or dropped, a Smoke Bomb creates a dense cloud of smoke in a 2 yard radius, lasting for [[/br 1d10 # Rounds]] rounds (halve the duration if there is a strong wind). The smoke cloud completely obscures anything in its area, preventing ranged weapon attacks, magic missiles, and other effects that rely on sight.</p>"
|
||||
},
|
||||
"Things-Catcher": {
|
||||
"name": "Things-Catcher",
|
||||
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p><p>This two-handed polearm has a large, fork-like head lined on the inside with spikes. Designed to be thrust around the torsos and extremities of foes, these weapons can immobilise creatures of nearly any size. @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.qvft4GKy7q56yHgN]{Clan Moulder} is the only clan to use Things-Catchers on a regular basis, though they are sometimes employed by warbands sent to fetch prisoners.</p>"
|
||||
},
|
||||
"Warp Energy Condenser": {
|
||||
"name": "Warp Energy Condenser",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>The Warp Energy Condenser enhances @UUID[Compendium.wfrp4e-horned-rat.items.wlfcelDmY2pgIymx]{Warp-blades}. When used alongside a Warp-blade, the weapon deals an additional +1 Damage.</p>",
|
||||
"effects": {
|
||||
"Warp Energy Condenser": {
|
||||
"name": "Warp Energy Condenser"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Poisoned Wind Globe": {
|
||||
"name": "Poisoned Wind Globe",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>A @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre} innovation, these small hollow glass spheres contain a noxious gas. When thrown, the sphere shatters, dispersing the poison. If the globe fails to hit its target, consult the following table: @Table[poisoned-wind-globe]{Poisoned Wind Globe}</p><p>When the globe shatters, it releases a cloud of poisonous gas 3 yards in diameter and 3 yards high. The cloud persists for [[/br 1d10–1 # Rounds]] rounds (a roll of 1 indicating that there is a draught or breeze strong enough to disperse it instantly). Every Character within the cloud must make a <strong>Challenging (+0) Toughness</strong> Test, modified by @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Poison)} and similar Talents or Traits, or suffer a +4 Damage hit that ignores armour and Toughness. A target must repeat the Test every round they remain in the cloud. </p><p>Poisoned Wind Globes are sometimes deployed as traps, using a simple tripwire. If a Character fails to spot the tripwire — <strong>Challenging (+0) Perception</strong> Test — the trap is sprung, and the globe shatters at the Character’s feet. Treat these as any other attack with this weapon, centred on the triggering Character.</p>",
|
||||
"effects": {
|
||||
"Poisoned Wind Globe": {
|
||||
"name": "Poisoned Wind Globe"
|
||||
},
|
||||
"Poisoned Wind Globe - Miss": {
|
||||
"name": "Poisoned Wind Globe - Miss"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wither": {
|
||||
"name": "Wither",
|
||||
"description": "<p>Chanting passages from the Liber Bubonicus, you point a scabrous paw at the target, who must make a successful <strong>Challenging (+0) Endurance</strong> Test or lose 1 point of Toughness for each SL on your Casting Test. Creatures whose Toughness is reduced to 0 are killed. Characters can spend a Fate Point to be reduced to 1 Toughness and 0 Wounds instead. Characters who lose enough Toughness for their Toughness Bonus to drop must reduce their Wounds total appropriately.</p>\n<p>Victims who survive regain 1 point of Toughness per day of complete rest. If treated with any form of healing capable of removing a Critical Wound, the victim recovers another [[/r 1d10 #Recovered Toughness]] lost Toughness.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Wither": {
|
||||
"name": "Wither"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Skitterleap": {
|
||||
"name": "Skitterleap",
|
||||
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (–10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p>"
|
||||
},
|
||||
"Weeping Wound": {
|
||||
"name": "Weeping Wound",
|
||||
"description": "<p>While the spell is in effect, every Wound suffered by the target counts as a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}. All Endurance Tests to avoid <em>Festering Wounds </em>suffer a –10 penalty for each SL on your Casting Test. Additionally, if the target would gain a @Condition[Bleeding] Condition, they gain two instead.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Weeping Wound": {
|
||||
"name": "Weeping Wound"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpstone Buckshot": {
|
||||
"name": "Warpstone Buckshot"
|
||||
},
|
||||
"Skitterleap (Ruin)": {
|
||||
"name": "Skitterleap (Ruin)",
|
||||
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (–10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>"
|
||||
},
|
||||
"Pestilent Breath": {
|
||||
"name": "Pestilent Breath",
|
||||
"description": "<p>You exhale a pestilent, poisonous cloud in a line 2 yards wide up to the range of the spell. Anyone within the noxious fumes’ reach must succeed at a <strong>Difficult (–10) Endurance</strong> Test or suffer a hit with Damage equal to your Willpower Bonus, which ignores armour and Toughness Bonus.</p>\n<p>For each additional +2 SL, you may extend the width of the line by 1 yard.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Pestilent Breath": {
|
||||
"name": "Pestilent Breath"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Curse of the Horned Rat (Ruin)": {
|
||||
"name": "Curse of the Horned Rat (Ruin)",
|
||||
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell’s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character’s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>"
|
||||
},
|
||||
"Jezzail Bullet and Powder": {
|
||||
"name": "Jezzail Bullet and Powder"
|
||||
},
|
||||
"Warlock Optics": {
|
||||
"name": "Warlock Optics",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>This Warp-enhanced optical device allows a Warlock Engineer to focus on a foe clearly, even those partially hidden in cover. When fitted to a ranged weapon, it negates all difficulty modifiers for shooting at a target in cover.</p>"
|
||||
},
|
||||
"Ratling Gun Belt": {
|
||||
"name": "Ratling Gun Belt",
|
||||
"effects": {
|
||||
"Ratling Gun Belt": {
|
||||
"name": "Ratling Gun Belt"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Punch Dagger": {
|
||||
"name": "Punch Dagger",
|
||||
"description": "<p><strong>Availability:</strong> Eshin and allied clans only</p>\n<p>Skaven of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.nMGc3gSeO4HsP3sU]{Clan Eshin} use Punch Daggers, a type of weapon from Ind with one or two blades that jut out from between the fingers. Some variations require the wielder to strap the weapon to the wrist. A skilled Punch Dagger user makes quick stabbing motions or fast slashes.</p>"
|
||||
},
|
||||
"Ironbeard": {
|
||||
"name": "Ironbeard",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
|
||||
},
|
||||
"Buoyant Passage": {
|
||||
"name": "Buoyant Passage",
|
||||
"description": "<p>You become as buoyant as a piece of balsa wood, allowing you to tread over liquid surfaces like water, sewage, or oil as if they were solid ground. This spell also prevents tracks from forming in soft earth, snow, mud, or similar and any attempt to track you using such signs automatically fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
|
||||
},
|
||||
"Death Frenzy (Plague)": {
|
||||
"name": "Death Frenzy (Plague)",
|
||||
"description": "<p>You fill a Skaven with a horrible ravenous hunger, causing foam to fleck their mouth and their eyes to roll madly in their head. Your target becomes subject to @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell. Unwilling targets may attempt to resist these effects by making a <strong>Challenging (+0) Cool</strong> Test. Those that succeed suffer 1 Wound as they gnaw on their own extremities to distract from the spell’s call to violence.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Death Frenzy": {
|
||||
"name": "Death Frenzy"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Electro-Whip": {
|
||||
"name": "Electro-Whip",
|
||||
"description": "<p><strong>Availability:</strong> Moulder and allied clans only</p>\n<p>Crackling with bright green energy from a chunk of Warpstone in the handle, this whip inflicts terrible pain on its victims. Terrible scarring, and possibly mutation, often follow.</p>"
|
||||
},
|
||||
"Plague Censer": {
|
||||
"name": "Plague Censer",
|
||||
"description": "<p><strong>Availability:</strong> Pestilens and allied clans only</p><p>This large, incense-filled flail disperses Warpstone incense smoke. All living creatures close to a burning Plague Censer suffer exposure to Corruption — see the table.</p><table style=\"width: 100%;\" border=\"1\"><tbody><tr><td style=\"width: 17.5439%;\">Distance (yards)</td><td style=\"width: 82.4561%;\">Exposure</td></tr><tr><td style=\"width: 17.5439%;\">2</td><td style=\"width: 82.4561%;\">@Corruption[Major]</td></tr><tr><td style=\"width: 17.5439%;\">4</td><td style=\"width: 82.4561%;\">@Corruption[Moderate]</td></tr><tr><td style=\"width: 17.5439%;\">8</td><td style=\"width: 82.4561%;\">@Corruption[Minor]</td></tr></tbody></table>"
|
||||
},
|
||||
"Warpfire Fuel Vat": {
|
||||
"name": "Warpfire Fuel Vat"
|
||||
},
|
||||
"Curse of the Horned Rat": {
|
||||
"name": "Curse of the Horned Rat",
|
||||
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell’s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character’s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote>"
|
||||
},
|
||||
"Ratling Gun": {
|
||||
"name": "Ratling Gun",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>One of @UUID[JournalEntry.oXly0RXc3Z3vnVrH.JournalEntryPage.SJRe53QCz0UDC1Dn]{Clan Skryre’s} newer innovations, the Ratling Gun is a large, multi-barrelled repeating firearm. One squeeze of the trigger fires a barrage of Warpstone bullets, perforating a wide area.</p>"
|
||||
},
|
||||
"Poisonous Pustule": {
|
||||
"name": "Poisonous Pustule",
|
||||
"description": "<p>You create a pulsing, seeping pustule on one of your extremities. When lanced and drained (which inflicts 1 Wound upon you, regardless of Toughness Bonus and armour), you can spread the pus on to a melee weapon. If a weapon coated with this toxic secretion inflicts at least 1 Wound, it deals an additional number of Wounds equal to your Willpower Bonus unless the target succeeds at a <strong>Hard (–20) Endurance</strong> Test.</p>\n<p>The pustule forms in a matter of seconds, and may be left in place for any length of time before it is drained. Once drained, the duration indicates how long the toxic pus remains effective. You may have a number of active pustules equal to your Toughness Bonus.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Poisonous Pustule": {
|
||||
"name": "Poisonous Pustule"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warplock Jezzail": {
|
||||
"name": "Warplock Jezzail",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p><p>Similar in some respects to the jezzails of Araby, Warplock Jezzails have small amounts of Warpstone worked into the weapon and its ammunition. Warplock Jezzails can utilise mundane blackpowder and shot, but this reduces their Range to 72 and reduces the Damage to +5.</p><p>Warplock Jezzails are heavy, but one Skaven is usually enough to carry the device. However, bracing and aiming the weapon is difficult and a second Skaven is usually assigned to hold up the rifle’s barrel.</p><p>If a Warplock Jezzail attack results in a Fumble, roll [[/br 1d10 #Fumble]]. On a result of 1, the Jezzail blows up in the wielder’s hand, destroying itself in a Blast 1 explosion dealing the same Damage as a successful shot. On a result of 2–10, roll on the @Table[oops]{‘Oops!’} Table.</p>",
|
||||
"effects": {
|
||||
"Warplock Jezzail": {
|
||||
"name": "Warplock Jezzail"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Gas Mask": {
|
||||
"name": "Gas Mask",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>Clan Skryre’s Poison Globadiers wear complicated contraptions upon their backs that consist of metal tubes and bellows, all of which connect to their gas masks. These masks, designed solely for the use of Skaven, grant the Globadiers a +40 bonus to any Endurance Tests made to resist the effects of inhaled poisons or gasses.</p>",
|
||||
"effects": {
|
||||
"Gas Mask": {
|
||||
"name": "Gas Mask"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Pelt of the Assassin": {
|
||||
"name": "Pelt of the Assassin",
|
||||
"description": "<p>By mimicking the ever-changing nature of raw Warpstone, you alter the structure of your fur so that it changes colour to match your surroundings. When perfectly still, you gain a +40 bonus to all Stealth Tests.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Pelt of the Assassin": {
|
||||
"name": "Pelt of the Assassin"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flash-Bang": {
|
||||
"name": "Flash-Bang",
|
||||
"description": "<p>You gesture with one paw and create a bright, loud explosion. Every creature (not including yourself ) within the area of effect must make a successful <strong>Challenging (+0) Endurance</strong> Test or gain one @Condition[Blinded] and one @Condition[Stunned] Condition for each level of failure. On a Critical failure, the victim gains one additional @Condition[Stunned] Condition. This spell does not affect anyone with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Stealth)} Talent.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Flash-Bang": {
|
||||
"name": "Flash-Bang"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Blade of Nurglitch": {
|
||||
"name": "Blade of Nurglitch",
|
||||
"description": "<p>This Hand Weapon is blessed by the special ointments of the Plaguelords. These filth-encrusted blades carry a stronger version of the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} monster trait. In order to avoid a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}, any creature wounded by one of these blades must pass a <strong>Difficult (–10) Endurance</strong> Test.</p>",
|
||||
"effects": {
|
||||
"Blade of Nurglitch": {
|
||||
"name": "Blade of Nurglitch"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Crack’s Call": {
|
||||
"name": "Crack’s Call",
|
||||
"description": "<p>With an arcane incantation, you stamp your paw and the very ground splits asunder. A 1-yard-wide crack appears at your feet and runs a number of yards equal to your Willpower in a straight line in any direction within your line of sight.</p>\n<p>Any creatures of size Average or smaller in its path must make an <strong>Average (+20) Dodge</strong> Test to leap out of the way. Those who fail fall a number of yards equal to your Willpower Bonus plus the SL of your Casting Test, and can do nothing except try to climb out. Targets who fall into the crack are @Condition[Prone]. Walls undermined by this spell likely collapse, and unfortified buildings are damaged severely.</p>\n<p>If you score +4 SL or higher, you may increase the width of the crack to 2 yards. Large creatures can now fall into the crack, even the sturdiest walls collapse, unfortified buildings tumble down, and fortified structures are severely damaged.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Crack’s Call": {
|
||||
"name": "Crack’s Call"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Tail Weapon": {
|
||||
"name": "Tail Weapon",
|
||||
"description": "<p>Skaven with the @UUID[Compendium.wfrp4e-horned-rat.items.UIoRIYI4w0BHU5Yw]{Tail Fighting} Talent can use small blades or maces attached to their tails. This gives them an additional melee attack each round.</p>"
|
||||
},
|
||||
"Cinderblast Bomb": {
|
||||
"name": "Cinderblast Bomb",
|
||||
"description": "<p>These lethal weapons are indispensable in the tunnel fighting that goes on deep beneath the Old World as the Dwarfs desperately stave off attacks by Skaven, Goblins, and worse. These bombs are typically tossed into the midst of packed enemy forces, exploding in a blast of flame and shrapnel that is terrifying to behold.</p>"
|
||||
},
|
||||
"Mantle of Contagion": {
|
||||
"name": "Mantle of Contagion",
|
||||
"description": "<p>You taint a piece of food or clothing with the @UUID[Compendium.wfrp4e-core.items.aKiuGzlVO51JvsjV]{Black Plague}, which remains infectious for the duration of the spell. Anyone who consumes the tainted food or wears the piece of clothing for a minute or more is exposed to the disease.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>"
|
||||
},
|
||||
"Warpstone Charm": {
|
||||
"name": "Warpstone Charm",
|
||||
"description": "<p>Talismans and charms incorporating a small chunk of Warpstone are often carried by important Skaven and are thought to attract the protection of the Horned Rat. A Skaven with a Warpstone Charm can reroll a single Test once every 13 hours. </p>"
|
||||
},
|
||||
"Skitterleap (Stealth)": {
|
||||
"name": "Skitterleap (Stealth)",
|
||||
"description": "<p>With a sound of inrushing air and a puff of brimstone-scented smoke, you teleport yourself or one ally you can touch to any location within Willpower yards. If targeting an unwilling target, resolve the touch attempt using the rules for casting a touch spell in combat (see @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR]{Magic Rules}), and the victim may make a <strong>Difficult (–10) Cool</strong> Test to change their destination by +SL yards. The target must be Average size or smaller. You must be able to see the destination, and this location must be free of objects and creatures or the spell fails.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
|
||||
},
|
||||
"Cloud of Corruption": {
|
||||
"name": "Cloud of Corruption",
|
||||
"description": "<p>You release a stinking blast of diseased fury. Every creature within 5 yards of you must make a <strong>Challenging (+0) Endurance</strong> Test or gain 1 @Condition[Poisoned] Condition. In addition, each attack you make for the next Willpower Bonus rounds gains the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Trait.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Cloud of Corruption": {
|
||||
"name": "Cloud of Corruption"
|
||||
},
|
||||
"g9G6DILqtcsVpW3y": {
|
||||
"name": "Cloud of Corruption"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Skalm": {
|
||||
"name": "Skalm",
|
||||
"description": "<p>This foul-smelling ointment instantly cures [[/r 1d10 + 1 #Wounds Cured]] lost Wounds per application, causing the flesh around a wound to twist and fuse in a disturbing manner. Each use counts as @Corruption[moderate]{Moderate Exposure to Corruption}.</p>",
|
||||
"effects": {
|
||||
"Skalm": {
|
||||
"name": "Skalm"
|
||||
},
|
||||
"Apply Skalm": {
|
||||
"name": "Apply Skalm"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Curse of the Horned Rat (Stealth)": {
|
||||
"name": "Curse of the Horned Rat (Stealth)",
|
||||
"description": "<p>With a sickening lurch, the fabric of reality is torn by the twisting power of the Great Horned One. The target creature, and any others within a number of yards equal to your Willpower Bonus, must make a <strong>Challenging (+0) Endurance</strong> Test or be transformed into Skaven of size appropriate to the original victim, nominally under your command. Most become @UUID[Compendium.wfrp4e-core.actors.F1vAZZcmVKkRw8xn]{Clanrats} or @UUID[Compendium.wfrp4e-core.actors.kl4qHg0mqWOApBqH]{Stormvermin}, but Ogres typically become @UUID[Compendium.wfrp4e-core.actors.VfJgGmCTWqb0IDSW]{Rat Ogres}. They are as loyal as any Skaven, with vague memories of tunnels, betrayal, and the dark of the Under-Empire replacing those of their old life. Their nature is like that of any Skaven, and victims are unlikely to follow commands that would result in their death unless failing to follow those commands appears likely to be just as fatal.</p>\n<p>The forms of most humanoids were never intended to become as the Skaven, who despite being known colloquially as ratmen are far more rat than man. In most cases the spell’s victims will revert to their true forms after the spell has ended, though all will bear some mark of what was done to them. This often takes the form of a patch of fur, a malformed tail or yellowed, pointed teeth. The victim may spend a Fate point to resist the effects of this spell, or to revert to their true form if already under its effect.</p>\n<blockquote class=\"sidebar\">\n<h3 style=\"text-align: center;\"><em>Is It Fun To Be A Rat?</em></h3>\n<p><em>It could be! Note that this is the sort of spell that could effectively end a Character’s career, as they scuttle off with their Skaven allies only to wake up in the Under-Empire, enslaved to the very creatures they briefly thought were their kin. However, it could also be an excellent way to start an interesting adventure, with Characters plunging into the underdark to track down a Skaven who was once — and might be again — their comrade.</em></p>\n<p><em>Regardless, a canny GM will pay close attention to their Characters’ Fate Points before unleashing this particular horror upon them.</em></p>\n</blockquote><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>"
|
||||
},
|
||||
"Black Whirlwind": {
|
||||
"name": "Black Whirlwind",
|
||||
"description": "<p>You summon a putrid whirlwind of vile smoke and stinging ash. The whirlwind moves up to 10 yards per round in any direction you wish. This does not require any action on your part beyond a few whispered squeals. Those affected by the whirlwind must succeed on a <strong>Challenging (+0) Endurance</strong> Test or suffer a –20 penalty on all Weapon Skill, Ballistic Skill, and Agility Tests, and to any Perception Tests involving sight, for the next [[/br 1d10]] minutes.</p><p>\n\n <b>Lore:</b> <p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p>",
|
||||
"effects": {
|
||||
"Black Whirlwind": {
|
||||
"name": "Black Whirlwind"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Scorch": {
|
||||
"name": "Scorch",
|
||||
"description": "<p>You thrust your paws into the ground while chittering the necessary incantations, and a gout of green flame bursts out of the earth at a spot you designate. This is a <em>magic missile</em> with a Damage of +10. Anyone damaged by the flame suffers one @Condition[Ablaze] Condition. Being set ablaze by the hideous Warpfire is a @Corruption[minor]{Minor Exposure to Corruption}.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Scorch": {
|
||||
"name": "Scorch"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Bleeding Eyerot": {
|
||||
"name": "Bleeding Eyerot",
|
||||
"description": "<p>Bleeding Eyerot is a horrific waterborne disease that attacks the eyes and tear ducts. The sufferer weeps a steady stream of bloody tears and finds it increasingly difficult to see. Whilst the disease is rarely deadly, it leaves its victims weakened and disabled.</p>",
|
||||
"effects": {
|
||||
"Lingering (Challenging)": {
|
||||
"name": "Lingering (Challenging)"
|
||||
},
|
||||
"Organ Failure (Eyes)": {
|
||||
"name": "Organ Failure (Eyes)"
|
||||
},
|
||||
"Wounded": {
|
||||
"name": "Wounded"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Toxic Rain": {
|
||||
"name": "Toxic Rain",
|
||||
"description": "<p>You conjure a poisonous cloud of toxic smoke and moisture. It drifts a dozen feet or more above the ground. On the round after the spell is cast, the cloud rains a lethal downpour. All creatures in the area of effect must succeed on a <strong>Difficult (–10) Toughness</strong> Test each round or loose 3 Wounds, ignoring armour and Toughness Bonus. If a Character loses 6 or more Wounds to this spell in a single encounter, they also gain an @Condition[Unconscious] Condition.</p>\n<p>As an action, the caster may move the area of effect of this spell to any point within Willpower yards of their location.</p><p>\n\n <b>Lore:</b> <p>The Lore of Plague draws its power from rot and decay, focusing raw <em>Dhar </em>into more refined forms of disease and corruption. Its spells corrupt all that they touch, and indeed few become proficient in the Lore of Plague without bearing some of its marks. Most Plague-Priests are covered in sores and pustules: glorious stigmata and a sign of their mastery over the forces of entropy.</p><p>The Lore of Plague infuses the wielder with the essence of rot. Whenever you successfully cast a spell from the Lore of Plague, you may gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the next [[/br 1d10]] rounds.</p><p>Ingredients: Plague-Priests use all manner of vile excreta, odious emissions, and corrupted objects as spell ingredients. Most are squirted into the air and ritually inhaled, or burned inside a Plague Censer.</p><p>",
|
||||
"effects": {
|
||||
"Toxic Rain": {
|
||||
"name": "Toxic Rain"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warp Lightning": {
|
||||
"name": "Warp Lightning",
|
||||
"description": "<p>You send a powerful, sizzling bolt of Warp lightning at a foe. This is a <em>magic missile</em> with a Damage of +11. If the target hit location was covered in metal armour, ignore the armour’s AP and instead add it to the damage inflicted. If you roll a Critical Success on your Casting Test, the Warp-energy overpowers you briefly. In addition to any other effects of the critical casting, you suffer a Damage +1 hit.</p><p>\n\n <b>Lore:</b> <p>The Lore of Ruin channels the terrible power of Warpstone to lash out at targets, often incinerating them whole. It is focused on destruction and disintegration, and is feared throughout Skavendom and beyond.</p> <p>This terrible power is highly invigorating and the sensation of barely restrained energy is almost addictive. Whenever you successfully cast a spell from the Lore of Ruin, you may add +1 SL to any Initiative- or Agility-based Tests for the next [[/br 1d10]] rounds.</p> <p>Ingredients: Grey Seers use various scraps of fur, hide, bones, and crystalline Warpstone when casting spells from the Lore of Ruin.</p><p>",
|
||||
"effects": {
|
||||
"Warp Lightning": {
|
||||
"name": "Warp Lightning"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpfire Thrower": {
|
||||
"name": "Warpfire Thrower",
|
||||
"description": "<p><strong>Availability:</strong> Skyre and allied clans only</p>\n<p>The Warpfire Thrower hurls a blast of unnatural flame. It requires a crew of two: one Skaven carries a fuel vat and the other aims the nozzle. With a flip of a switch, powdered Warpstone mixes with onrushing chemicals, bursting into unholy flame. The hellish gout can turn multiple enemies into a twitching pile of smouldering goo.</p>\n<p>Like almost all of Clan Skryre’s creations, the Warpfire Thrower is unreliable. If a Warpfire Thrower attack results in a Fumble, roll on the table and apply the result.@Table[warpfire-thrower-fumble]</p>",
|
||||
"effects": {
|
||||
"Warpfire Thrower": {
|
||||
"name": "Warpfire Thrower"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ironbreaker": {
|
||||
"name": "Ironbreaker",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-horned-rat.journals.bmuHnv7PgHJ54BML.JournalEntryPage.DHz1ZX3hPihLzJOf]{Ironbreaker}</p>"
|
||||
},
|
||||
"Musk of Terror": {
|
||||
"name": "Musk of Terror",
|
||||
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p>",
|
||||
"effects": {
|
||||
"Musk of Terror": {
|
||||
"name": "Musk of Terror"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpstone Bullet and Powder": {
|
||||
"name": "Warpstone Bullet and Powder"
|
||||
},
|
||||
"Warp-Blade (Hand Weapon)": {
|
||||
"name": "Warp-Blade (Hand Weapon)",
|
||||
"description": "<p>Warp-blades are unique to Clan Skryre. They are commonly attached to poles, creating halberd-like weapons, or are directly implanted into the arms of Warlock Engineers. A tangle of wires feeds the blades, which hum with barely contained Warp energy. When used in hand-to-hand combat, Warp-blades are treated as either @UUID[Compendium.wfrp4e-core.items.CXg7XOFJwu4LZ9LM]{Halberds} (in the case of those mounted on poles), or @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapons} (when they are implanted into a Warlock’s arms), both with a +1 bonus to Damage and the ZZAP! Quality.</p>"
|
||||
},
|
||||
"Gudii's Shield": {
|
||||
"name": "Gudii's Shield",
|
||||
"description": "<p>@UUID[JournalEntry.bmuHnv7PgHJ54BML.JournalEntryPage.iu6sP6Mpwc3MOCSN]{Gromril}</p>\n<p>Once forged for a Dwarf Prince and later stolen, this Shield is decorated with various ostentatious runes, as well as a single Rune of Power. As it is Gromril, the shield gains the Ubreakable quality, and attacks opposed by the shield may never inflict a critical hit except when the Character is already at 0 Wounds. In addition, a <em>Master Rune of Adamant</em> graces the shield, granting its bearer +10 Toughness for as long as it is in their possession.</p>",
|
||||
"effects": {
|
||||
"Master Rune of Adamant": {
|
||||
"name": "Master Rune of Adamant",
|
||||
"changes": {
|
||||
"system.characteristics.t.modifier": 10
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Mark of the Horned Rat": {
|
||||
"name": "Mark of the Horned Rat",
|
||||
"description": "<p>The target must succeed on a <strong>Challenging (+0) Cool</strong> Test or gain an unsightly, weeping sore on their forehead or the back of their hand. The blemish remains for [[/br 1d10]] hours and imposes a –10 penalty on all Fellowship Tests for the duration.</p>\n<p>Grey Seers use this spell to mark their messengers. Despite the Fellowship penalty, those Skaven bearing it are usually allowed to pass relatively freely through Skaven tunnels and settlements.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>",
|
||||
"effects": {
|
||||
"Mark of the Horned Rat": {
|
||||
"name": "Mark of the Horned Rat"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Musk of Terror (Stealth)": {
|
||||
"name": "Musk of Terror (Stealth)",
|
||||
"description": "<p>You summon a large cloud of choking musk. Any creature within the cloud is exposed to a @Terror[1]{Terror (1)} effect or @Terror[2]{Terror (2)} for Skaven as the deadly musk fills their minds with thoughts of fear. Victims perceive the caster as the source of this Terror.</p><p><strong>Lore:</strong></p><p>The Lore of Stealth draws on the power of <em>Dhar</em>, infused with a particularly large portion of <em>Ulgu</em>, to confuse and conceal. It is unclear whether this lore remains similar to how it is practised in Cathay, or if the Sorcerers of Clan Eshin have corrupted a more noble form of stealthy magic. Regardless, spells of this lore specialise in concealing the sorcerer from prying eyes, using magic to distract or diminish signs of the Skaven’s presence.</p><p>The Lore of Stealth wreathes the wielder in threads of magic that obfuscate their presence. Whenever you successfully cast a spell from the Lore of Stealth, you gain the @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy} Creature Trait for [[/br 1d10]] rounds.</p><p>Ingredients: Clan Eshin Sorcerers use small scraps of paper with assorted runes inscribed on them, which are then coated in powdered Warpstone. When used as an ingredient, the Warpstone powder is consumed, but the scraps of paper remain and can be coated again and reused. The characters used are of no known form of written Queekish, and the Sorcerers of Clan Eshin are in no rush to explain either their meaning or providence.</p><p></p>",
|
||||
"effects": {
|
||||
"Musk of Terror": {
|
||||
"name": "Musk of Terror"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Warpstone Snuff": {
|
||||
"name": "Warpstone Snuff",
|
||||
"description": "<p>Skaven magic users often carry about preparations of Warpstone dust in order to acquire more magical power just when they need it. A Skaven magic user may imbibe a dose of the snuff when making a Channelling Test. The snuff grants them an additional +<span style=\"white-space: pre;\"> </span>1 SL to the Test, but if they suffer a miscast, they must add +[[/r 1d10]] to any rolls they make on the miscast table.</p>",
|
||||
"effects": {
|
||||
"Warpstone Snuff": {
|
||||
"name": "Warpstone Snuff"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,94 +0,0 @@
|
||||
{
|
||||
"label": "Items (Lustria)",
|
||||
"folders": {
|
||||
"Careers": "Carrières",
|
||||
"Spells": "Sorts",
|
||||
"Trappings": "Possessions",
|
||||
"Weapons": "Armes"
|
||||
},
|
||||
"mapping": {
|
||||
"description": "system.description.value",
|
||||
"trappings": "system.trappings",
|
||||
"class": {
|
||||
"path": "system.class.value",
|
||||
"converter": "generic_localization"
|
||||
},
|
||||
"skills": {
|
||||
"path": "system.skills",
|
||||
"converter": "career_skills"
|
||||
},
|
||||
"modType": "system.modType.value",
|
||||
"careergroup": {
|
||||
"path": "system.careergroup.value",
|
||||
"converter": "career_careergroup"
|
||||
},
|
||||
"talents": {
|
||||
"path": "system.talents",
|
||||
"converter": "career_talents"
|
||||
},
|
||||
"pduration": {
|
||||
"path": "system.duration.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"prange": {
|
||||
"path": "system.range.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"ptarget": {
|
||||
"path": "system.target.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"pdamage": {
|
||||
"path": "system.damage.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"test": {
|
||||
"path": "system.test",
|
||||
"converter": "role_skills"
|
||||
},
|
||||
"tests": "system.tests.value",
|
||||
"sduration": {
|
||||
"path": "system.duration.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"srange": {
|
||||
"path": "system.range.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"starget": {
|
||||
"path": "system.target.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"sdamage": {
|
||||
"path": "system.damage.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"penalty": "system.penalty.value",
|
||||
"location": {
|
||||
"path": "system.location.value",
|
||||
"converter": "generic_localization"
|
||||
},
|
||||
"durationValue": "system.duration.value",
|
||||
"durationUnit": {
|
||||
"path": "system.duration.unit",
|
||||
"converter": "disease_duration_unit"
|
||||
},
|
||||
"contraction": "system.contraction.value",
|
||||
"incubationValue": "system.incubation.value",
|
||||
"incubationUnit": {
|
||||
"path": "system.incubation.unit",
|
||||
"converter": "disease_duration_unit"
|
||||
},
|
||||
"symptoms": "system.symptoms.value",
|
||||
"permanent": "system.permanent.value",
|
||||
"special": "system.special.value",
|
||||
"qualities": {
|
||||
"path": "system.qualities.value",
|
||||
"converter": "trapping_qualities_flaws"
|
||||
},
|
||||
"flaws": {
|
||||
"path": "system.flaws.value",
|
||||
"converter": "trapping_qualities_flaws"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,120 +0,0 @@
|
||||
{
|
||||
"label": "Items (Middenheim)",
|
||||
"folders": {
|
||||
"Careers": "Careers",
|
||||
"Weapons": "Weapons",
|
||||
"Spells": "Spells",
|
||||
"Armour": "Armour",
|
||||
"Diseases": "Diseases",
|
||||
"Traits": "Traits",
|
||||
"Trappings": "Trappings"
|
||||
},
|
||||
"entries": {
|
||||
"Wolf Kin": {
|
||||
"name": "Wolf Kin",
|
||||
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
|
||||
},
|
||||
"Survivor": {
|
||||
"name": "Survivor",
|
||||
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
|
||||
},
|
||||
"Child of Ulric": {
|
||||
"name": "Child of Ulric",
|
||||
"description": "<p>@UUID[Compendium.wfrp4e-middenheim.journals.JournalEntry.dgJ2PAhvo8uyrL93.JournalEntryPage.2T9C48vGkZRgm9V2#child-of-ulric]{Child of Ulric}</p><h4>Traits</h4><p>@UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour}</p><p>@UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite}</p><p>@UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}</p><p>@UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision}</p><p>@UUID[Compendium.wfrp4e-core.items.ClOlztW6hH8rslbp]{Tracker}</p><p>@UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon}</p><h4>Optional</h4><p>@UUID[Compendium.wfrp4e-core.items.GbDyBCu8ZjDp6dkj]{Belligerent}</p><p>@UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial}</p><p>@UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]{Big}</p><p>@UUID[Compendium.wfrp4e-core.items.5muSFXd6oc760uVj]{Blessed (Ulric)}</p><p>@UUID[Compendium.wfrp4e-core.items.4mF5Sp3t09kZhBYc]{Champion}</p><p>@UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Die Hard}</p><p>@UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]{Fast}</p><p>@UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy}</p><p>@UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology}</p><p>@UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate}</p><p>@UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size (Large)}</p>",
|
||||
"effects": {
|
||||
"Child of Ulric": {
|
||||
"name": "Child of Ulric",
|
||||
"changes": {
|
||||
"system.characteristics.ws.modifier": 10,
|
||||
"system.characteristics.s.modifier": 10,
|
||||
"system.characteristics.t.modifier": 10,
|
||||
"system.characteristics.i.modifier": 10,
|
||||
"system.characteristics.ag.modifier": 10,
|
||||
"system.characteristics.dex.modifier": -10,
|
||||
"system.characteristics.int.modifier": -10,
|
||||
"system.characteristics.fel.modifier": -20,
|
||||
"system.details.move.value": 1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ring of Tongues": {
|
||||
"name": "Ring of Tongues",
|
||||
"description": "<p>The wearer of the ring activates it by stating the words <em>‘Speak and be known to me’</em>. For the next hour they understand the following languages as if they were a native speaker: Classical, Bretonnian, Tilean, Elthárin, Gospodarinyi, and Khazalid.</p>",
|
||||
"effects": {
|
||||
"Ring of Tongues": {
|
||||
"name": "Ring of Tongues"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Sword of Fear": {
|
||||
"name": "Sword of Fear",
|
||||
"description": "<p>The wielder of the sword may invoke its power by stating ‘Yield or die!’ gaining the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (2)}for [[/r 2d10]] rounds. The sword also causes damage to creatures normally immune to nonmagical attacks and benefits from the <em>Fine </em>and <em>Durable </em>Item Qualities</p>",
|
||||
"effects": {
|
||||
"Sword of Fear": {
|
||||
"name": "Sword of Fear"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Spotted Green Brain Pox": {
|
||||
"name": "Spotted Green Brain Pox",
|
||||
"description": "<p>This terrible disease turns those who suffer from it into raving maniacs, driven to bite, scratch, and dismember anyone who crosses their path. The disease itself is spread through the infliction of injury, so as more violence is unleashed as the result of the disease, the more people succumb to it.</p>",
|
||||
"effects": {
|
||||
"Buboes": {
|
||||
"name": "Buboes"
|
||||
},
|
||||
"Convulsions": {
|
||||
"name": "Convulsions"
|
||||
},
|
||||
"Homicidal Raging": {
|
||||
"name": "Homicidal Raging"
|
||||
},
|
||||
"Lingering (Average)": {
|
||||
"name": "Lingering (Average)"
|
||||
},
|
||||
"Pox": {
|
||||
"name": "Pox"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Magical Dagger": {
|
||||
"name": "Magical Dagger",
|
||||
"description": "<p>The dagger causes damage to creatures normally immune to non-magical attacks and benefits from the <em>Fine</em> and <em>Durable </em>Item Qualities.</p>"
|
||||
},
|
||||
"Boots of Gucci": {
|
||||
"name": "Boots of Gucci",
|
||||
"description": "<p>When activated with the phrase ‘Grace is beyond style’, the wearer gains the benefits of the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles, Guilders, or Servants)} Talent for as long as the boots remain on their feet. If they wish, they may speak the phrase again to change which version of the Talent they recieve the benefit of.</p>",
|
||||
"effects": {
|
||||
"Boots of Gucci": {
|
||||
"name": "Boots of Gucci"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wolf Brother": {
|
||||
"name": "Wolf Brother",
|
||||
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
|
||||
},
|
||||
"Gromril Helm": {
|
||||
"name": "Gromril Helm",
|
||||
"description": "<p>This helm easily fits a Dwarf. It is a normal Plate Helm in all respects but provides 3 AP and benefits from the <em>Fine </em>and <em>Unbreakable</em> Item Qualities. Lukas would find it rather dishonourable to sell the helm unless the customer was a Dwarf.</p>",
|
||||
"effects": {
|
||||
"Gromril Helm": {
|
||||
"name": "Gromril Helm"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wolf Club": {
|
||||
"name": "Wolf Club",
|
||||
"description": "<p>@UUID[JournalEntry.nzsWxG9db2fdGjZM.JournalEntryPage.0sKLAqTMd6KMG9zw]{Wolf Kin}</p>"
|
||||
},
|
||||
"Bless With Filth": {
|
||||
"name": "Bless With Filth",
|
||||
"description": "<p>You curse the blades, claws and teeth of those around you to cause septic wounds. For the duration of the spell every character within the area of effect counts as possessing the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} creature trait.</p>",
|
||||
"effects": {
|
||||
"Bless With Filth": {
|
||||
"name": "Bless With Filth"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,102 +0,0 @@
|
||||
{
|
||||
"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’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’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 (–30) Toughness</strong> Test, gaining the @Condition[Unconscious] Condition for a number of hours equal to twice –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 (–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"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,103 +0,0 @@
|
||||
{
|
||||
"label": "Items (Old World Bundle II)",
|
||||
"folders": {
|
||||
"Lore of the Beasts": "Domaine des Bêtes",
|
||||
"Lore of Death": "Domaine de la Mort",
|
||||
"Lore of Fire": "Domaine du Feu",
|
||||
"Lore of Heavens": "Domaine des Cieux",
|
||||
"Lore of Hedgecraft": "Magie des Haies",
|
||||
"Lore of Life": "Domaine de la Vie",
|
||||
"Lore of Light": "Domaine de la Lumière",
|
||||
"Lore of Metal": "Domaine du Métal",
|
||||
"Lore of Shadows": "Domaine des Ombres",
|
||||
"Lore of Witchcraft": "Sorcellerie"
|
||||
},
|
||||
"mapping": {
|
||||
"description": "system.description.value",
|
||||
"trappings": "system.trappings",
|
||||
"class": {
|
||||
"path": "system.class.value",
|
||||
"converter": "generic_localization"
|
||||
},
|
||||
"skills": {
|
||||
"path": "system.skills",
|
||||
"converter": "career_skills"
|
||||
},
|
||||
"careergroup": {
|
||||
"path": "system.careergroup.value",
|
||||
"converter": "career_careergroup"
|
||||
},
|
||||
"talents": {
|
||||
"path": "system.talents",
|
||||
"converter": "career_talents"
|
||||
},
|
||||
"pduration": {
|
||||
"path": "system.duration.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"prange": {
|
||||
"path": "system.range.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"ptarget": {
|
||||
"path": "system.target.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"pdamage": {
|
||||
"path": "system.damage.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"test": {
|
||||
"path": "system.test",
|
||||
"converter": "role_skills"
|
||||
},
|
||||
"tests": "system.tests.value",
|
||||
"maxcost": {
|
||||
"path": "system.cost.max",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"sduration": {
|
||||
"path": "system.duration.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"srange": {
|
||||
"path": "system.range.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"starget": {
|
||||
"path": "system.target.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"sdamage": {
|
||||
"path": "system.damage.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"penalty": "system.penalty.value",
|
||||
"location": {
|
||||
"path": "system.location.value",
|
||||
"converter": "generic_localization"
|
||||
},
|
||||
"durationValue": "system.duration.value",
|
||||
"durationUnit": {
|
||||
"path": "system.duration.unit",
|
||||
"converter": "disease_duration_unit"
|
||||
},
|
||||
"contraction": "system.contraction.value",
|
||||
"incubationValue": "system.incubation.value",
|
||||
"incubationUnit": {
|
||||
"path": "system.incubation.unit",
|
||||
"converter": "disease_duration_unit"
|
||||
},
|
||||
"symptoms": "system.symptoms.value",
|
||||
"permanent": "system.permanent.value",
|
||||
"special": "system.special.value",
|
||||
"qualities": {
|
||||
"path": "system.qualities.value",
|
||||
"converter": "trapping_qualities_flaws"
|
||||
},
|
||||
"flaws": {
|
||||
"path": "system.flaws.value",
|
||||
"converter": "trapping_qualities_flaws"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,415 +0,0 @@
|
||||
{
|
||||
"label": "Items (Power Behind the Throne)",
|
||||
"folders": {
|
||||
"Skills": "Skills",
|
||||
"Prayers": "Prayers",
|
||||
"Trappings": "Trappings",
|
||||
"Spells": "Spells",
|
||||
"Traits": "Traits"
|
||||
},
|
||||
"entries": {
|
||||
"Cursed Caress": {
|
||||
"name": "Cursed Caress",
|
||||
"description": "<p>You touch one subject, who is instantly overcome by such overwhelming ecstasy that their overloaded brain leaks blood from the eyes, ears, and mouth. The target must roll once on the @Table[crithead]{Head Critical Wounds} table. The results are as indicated, except that there are no broken bones. The descriptions should be amended to reflect the fact that no physical blow has landed.</p>",
|
||||
"effects": {
|
||||
"Cursed Caress": {
|
||||
"name": "Cursed Caress"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Cutting Wit": {
|
||||
"name": "Cutting Wit",
|
||||
"description": "<p>You flick out a long, writhing tongue that counts as a magic missile with a Damage of +3 that ignores Armour, delivering a pulse of pure agony wherever it strikes.</p>",
|
||||
"effects": {
|
||||
"Cutting Wit": {
|
||||
"name": "Cutting Wit"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Rathewer": {
|
||||
"name": "Rathewer",
|
||||
"effects": {
|
||||
"Rathewer": {
|
||||
"name": "Rathewer"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Brass Neck Tincture": {
|
||||
"name": "Brass Neck Tincture"
|
||||
},
|
||||
"Befuddle": {
|
||||
"name": "Befuddle",
|
||||
"description": "<p>Your touch causes one opponent to make a Willpower Test or gain one @Condition[Stunned] Condition.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>",
|
||||
"effects": {
|
||||
"Befuddle": {
|
||||
"name": "Befuddle"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Breath of Inspiration": {
|
||||
"name": "Breath of Inspiration",
|
||||
"description": "<p>You blow a stream of scented air into the face or ear of an adjacent living creature, filling its head with glorious visions of capability and skill while simultaneously sullying the target’s soul with an unending burden of shame. The target of this spell gains a bonus to any one Test equal to your Willpower, after which the effect ends.</p>",
|
||||
"effects": {
|
||||
"Breath of Inspiration": {
|
||||
"name": "Breath of Inspiration"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Flesh Puppet": {
|
||||
"name": "Flesh Puppet",
|
||||
"description": "<p>You weave strands of dark magic, entangling your target’s limbs in your manipulative web of deceit. On successfully casting the spell, make an <strong>Extended Opposed Cool</strong> Test, with 6 required SLs. Should you win, you take control of the target for the spell’s duration. You control all of their movements and actions, and can even speak through their voice, though you cannot cast spells through them, even if they could normally cast spells themselves. While in effect, the target’s skin is flushed, and their eyes periodically change colour to a deep purple. When the spell ends, the target feels violated, and they are aware that they have been controlled. If they pass a <strong>Challenging (+0) Intuition</strong> Test, they intuitively know who controlled them (though proving it may not be easy).</p>"
|
||||
},
|
||||
"Blissful Throes": {
|
||||
"name": "Blissful Throes",
|
||||
"description": "<p>A long whip of pure Chaos energy lashes out at the enemy with a delightful crack, leaving its victim wracked with pain, to the envy of the caster. This is a magic missile with Damage +6. If this attack struck the head hit location, the caster may choose to inflict an @Condition[Entangled] Condition on the target, if they wish. The caster can maintain this Condition for up to Willpower Bonus Rounds. The caster uses their Willpower in place of Strength for Opposed Tests made to remove the Condition.</p>",
|
||||
"effects": {
|
||||
"Blissful Throes": {
|
||||
"name": "Blissful Throes"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Controlled Corruption": {
|
||||
"name": "Controlled Corruption",
|
||||
"description": "<p>Endurance Tests to avoid gaining a mutation are <strong>Difficult (–10)</strong> rather than <strong>Challenging (+0)</strong>. When you gain a mutation, roll twice and choose from the two results.</p>",
|
||||
"effects": {
|
||||
"Controlled Corruption": {
|
||||
"name": "Controlled Corruption"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Bonds of Slaanesh": {
|
||||
"name": "Bonds of Slaanesh",
|
||||
"description": "<p>The target is enveloped by glowing threads of magic force, gaining one @Condition[Entangled] Condition for each SL on the Casting Test.</p>",
|
||||
"effects": {
|
||||
"Bonds of Slaanesh": {
|
||||
"name": "Bonds of Slaanesh"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Hoartfrost Thews": {
|
||||
"name": "Hoartfrost Thews",
|
||||
"description": "<p>Ulric cools your body, and frost forms on your flesh. You become immune to cold from any source.</p>"
|
||||
},
|
||||
"Howl of Battle": {
|
||||
"name": "Howl of Battle",
|
||||
"description": "<p>Ulric’s spirit fills you, unleashing your bloodlust. You gain the @UUID[Compendium.wfrp4e-core.items.oRx92ByVNEBN6YkK]{Berserk Charge} Talent. If you already have it, you gain it again, ignoring the normal maximum if necessary.</p>",
|
||||
"effects": {
|
||||
"Howl of Battle": {
|
||||
"name": "Howl of Battle"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Delicious Excruciation": {
|
||||
"name": "Delicious Excruciation",
|
||||
"description": "<p>A ray of coruscating pinkish light strikes one friendly creature within range and line of sight, filling them with an overpowering mixture of pain and pleasure that leaves them elated. The target loses any @Condition[Broken] Conditions immediately, and cannot gain any more @Condition[Broken] Conditions for the duration of the spell.</p>",
|
||||
"effects": {
|
||||
"Delicious Excruciation": {
|
||||
"name": "Delicious Excruciation"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Unnatural Musk": {
|
||||
"name": "Unnatural Musk",
|
||||
"description": "<p>You move with the grace and speed of Slaanesh, gaining +10 Initiative and +10 Agility for each SL on the Casting Test. </p>",
|
||||
"effects": {
|
||||
"Unnatural Musk": {
|
||||
"name": "Unnatural Musk"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Blessing of Slaanesh": {
|
||||
"name": "Blessing of Slaanesh",
|
||||
"description": "<p>Increase your Intelligence or Fellowship by +10.</p><p>\n\n <b>Lore:</b> None<p>",
|
||||
"effects": {
|
||||
"Blessing of Slaanesh": {
|
||||
"name": "Blessing of Slaanesh"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Careless Whispers": {
|
||||
"name": "Careless Whispers",
|
||||
"description": "<p>You call on Slaanesh to unlock the secrets in your target’s heart. On successfully casting the spell, make an <strong>Extended Opposed Cool</strong> Test, with 6 required SLs. The winner may choose to hear the loser’s current Ambition, and know it to be true. The winner must also pass a <strong>Cool </strong>Test or gain 1 Corruption.</p>"
|
||||
},
|
||||
"Man-trap": {
|
||||
"name": "Man-trap",
|
||||
"description": "<p>A man-trap consists of two spiked, semi-circular jaws that spring up when a victim steps on a pressure plate between them; they bite into the victim’s lower leg causing severe injury, and can only be opened on a successful <strong>Difficult (–10) Strength</strong> Test. The trap is chained to a stake, driven into the ground nearby, so that its victim is effectively captured as well as wounded.</p>\n<p>When it is placed, the GM should note the result of the <strong>Set Trap</strong> Test, and use it to oppose the Perception Tests of any potential </p>\n<p>* The trap is not wielded and can only attack someone who steps on it. There is no roll to hit — this is resolved using a Set Trap Test above.</p>\n<p>† Leg hits only: equal chance of either leg unless circumstances dictate otherwise.</p>\n<p>‡ If the trap was chained down, the victim is held in place until freed. If not, a hit causes one @Condition[Entangled] Condition because of its weight. This Condition can only be removed by freeing the victim from the trap.</p>"
|
||||
},
|
||||
"Entrancing Aura": {
|
||||
"name": "Entrancing Aura",
|
||||
"description": "<p>The Dark Prince endows you with an unearthly radiance. Everyone in hand-to-hand combat with you must make a successful <strong>Challenging (+0) Willpower</strong> Test each Round, or spend that Round lost in rapt contemplation of your beauty, unable to attack or defend themselves.</p>",
|
||||
"effects": {
|
||||
"Entrancing Aura": {
|
||||
"name": "Entrancing Aura"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Summon Daemonette": {
|
||||
"name": "Summon Daemonette",
|
||||
"description": "<p>You summon one @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonette}, which appears in any unoccupied spot within the spell’s range and disappears when the spell’s duration expires. It is not under your control, but may be persuaded to do as you ask.</p>"
|
||||
},
|
||||
"Acquiescence": {
|
||||
"name": "Acquiescence",
|
||||
"description": "<p>Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target’s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target’s Turn, all movement is randomised as determined by the GM as the target bemoans life, loudly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if they pass a <strong>Challenging (+0) Cool</strong> Test. If failed, the target is far too busy bemoaning what could have been to do anything else.</p>",
|
||||
"effects": {
|
||||
"Acquiescence": {
|
||||
"name": "Acquiescence"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Phantasmagoria": {
|
||||
"name": "Phantasmagoria",
|
||||
"description": "<p>In response to your invocation, unearthly visions of lustful and fearsome creatures fill the area of effect, giving you and all allies the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait for the duration of the spell.</p>",
|
||||
"effects": {
|
||||
"Phantasmagoria": {
|
||||
"name": "Phantasmagoria"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Wolf's Bite": {
|
||||
"name": "Wolf's Bite",
|
||||
"description": "<p>Your harsh words and roared prayer bless you with Ulric’s savagery, adding +20 to the severity roll for any Critical Wounds you inflict.</p>",
|
||||
"effects": {
|
||||
"Wolf's Bite": {
|
||||
"name": "Wolf's Bite"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Extra Spell": {
|
||||
"name": "Extra Spell",
|
||||
"description": "<p>Your deeper studies into the Lore of Slaanesh give you the ability to cast a spell not on your spell list. Each Extra Spell Talent gives you access to a single spell, noted in parenthesis, such as <em>Extra Spell (Gift of Slaanesh)</em>. This spell must come from @UUID[Compendium.wfrp4e-pbtt.journals.gX4TCKy0TPwS68ba.JournalEntryPage.MOIADJ2A0ZOzDGEp]{The Lore of Slaanesh}, so you must have that Lore before you can gain this Talent.</p>",
|
||||
"effects": {
|
||||
"Extra Spell": {
|
||||
"name": "Extra Spell"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Estalian Mosca": {
|
||||
"name": "Estalian Mosca",
|
||||
"effects": {
|
||||
"Apply Estalian Mosca": {
|
||||
"name": "Apply Estalian Mosca"
|
||||
},
|
||||
"Estalian Mosca": {
|
||||
"name": "Estalian Mosca",
|
||||
"changes": {
|
||||
"system.characteristics.t.modifier": 10,
|
||||
"system.characteristics.ag.modifier": 10,
|
||||
"system.characteristics.wp.calculationBonusModifier": 1,
|
||||
"system.characteristics.wp.modifier": -10,
|
||||
"system.characteristics.int.modifier": -10,
|
||||
"system.characteristics.t.calculationBonusModifier": -1
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
"Titillating Delusions": {
|
||||
"name": "Titillating Delusions",
|
||||
"description": "<p>You create an illusion of your enemy's deepest desire, and they cannot resist its allure. This may be cast on any unoccupied spot within range and line of sight. An irresistible illusion appears at that spot, and all enemies who can see the illusion must make a <strong>Challenging (+0) Willpower</strong> Test each Round or be forced to spend the entire Round making their way towards the illusion as quickly as possible. Those who have already reached the illusion must make a <strong>Challenging (+0) Willpower</strong> Test each Round, or spend the whole round clutching and grasping fruitlessly at it.</p>"
|
||||
},
|
||||
"Aura of Acquiescence": {
|
||||
"name": "Aura of Acquiescence",
|
||||
"description": "<p>This more powerful version of the Acquiescence spell affects multiple targets, but it is identical to @UUID[Compendium.wfrp4e-pbtt.items.Item.MvoXzwfGUjHZi0Va]{Acquiescence} in all other aspects.</p>",
|
||||
"effects": {
|
||||
"Aura of Acquiescence": {
|
||||
"name": "Aura of Acquiescence"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Daemonic Aspect": {
|
||||
"name": "Daemonic Aspect",
|
||||
"description": "<p>Your features shift into the beautiful yet frightening face of a Daemonette, and you gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (2)} Creature Trait..</p>",
|
||||
"effects": {
|
||||
"Add Fear": {
|
||||
"name": "Add Fear"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Summon Daemonette Pack": {
|
||||
"name": "Summon Daemonette Pack",
|
||||
"description": "<p>You summon a number of @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonettes} equal to your Willpower Bonus. They appear in any unoccupied spot within the spell’s range and disappear when the spell’s duration expires.</p>"
|
||||
},
|
||||
"Dark Seduction": {
|
||||
"name": "Dark Seduction",
|
||||
"description": "<p>Your will overpowers any enemy engaged in hand-to-hand combat with you, and you can force them to attack any creature within Willpower Bonus yards. The spell is broken if your victim moves further away from you.</p>"
|
||||
},
|
||||
"Siren Song": {
|
||||
"name": "Siren Song",
|
||||
"description": "<p>You call to one enemy within Willpower Bonus yards and line of sight. This enemy must either move toward you at their maximum rate or gain one @Condition[Broken] Condition. The effect ends if you are attacked, regardless of the spell’s duration.</p>"
|
||||
},
|
||||
"Mask of Desire": {
|
||||
"name": "Mask of Desire",
|
||||
"description": "<p>You sprinkle swirling pink motes that descend on the target’s flesh, eliciting excitement and intense pleasure. All Conditions are removed immediately, and for the duration of the spell any outwardly visible wounds are masked (although lost Wounds points are not healed). Additionally, the target gains a +10 bonus to all <strong>Fellowship </strong>Tests.</p>",
|
||||
"effects": {
|
||||
"Mask of Desire": {
|
||||
"name": "Mask of Desire"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Endure Excess": {
|
||||
"name": "Endure Excess",
|
||||
"description": "<p>You allow dark energy to permeate your body, fueling your desires and casting fatigue aside. You may ignore all of your @Condition[Fatigued] conditions for as long as you are indulging in an activity you truly enjoy. However, as soon as you cease to do so these conditions return and you lose 1 Wound, ignoring your Toughness Bonus and any armour.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>",
|
||||
"effects": {
|
||||
"Endure Excess": {
|
||||
"name": "Endure Excess"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Chaos Spawn": {
|
||||
"name": "Chaos Spawn",
|
||||
"description": "<p>A beam of bright green corruption shoots from your outstretched fingers, striking one visible target within range. For every SL on the Casting Test, the target must roll once on the @Table[mutatephys]{Physical} or @Table[mutatemental]{Mental} Corruption Tables.</p>",
|
||||
"effects": {
|
||||
"Chaos Spawn": {
|
||||
"name": "Chaos Spawn"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Sense Vice": {
|
||||
"name": "Sense Vice",
|
||||
"description": "<p>You lock eyes with another person and read their desires. Make an opposed <strong>Intuition/Cool</strong> Test. If you succeed, you learn one thing which the target enjoys. This is sometimes a hidden vice, but more often this spell simply informs the caster of a type of food, beverage, or activity enjoyed by the target. This is useful information to cultists of Slaanesh, who often exploit such information to great effect.</p>\n<p><strong>Lore:</strong> None</p>\n<p> </p>",
|
||||
"effects": {
|
||||
"Sense Vice": {
|
||||
"name": "Sense Vice"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Succubus’s Caress": {
|
||||
"name": "Succubus’s Caress",
|
||||
"description": "<p>Your spirit reaches out into the aethyr, caressing the spirit of your target. Every hour of the spell’s duration, your target must pass an <strong>Average (+20) Cool</strong> Test or be overcome by pleasure. The first time they fail this test, they gain 1 @Condition[Fatigued] Condition. Thereafter, each failed test gives them 1 @Condition[Blinded] and 1 @Condition[Deafened] Condition, as their senses grow numb to the mundane world, intoxicated by the aethyric stimulation. When their total number of Blinded and Deafened Conditions is equal to or greater than their Initiative Bonus, they are overwhelmed and gain the @Condition[Unconscious] Condition. When the spell ends, all Conditions other than the @Condition[Fatigued] Condition are removed.</p>",
|
||||
"effects": {
|
||||
"Succubus’s Caress": {
|
||||
"name": "Succubus’s Caress"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Frostbite": {
|
||||
"name": "Frostbite",
|
||||
"description": "<p>Ulric’s cold fury freezes your enemy’s body and blood. One opponent within range loses [[/r 1d10]] Wounds, ignoring Armour and Toughness Bonus. Furthermore, the target must pass a <strong>Challenging (+0) Endurance</strong> Test or be unable to take any actions next turn, apart from defensive actions such as using <strong>Dodge</strong> or <strong>Melee </strong>to avoid an attack.</p>",
|
||||
"effects": {
|
||||
"Frostbite": {
|
||||
"name": "Frostbite"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Lure": {
|
||||
"name": "Lure",
|
||||
"description": "<p>You touch and object and draw upon your power, imbuing the object with the essence of desire. Anyone who normally enjoys objects of this sort will find the imbued item to be extremely desireable. </p><p>Often cast on a mug of ale or a bloody steak, this does nothing to improve the actual quality or value of the object — it simply becomes much more appealing in that moment. Cultists often use this simple spell to entice others to excess.</p><p>\n\n <b>Lore:</b> None<p>"
|
||||
},
|
||||
"Daemonette Claw": {
|
||||
"name": "Daemonette Claw",
|
||||
"description": "<p>Your dominant arm turns into the long and wickedly barbed claw of a Daemonette. You cannot hold anything in that hand, but you have a <em>Magical </em>Weapon +9 that cannot be disarmed. The claw uses the Melee (Brawling) Skill.</p>"
|
||||
},
|
||||
"Leer": {
|
||||
"name": "Leer",
|
||||
"description": "<p>You gaze at a target in a deeply uncomfortable way. You may make one Called Shot against the target without taking the usual -20 penalty. This spell ends once you have attacked the target or if you lose sight of them.</p><p>\n\n <b>Lore:</b> None<p>"
|
||||
},
|
||||
"Luxurious Torment": {
|
||||
"name": "Luxurious Torment",
|
||||
"description": "<p>The targets are engulfed by a wave of ecstatic hysteria, clawing at themselves and flailing with weapons or bare hands at whomever is nearby. They enter a state of @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} for the duration of the spell, each attacking the nearest creature, friend, or foe.</p>",
|
||||
"effects": {
|
||||
"Luxurious Torment": {
|
||||
"name": "Luxurious Torment"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Lash of Slaanesh": {
|
||||
"name": "Lash of Slaanesh",
|
||||
"description": "<p>A quivering lash uncoils from your outstretched hand and strikes one target, causing one Damage +5 hit and requiring the victim to make a <strong>Challenging (+0) Willpower</strong> Test (with difficulty increased by one step per SL on the casting roll) or gain a @Condition[Stunned] Condition from the excruciating (some would say delicious) pain of the lash.</p>",
|
||||
"effects": {
|
||||
"Lash of Slaanesh": {
|
||||
"name": "Lash of Slaanesh"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Heart of the Wolf": {
|
||||
"name": "Heart of the Wolf",
|
||||
"description": "<p>Your allies are inspired with the martial spirit of Ulric. Any allies within range automatically lose all @Condition[Broken] Conditions. For the duration of the Miracle, they are immune to Fear, Terror, and the effects of Skills and Talents such as Intimidate and @Compendium[wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}.</p>",
|
||||
"effects": {
|
||||
"Heart of the Wolf": {
|
||||
"name": "Heart of the Wolf"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Gift of Slaanesh": {
|
||||
"name": "Gift of Slaanesh",
|
||||
"description": "<p>You call upon the Dark Prince to aid you against your foes, and receive one of the following gifts. Roll 1d10 and consult the @Table[gift-of-slaanesh] Table. All gifts vanish at the end of the spell’s duration.</p>",
|
||||
"effects": {
|
||||
"Gift of Slaanesh": {
|
||||
"name": "Gift of Slaanesh"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Preen": {
|
||||
"name": "Preen",
|
||||
"description": "<p>Your hair, body and clothing are instantly cleaned and made presentable. However, those who pay close attention notice small details that are slightly off — not necessarily magical, simply disgusting. Your hair may be a little too greasy, your hands clammy, or your scent somewhat sickly sweet. These effects remain until you next wash yourself properly.</p><p>\n\n <b>Lore:</b> None<p>"
|
||||
},
|
||||
"Pavane of Slaanesh": {
|
||||
"name": "Pavane of Slaanesh",
|
||||
"description": "<p>An unholy music, pulsating and sensual, pervades the air, overwhelming the senses of all living creatures within range. Anyone within the area of effect must make a <strong>Challenging (+0) Cool</strong> Test or be unable to do anything but dance lewdly. If attacked, they are @Condition[Surprised] for the first round of combat, but this casting of the spell has no further effect on them.</p>",
|
||||
"effects": {
|
||||
"Pavane of Slaanesh": {
|
||||
"name": "Pavane of Slaanesh"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Soporific Mask": {
|
||||
"name": "Soporific Mask",
|
||||
"description": "<p>Your skin exudes an entrancing perfume that affects everyone within 1 yard of you, causing their heads to swim and their eyes to lose focus. You gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait.</p>",
|
||||
"effects": {
|
||||
"Soporific Mask": {
|
||||
"name": "Soporific Mask"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Crush the Weak": {
|
||||
"name": "Crush the Weak",
|
||||
"description": "<p>You are filled with Ulric’s scorn for the weak and cowardly. Once per Round, you may re-roll one missed attack.</p>"
|
||||
},
|
||||
"Cacophonic Caress": {
|
||||
"name": "Cacophonic Caress",
|
||||
"description": "<p>You throw back your head and emit a ululating scream filled with obscene promises, tormenting the ears and the minds of those who hear it in equal measure. All enemies within range suffer one Damage +3 hit per SL, which ignores Armour.</p>",
|
||||
"effects": {
|
||||
"Cacophonic Caress": {
|
||||
"name": "Cacophonic Caress"
|
||||
},
|
||||
"bE43SguChkFjwLOw": {
|
||||
"name": "Cacophonic Caress"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Snitch": {
|
||||
"name": "Snitch",
|
||||
"description": "<p><em>Snitch is an Arcane spell used by Wizards and other practitioners of magic to protect vulnerable locations and personal belongings.</em></p>\n<p>You weave subtle webs of magical power, tying them to a single object. This web spreads out Willpower Bonus Yards from the object. Any time a living creature of size Small or larger enters the spell’s area of effect you become aware of their presence. This effect works as long as you are within a mile of the object, and persists even while you are sleeping, though you must fail a <strong>Hard (-20) Endurance</strong> Test to awake. The object this spell is cast on can be moved, bringing the area of effect with it. This spell is subtle and hard to spot — those with Magical Sense must pass a <strong>Hard (-20) Intuition</strong> Test to notice it. You may cast this spell on multiple objects if you wish, but if a creature enters the area of effect you cannot tell which instance of Snitch has been triggered.</p>"
|
||||
},
|
||||
"From Pain, Pleasure": {
|
||||
"name": "From Pain, Pleasure",
|
||||
"description": "<p>You confound the target’s senses, transforming pain to pleasure. The target gains the @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless} Creature Trait for the duration of the spell. As they endure injuries, they moan ecstatically in pleasure. Should they suffer a Critical Wound, they must pass an <strong>Average (+20) Cool</strong> Test or drop their weapons, standing helplessly as their enemies rain blows down upon them, lost in the ecstatic rending of their own flesh.</p>",
|
||||
"effects": {
|
||||
"From Pain, Pleasure": {
|
||||
"name": "From Pain, Pleasure"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Ice Storm": {
|
||||
"name": "Ice Storm",
|
||||
"description": "<p>Ulric sends a fierce storm of slashing ice-shards to punish your foes. Anyone affected takes a Damage +5 hit and must make a successful <strong>Challenging (+0) Willpower </strong>Test or gain one @Condition[Stunned] Condition.</p>",
|
||||
"effects": {
|
||||
"Ice Storm": {
|
||||
"name": "Ice Storm"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Fleshy Curse": {
|
||||
"name": "Fleshy Curse",
|
||||
"description": "<p>You cause a single creature within range and line of sight to sprout horrible, uncontrollable growths. The target can resist this spell when it is first cast, and at the beginning of each subsequent round, by succeeding on a <strong>Hard (–20) Cool</strong> Test. Each Round after you cast the spell, roll 1d10 and consult the @UUID[RollTable.FYf4jjhtOOSoM9Re]{Fleshy Curse Effect} Table to determine the effects for the Round.</p><p>While affected by this spell, the victim writhes in agony, and can take no action and is considered helpless. Even once the spell ends, the effects of Fleshy Curse remain and are permanent without drastic action such as amputation or the application of even more dangerous magic (or the expenditure of a Fate point). Cultists often attempt to recruit victims of this curse who are no longer capable of participating in Empire society.</p>",
|
||||
"effects": {
|
||||
"Fleshy Curse": {
|
||||
"name": "Fleshy Curse"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Hypnotism": {
|
||||
"name": "Hypnotism",
|
||||
"description": "<p>@Embed[Compendium.wfrp4e-pbtt.journals.PkTZGuhuMoy1xLWa.JournalEntryPage.A9mqDyify4cM6L4U caption=false]{Hypnotism}</p>"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
{
|
||||
"label": "Items (Rough Nights & Hard Days)",
|
||||
"entries": {
|
||||
"Suffused with Ulgu": {
|
||||
"name": "Suffused with Ulgu",
|
||||
"description": "<p>You are suffused with the Grey Wind of Magic, which those with Second Sight perceive as a shadowy, shifting mist wreathed about your body.</p>\n<p>You can use your Channelling (<em>Ulgu</em>) Skill in place of the Stealth Skill for all relevant Tests.</p>\n<p>Further, any successful attempts to cast spells from the Lore of Shadow within 8 yards of you gain +1 SL. This bonus may only be claimed once, no matter how many Characters are <em>Suffused with Ulgu</em> in a spellcaster’s vicinity.</p>",
|
||||
"effects": {
|
||||
"Suffused with Ulgu": {
|
||||
"name": "Suffused with Ulgu"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Reveal the Inner Beauty": {
|
||||
"name": "Reveal the Inner Beauty",
|
||||
"description": "<p>You cause an object or individual you touch to decay rapidly. If inorganic, this Spell causes the object to become brittle, and unsuitable for use. If organic, the subject ripens rapidly until it begins to spoil, splitting open and spilling its stinking contents everywhere. A living creature must perform a <strong>Challenging (+0) Toughness</strong> Test to resist this Spell. On a failure, the target ages [[/r 2d10]] years and permanently loses -[[/r 1d10]]% from their Weapon Skill, Ballistic Skill, Strength, Toughness, Agility, and Dexterity Characteristics.</p>",
|
||||
"effects": {
|
||||
"Reveal the Inner Beauty": {
|
||||
"name": "Reveal the Inner Beauty"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,89 +0,0 @@
|
||||
{
|
||||
"label": "Items (Salzenmund)",
|
||||
"mapping": {
|
||||
"effects": {
|
||||
"converter": "process_effects",
|
||||
"path": "effects"
|
||||
},
|
||||
"careergroup": {
|
||||
"converter": "career_careergroup",
|
||||
"path": "system.careergroup.value"
|
||||
},
|
||||
"class": {
|
||||
"converter": "generic_localization",
|
||||
"path": "system.class.value"
|
||||
},
|
||||
"contraction": "system.contraction.value",
|
||||
"description": "system.description.value",
|
||||
"durationUnit": "system.duration.unit",
|
||||
"durationValue": "system.duration.value",
|
||||
"flaws": {
|
||||
"converter": "trapping_qualities_flaws",
|
||||
"path": "system.flaws.value"
|
||||
},
|
||||
"incubationUnit": "system.incubation.unit",
|
||||
"incubationValue": "system.incubation.value",
|
||||
"location": {
|
||||
"converter": "generic_localization",
|
||||
"path": "system.location.value"
|
||||
},
|
||||
"modifier": {
|
||||
"converter": "mutations_modifier",
|
||||
"path": "system.modifier.value"
|
||||
},
|
||||
"mutationType": {
|
||||
"converter": "generic_localization",
|
||||
"path": "system.mutationType.value"
|
||||
},
|
||||
"pdamage": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.damage.value"
|
||||
},
|
||||
"pduration": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.duration.value"
|
||||
},
|
||||
"penalty": "system.penalty.value",
|
||||
"permanent": "system.permanent.value",
|
||||
"prange": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.range.value"
|
||||
},
|
||||
"ptarget": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.target.value"
|
||||
},
|
||||
"qualities": {
|
||||
"converter": "trapping_qualities_flaws",
|
||||
"path": "system.qualities.value"
|
||||
},
|
||||
"sdamage": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.damage.value"
|
||||
},
|
||||
"sduration": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.duration.value"
|
||||
},
|
||||
"skills": {
|
||||
"converter": "career_skills",
|
||||
"path": "system.skills"
|
||||
},
|
||||
"special": "system.special.value",
|
||||
"srange": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.range.value"
|
||||
},
|
||||
"starget": {
|
||||
"converter": "spells_duration_range_target_damage",
|
||||
"path": "system.target.value"
|
||||
},
|
||||
"symptoms": "system.symptoms.value",
|
||||
"talents": {
|
||||
"converter": "career_talents",
|
||||
"path": "system.talents"
|
||||
},
|
||||
"tests": "system.tests.value",
|
||||
"trappings": "system.trappings"
|
||||
}
|
||||
}
|
||||
@@ -1,92 +0,0 @@
|
||||
{
|
||||
"label": "Items (Sea of Claws)",
|
||||
"folders": {
|
||||
"Ammunition": "Munitions",
|
||||
"Careers": "Carrières",
|
||||
"Criticals": "Critiques",
|
||||
"Diseases": "Maladies",
|
||||
"Skills": "Compétences",
|
||||
"Spells": "Sorts",
|
||||
"Trappings": "Possessions",
|
||||
"Weapons": "Armes"
|
||||
},
|
||||
"mapping": {
|
||||
"description": "system.description.value",
|
||||
"trappings": "system.trappings",
|
||||
"class": {
|
||||
"path": "system.class.value",
|
||||
"converter": "generic_localization"
|
||||
},
|
||||
"skills": {
|
||||
"path": "system.skills",
|
||||
"converter": "career_skills"
|
||||
},
|
||||
"modType": "system.modType.value",
|
||||
"careergroup": {
|
||||
"path": "system.careergroup.value",
|
||||
"converter": "career_careergroup"
|
||||
},
|
||||
"talents": {
|
||||
"path": "system.talents",
|
||||
"converter": "career_talents"
|
||||
},
|
||||
"pduration": {
|
||||
"path": "system.duration.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"prange": {
|
||||
"path": "system.range.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"ptarget": {
|
||||
"path": "system.target.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"pdamage": {
|
||||
"path": "system.damage.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"test": {
|
||||
"path": "system.test",
|
||||
"converter": "role_skills"
|
||||
},
|
||||
"tests": "system.tests.value",
|
||||
"sduration": {
|
||||
"path": "system.duration.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"srange": {
|
||||
"path": "system.range.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"starget": {
|
||||
"path": "system.target.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"sdamage": {
|
||||
"path": "system.damage.value",
|
||||
"converter": "spells_duration_range_target_damage"
|
||||
},
|
||||
"penalty": "system.penalty.value",
|
||||
"location": {
|
||||
"path": "system.location.value",
|
||||
"converter": "generic_localization"
|
||||
},
|
||||
"durationValue": "system.duration.value",
|
||||
"durationUnit": "system.duration.unit",
|
||||
"contraction": "system.contraction.value",
|
||||
"incubationValue": "system.incubation.value",
|
||||
"incubationUnit": "system.incubation.unit",
|
||||
"symptoms": "system.symptoms.value",
|
||||
"permanent": "system.permanent.value",
|
||||
"special": "system.special.value",
|
||||
"qualities": {
|
||||
"path": "system.qualities.value",
|
||||
"converter": "trapping_qualities_flaws"
|
||||
},
|
||||
"flaws": {
|
||||
"path": "system.flaws.value",
|
||||
"converter": "trapping_qualities_flaws"
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
{
|
||||
"label": "Items (Ubersreik Adventures I)",
|
||||
"folders": {
|
||||
"Armour": "Armour",
|
||||
"Trappings": "Trappings",
|
||||
"Traits": "Traits",
|
||||
"Talents": "Talents"
|
||||
},
|
||||
"entries": {
|
||||
"Cantor": {
|
||||
"name": "Cantor",
|
||||
"description": "<p>You are trained as a cantor of the Colleges of Magic, and are able to gather the Winds of Magic to you to aid spells being cast by anyone present. You may use Entertain (Singing) in place of Channelling when performing a Channelling Test, however all magic users within Fellowship yards of you are able to siphon off a single SL from your Extended Channelling Test per round so long as they are performing their own Channelling Test. With this Talent, a Character can perform an Extended Entertain (Singing) Test specifically to aid another wizard’s Channelling Test, even if they lack any other magical ability themselves. </p>",
|
||||
"effects": {
|
||||
"Cantor": {
|
||||
"name": "Cantor"
|
||||
}
|
||||
}
|
||||
},
|
||||
"The Nineteenth Palm of Volans": {
|
||||
"name": "The Nineteenth Palm of Volans",
|
||||
"description": "<p>One of 24 such talismans created by the first Patriarch of the Colleges of Magic, the Palm draws on the inner strength of its wearer to ward them from magic. Since their forging, these talismans have been gifted to Wizard Lords who are performing particularly dangerous tasks beyond the supervision of their Colleges. </p><p>Whilst wearing the Nineteenth Palm of Volans, a Character may @UUID[Compendium.wfrp4e-core.journals.JournalEntry.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#dispelling]{dispel spells}. However, the Character may not dispel persistent spells once cast. If the Character lacks the <strong>Language (Magick) </strong>Skill, they may use their Willpower Characteristic instead.</p>"
|
||||
},
|
||||
"Spiky Helm": {
|
||||
"name": "Spiky Helm",
|
||||
"effects": {
|
||||
"Spiky Helm": {
|
||||
"name": "Spiky Helm"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Spiky Breastplate": {
|
||||
"name": "Spiky Breastplate"
|
||||
},
|
||||
"Spiky Bracers": {
|
||||
"name": "Spiky Bracers"
|
||||
},
|
||||
"Cordelia's Enhanced Restorative Tonic": {
|
||||
"name": "Cordelia's Enhanced Restorative Tonic",
|
||||
"description": "<p>Restores twice the imbiber’s Toughness Bonus in Wounds.</p>",
|
||||
"effects": {
|
||||
"Restorative Tonic": {
|
||||
"name": "Restorative Tonic"
|
||||
},
|
||||
"Apply Restorative Tonic": {
|
||||
"name": "Apply Restorative Tonic"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Maddening Aura": {
|
||||
"name": "Maddening Aura",
|
||||
"description": "<p>At the start of every Round, every Character within 20 yards of the creature must make an <strong>Average (+20) Cool</strong> Test. If failed, roll on the Creeping Irrationality table. If Fumbled, the Character also gains +1 Corruption Point — further, should the Character become corrupted, this automatically results in a Mental Corruption. Where relevant, any Maddening Aura effects are cumulative.</p><table style=\"width: 99.1329%; height: 128px;\" border=\"1\"><tbody><tr style=\"height: 16px;\"><td style=\"text-align: center; width: 9.09487%; height: 16px;\"><p><strong>[[/r 1d10]]</strong></p></td><td style=\"text-align: center; width: 90.1763%; height: 16px;\"><p><strong>Creeping Irrationality</strong></p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>1-2</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Careful Now:</strong> On your next Turn, you can either take a Move or an Action, not both. You then shake it off.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>3-4</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>What’s Going On? </strong>You suffer the @Condition[Surprised] Condition.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>5-6</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>My Plan is Working!</strong> On your Turn, you must take the same actions you took on the previous Round. If, for some reason, you cannot do this, you must do what you can to prepare for those actions on your next Turn. <strong>Duration</strong>: 1d10 Rounds.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>7</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Who said I was Paranoid?</strong> You become subject to Animosity toward a random Character. <strong>Duration</strong>: Lasting.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>8</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Are You Talking to Me?</strong> You become subject to Hatred toward a random Character. <strong>Duration</strong>: Lasting.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>9</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Kill it! Kill it! Kill it!</strong> You become subject to Frenzy. <strong>Duration</strong>: Lasting.</p></td></tr><tr style=\"height: 16px;\"><td style=\"width: 9.09487%; height: 16px; text-align: center;\"><p>10</p></td><td style=\"width: 90.1763%; height: 16px;\"><p><strong>Twitch, Twitch</strong>: Suffer one @Table[mutatemental]{Mental Corruption}. <strong>Duration</strong>: Lasting.</p></td></tr></tbody></table><p><strong>Lasting</strong>: These last for [[/r 1d10]] − Willpower Bonus hours (to a minimum of 1 hour). After which, perform an Ave<strong>rage (+20) Cool</strong> Test. If failed, the effect is permanent. The Difficulty of the Test may vary if the Character has limited or prolonged exposure, as determined by the GM. A Player may spend a Resilience point to permanently lose the long-term effects of Maddening Aura, though the memories of the horrific creature never diminish. A Character may expend 1 Resolve point to ignore the negative consequences of the Maddening Aura for 1 Round.</p>",
|
||||
"effects": {
|
||||
"Maddening Aura": {
|
||||
"name": "Maddening Aura"
|
||||
}
|
||||
}
|
||||
},
|
||||
"Spiky Plate Leggings": {
|
||||
"name": "Spiky Plate Leggings",
|
||||
"effects": {
|
||||
"Spiky Plate Leggings": {
|
||||
"name": "Spiky Plate Leggings"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,45 +0,0 @@
|
||||
{
|
||||
"label": "Items (Ubersreik Adventures I)",
|
||||
"entries": [
|
||||
{
|
||||
"id": "Cantor",
|
||||
"name": "Cantor",
|
||||
"description": "<p>Vous avez été formé comme Cantor des Collèges de Magie, et vous êtes capable de collecter les Vents de Magie pour aider les personnes présentes à incanter. Vous pouvez utiliser Divertissement (Chant) au lien de Focalisation lorsque vous faites un Test de Focalisation, et les mages présents dans un rayon de Socialibité mètres autour de vous peuvent vous prendre 1 DR de votre Focalisation Etendue par round, tant qu'ils font eux-mêmes leur propres Tests de Focalisation. Avec ce Talent, un personnage peut réaliser un Test Etendue de Divertissement (Chant) spécialement pour aider la Focalisation d'un autre Sorcier, même si ils n'ont eux-mêmes pas d'autres capacités magiques</p>"
|
||||
},
|
||||
{
|
||||
"id": "Cordelia's Enhanced Restorative Tonic",
|
||||
"name": "Tonique Réparateur Amélioré de Cordelia",
|
||||
"description": "<p>Redonne 2 fois le Bonus d'Endurance en Blessures au buveur.</p>"
|
||||
},
|
||||
{
|
||||
"id": "Maddening Aura",
|
||||
"name": "Maddening Aura",
|
||||
"description": "<p>At the start of every Round, every Character within 20 yards of the creature must make an <strong>Average (+20) Cool</strong> Test. If failed, roll on the Creeping Irrationality table. If Fumbled, the Character also gains +1 Corruption Point — further, should the Character become corrupted, this automatically results in a Mental Corruption. Where relevant, any Maddening Aura effects are cumulative.</p>\n<p> </p>\n<table style=\"width: 99.1329%; height: 128px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 16px;\">\n<td style=\"text-align: center; width: 9.09487%; height: 16px;\"><strong>[[/r 1d10]]</strong></td>\n<td style=\"text-align: center; width: 90.1763%; height: 16px;\"><strong>Creeping Irrationality</strong></td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">1-2</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Careful Now:</strong> On your next Turn, you can either take a Move or an Action, not both. You then shake it off.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">3-4</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>What’s Going On? </strong>You suffer the @Condition[Surprised] Condition.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">5-6</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>My Plan is Working!</strong> On your Turn, you must take the same actions you took on the previous Round. If, for some reason, you cannot do this, you must do what you can to prepare for those actions on your next Turn. <strong>Duration</strong>: 1d10 Rounds.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">7</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Who said I was Paranoid?</strong> You become subject to Animosity toward a random Character. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">8</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Are You Talking to Me?</strong> You become subject to Hatred toward a random Character. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">9</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Kill it! Kill it! Kill it!</strong> You become subject to Frenzy. <strong>Duration</strong>: Lasting.</td>\n</tr>\n<tr style=\"height: 16px;\">\n<td style=\"width: 9.09487%; height: 16px; text-align: center;\">10</td>\n<td style=\"width: 90.1763%; height: 16px;\"><strong>Twitch</strong>, Twitch: Suffer one @Table[mutatemental]{Mental Corruption}. <strong>Duration</strong>: Lasting.</td>\n</tr>\n</tbody>\n</table>\n<p> </p>\n<p><strong>Lasting</strong>: These last for [[/r 1d10]] − Willpower Bonus hours (to a minimum of 1 hour). After which, perform an Ave<strong>rage (+20) Cool</strong> Test. If failed, the effect is permanent. The Difficulty of the Test may vary if the Character has limited or prolonged exposure, as determined by the GM. A Player may spend a Resilience point to permanently lose the long-term effects of Maddening Aura, though the memories of the horrific creature never diminish. A Character may expend 1 Resolve point to ignore the negative consequences of the Maddening Aura for 1 Round.</p>"
|
||||
},
|
||||
{
|
||||
"id": "Spiky Bracers",
|
||||
"name": "Spiky Bracers",
|
||||
"description": null
|
||||
},
|
||||
{
|
||||
"id": "Spiky Breastplate",
|
||||
"name": "Spiky Breastplate",
|
||||
"description": null
|
||||
},
|
||||
{
|
||||
"id": "Spiky Helm",
|
||||
"name": "Spiky Helm",
|
||||
"description": null
|
||||
},
|
||||
{
|
||||
"id": "Spiky Plate Leggings",
|
||||
"name": "Spiky Plate Leggings",
|
||||
"description": null
|
||||
},
|
||||
{
|
||||
"id": "The Nineteenth Palm of Volans",
|
||||
"name": "The Nineteenth Palm of Volans",
|
||||
"description": "<p>One of 24 such talismans created by the first Patriarch of the Colleges of Magic, the Palm draws on the inner strength of its wearer to ward them from magic. Since their forging, these talismans have been gifted to Wizard Lords who are performing particularly dangerous tasks beyond the supervision of their Colleges. </p>\n<p>Whilst wearing the Nineteenth Palm of Volans, a Character may dispel spells as per the rules in @JournalEntry[Magic Rules]. However, the Character may not dispel persistent spells once cast. If the Character lacks the <strong>Language (Magick) </strong>Skill, they may use their Willpower Characteristic instead.</p>"
|
||||
}
|
||||
]
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
{
|
||||
"label": "Items (Ubersreik Adventures II)",
|
||||
"entries": {
|
||||
"Sporoific Lull": {
|
||||
"name": "Sporoific Lull",
|
||||
"description": "<p>The target of this spell is filled with weariness and desire to sleep. The target receives d10 – WP Bonus @Condition[Fatigued] Conditions. If the number of Fatigued Conditions the Target receives as a result of the spell is greater than their WP Bonus they fall asleep as if affected by the @Compendium[wfrp4e-core.items.4ePe5oNQakA8nJlk]{Sleep} spell.</p>"
|
||||
},
|
||||
"The Jackal Urn": {
|
||||
"name": "The Jackal Urn",
|
||||
"description": "<p>The Nehekharan urn preserves organs, after a fashion, imbuing them with dark energy. It can act as a powerful focus for spells drawing from the various Dark Magic lists. Additionally, if @UUID[Compendium.wfrp4e-ua2.actors.HWnfxg0fYjkzU55F]{Leidtragende} recovers the urn, he can pull the heart from within and crush it as he casts a Necromancy spell — allowing him to instantly make a successful cast with +4 SL.</p>"
|
||||
},
|
||||
"The Nameless Blade": {
|
||||
"name": "The Nameless Blade",
|
||||
"description": ""
|
||||
},
|
||||
"Uncontrollable Corporal Expulsion": {
|
||||
"name": "Uncontrollable Corporal Expulsion",
|
||||
"description": "<p>The target of this spell suffers a sudden bodily venting. The target receives d10 – WP Bonus Disease Symptoms taken from the following list: @Symptom[Convulsions], @Symptom[Coughs and Sneezes], @Symptom[Fever], @Symptom[Flux], and @Symptom[Nausea]. The GM can choose which symptoms to apply and the degree to which their effects cumulate. In the case of the Coughs and Sneezes symptom no contagion is spread, the effect is mess and noise. Once the duration is up the target recovers from any conditions resulting from symptoms, but may need to clean up.</p>"
|
||||
},
|
||||
"Vanhel's Invitation to the Dance Macabre": {
|
||||
"name": "Vanhel's Invitation to the Dance Macabre",
|
||||
"description": "<p>Found only in the pages of the terrible Liber Mortis, this spell is among the greatest and most terrible achievements of the necromancer Vanhel. You channel a writhing miasma of dhar, storing up a great mass of the foul magic before releasing it across the lands. The magic infests all nearby fresh corpses that have not been properly prepared and sanctified for burial. All corpses in a radius up to your Willpower Bonus x 100 yards are raised as Skeletons or Zombies, as you prefer. You may choose to have the spell affect a smaller area if you wish. For each 100 yards of radius, rounded up, gain one point of Corruption. </p>\n<p>The summoned Undead are entirely under your control and may perform simple orders as you command. If you are killed or gain the @Condition[Unconscious] Condition, the spell comes to an end and the summoned Undead collapse. </p>"
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user