diff --git a/compendium/To Do/wfrp4e-zoo.actors.json b/compendium/To Do/wfrp4e-zoo.actors.json deleted file mode 100644 index 28d556e..0000000 --- a/compendium/To Do/wfrp4e-zoo.actors.json +++ /dev/null @@ -1,9449 +0,0 @@ -{ - "label": "Actors (Imperial Zoo)", - "entries": { - "Preyton": { - "name": "Preyton", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.l48Tay3HDDI3vMTF]{Preyton}

", - "items": { - "Endless Malice": { - "name": "Endless Malice", - "description": "", - "effects": { - "Endless Malice": { - "name": "Endless Malice" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

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When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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 Examples

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Tiny

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Butterfly, Mouse, Pigeon

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Little

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Cat, Hawk, Human Baby

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Small

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Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

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Large

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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

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Monstrous

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Dragon, Giant, Greater Daemon

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\n

 

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Using Size

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if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

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Size Combat Modifers

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If larger:

\n\n\n

 

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If smaller:

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• It gains a bonus of +10 to hit.

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Defending Against Big Creatures

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You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

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Fear and Terror

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If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

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Moving in Combat

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A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

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Opposed Strength

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During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

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Stomp

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Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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Enormous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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Monstrous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

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\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Weapon ( Jagged Fangs)": { - "name": "Weapon ( Jagged Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Horns (Antlers)": { - "name": "Horns (Antlers)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Forest Goblin": { - "name": "Forest Goblin", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.RPLJHdAMeJHVvyOF]{Of Spiders & Forest Goblins}

", - "items": { - "Borrowed Courage": { - "name": "Borrowed Courage", - "description": "

Forest Goblins encountered away from their tribes will inevitably be mounted on Giant Spiders, likely out scouting or in a raiding party of 3 to 10 raiders. Spider-mounted Forest Goblins are not subject to @UUID[Compendium.wfrp4e-core.items.4CMKeDTDrRQZbPIJ]{Afraid (Elves)}.

", - "effects": { - "Borrowed Courage": { - "name": "Borrowed Courage" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

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At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

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When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Armour (4)": { - "name": "Armour (4)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

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When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Trick Riding": { - "name": "Trick Riding", - "description": "

You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn.

", - "effects": { - "Trick Riding": { - "name": "Trick Riding" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Shortbow": { - "name": "Shortbow", - "description": "

" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Crude Spear": { - "name": "Crude Spear" - } - } - }, - "The Fantasma": { - "name": "The Fantasma", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.uyI6poLk8D9NMR3K]{Shard Dragon}

", - "items": { - "Razor Scales": { - "name": "Razor Scales", - "description": "

Every time the Fantasma is attacked by an @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#engaged]{Engaged} opponent, that opponent takes [[/r 1d10]] Wounds reduced by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Razor Scales": { - "name": "Razor Scales" - } - } - }, - "Breath of Nightmares": { - "name": "Breath of Nightmares", - "description": "

Any Wounds caused ignore Armour Points. Targets must immediately make a Test against a Terror 2 effect, based on Endurance instead of Cool.

Note that even if they are normally immune to Fear or Terror they must still Test as it is not a psychology-based effect, but a distorted poison.

", - "effects": { - "Breath": { - "name": "Breath" - }, - "Nightmares": { - "name": "Nightmares" - } - } - }, - "Rock Melter": { - "name": "Rock Melter", - "description": "

The Fantasma's bite has both the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} and @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom} Traits.

", - "effects": { - "Penetrating Bite": { - "name": "Penetrating Bite" - }, - "Venomous Bite": { - "name": "Venomous Bite" - } - } - }, - "Melee (Sickle Claws)": { - "name": "Melee (Sickle Claws)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Enclosed Fighter": { - "name": "Enclosed Fighter", - "description": "

You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.

", - "effects": { - "Enclosed Fighter": { - "name": "Enclosed Fighter" - } - } - }, - "Reaction Strike": { - "name": "Reaction Strike", - "description": "

Your fast reactions have allowed you to fell many opponents before they have even swung their blades. When you are Charged, you may attempt a Challenging (+0) Initiative Test to gain an immediate Free Attack outside the normal turn sequence. This attack is resolved with whatever weapon you are carrying in your primary hand. You may make as many Reaction Strikes in a Round as you have levels in this Talent, but can only attack each individual charger once each.

", - "effects": { - "Reaction Strike": { - "name": "Reaction Strike" - } - } - }, - "Shadow": { - "name": "Shadow", - "description": "

You are skilled at following people without being spotted. You may use the @Compendium[wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", - "effects": { - "Shadow": { - "name": "Shadow" - } - } - }, - "U1KnXuBAQuyqQ1jP": { - "name": "Shadow", - "description": "

You are skilled at following people without being spotted. You may use the @Compendium[wfrp4e-core.items.McTtmZu3Ac8Lh48W]{Shadowing} rules without doing a Combined Test. Instead you test against just your Perception or your Stealth Skill, whichever is higher.

", - "effects": { - "Shadow": { - "name": "Shadow" - } - } - }, - "Armour (12)": { - "name": "Armour (12)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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Size

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 Examples

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Tiny

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Butterfly, Mouse, Pigeon

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Little

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Cat, Hawk, Human Baby

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Small

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Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

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Large

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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

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Monstrous

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Dragon, Giant, Greater Daemon

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Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

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\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

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If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

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If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

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Moving in Combat

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A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

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Opposed Strength

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During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

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Stomp

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Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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Size

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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Enormous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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Monstrous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

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\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Wallcrawler": { - "name": "Wallcrawler", - "description": "

The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.

", - "effects": { - "Wallcrawler": { - "name": "Wallcrawler" - } - } - }, - "Breath (Nightmares)": { - "name": "Breath (Nightmares)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

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• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

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• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

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• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Weapon (Sickle Claws)": { - "name": "Weapon (Sickle Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - } - } - }, - "Horned One": { - "name": "Horned One", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.YWJy8hGNeNyuqaIP]{Wondrous Beasts of the Southlands}

", - "items": { - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Weapon (Bite)": { - "name": "Weapon (Bite)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Q7v3NJ4rBHKsMrcf": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "WDujXAwc9uKjNyqS": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "e7Q1EChFYhC8Nzai": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Great Stag": { - "name": "Great Stag", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.XCeAdFkG4uh1U33Y]{Great Stag}

", - "items": { - "Taal's Own Blades": { - "name": "Taal's Own Blades", - "description": "

A Great Stag wields their antlers as if they had the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Weapon Qualities.

", - "effects": { - "Taal's Own Blades - Penetrating": { - "name": "Taal's Own Blades - Penetrating" - }, - "Taal's Own Blades - Impale": { - "name": "Taal's Own Blades - Impale" - } - } - }, - "Melee (Antlers)": { - "name": "Melee (Antlers)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Weapon (Antlers)": { - "name": "Weapon (Antlers)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Horns (Antlers)": { - "name": "Horns (Antlers)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Blessed": { - "name": "Blessed", - "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" - }, - "Immunity": { - "name": "Immunity", - "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - } - } - }, - "Clan Skryre ‘Prototype’": { - "name": "Clan Skryre ‘Prototype’", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.aioEklAjDtsDY8ZY]{The Final Incident - Lesser Evils}

A ‘Skryre-modified’ Rat Ogre not yet ready for full-scale ‘production’.

", - "items": { - "Murder-Crush": { - "name": "Murder-Crush", - "description": "

The Prototype’s other arm ends in an engineered maul-device designed to pneumatically smash both rock and flesh to smithereens. It has the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impact} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Qualities.

", - "effects": { - "Murder-Crush - Impact": { - "name": "Murder-Crush - Impact" - }, - "Murder-Crush - Pummel": { - "name": "Murder-Crush - Pummel" - } - } - }, - "Shoot-Kill": { - "name": "Shoot-Kill", - "description": "

One of the Prototype’s arms has been replaced with an improved Ratling Cannon, which is altered to accurately wield. It does not have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#imprecise]{Imprecise} Flaw.

" - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Weapon (Pistonfist)": { - "name": "Weapon (Pistonfist)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Ranged (Ratling Cannon) (40)": { - "name": "Ranged (Ratling Cannon) (40)", - "description": "

The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets

" - } - } - }, - "Grey Mountain Hawk": { - "name": "Grey Mountain Hawk", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.qlfHqJogD5cNDYjE]{Great Raptors of the Grey Mountains}

", - "items": { - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Bite (Beak)": { - "name": "Bite (Beak)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Talons)": { - "name": "Weapon (Talons)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "mcAR266BDhZPg2M8": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "wBJ3XLhWeCozjhDQ": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "nBJUSCmRyJZMyOWH": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - } - } - }, - "The Oblast Beast": { - "name": "The Oblast Beast", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.IbNNQ6SFCB2Mkyq5]{Chimera}

", - "items": { - "We See You": { - "name": "We See You", - "description": "

The Oblast Beast can neither be @Condition[Surprised] nor @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#outnumbering]{outnumbered} in combat.

", - "effects": { - "We See You": { - "name": "We See You" - } - } - }, - "Mangling Jaws": { - "name": "Mangling Jaws", - "description": "

The Oblast Beast’s Bite attack has the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

", - "effects": { - "Mangling Jaws": { - "name": "Mangling Jaws" - } - } - }, - "Melee (Curved Claws)": { - "name": "Melee (Curved Claws)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Track": { - "name": "Track", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" - }, - "Implacable": { - "name": "Implacable", - "description": "

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

", - "effects": { - "Implacable": { - "name": "Implacable" - } - } - }, - "Ph2umdmGqn7WU3R5": { - "name": "Implacable", - "description": "

It takes a lot to finish you off. You can ignore the Wound loss from a Bleeding Condition. Each level in this Talent lets you ignore the Wound loss from an extra Bleeding Condition

", - "effects": { - "Implacable": { - "name": "Implacable" - } - } - }, - "Relentless": { - "name": "Relentless", - "description": "

When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents.

" - }, - "LEVwU37kw6CobYeF": { - "name": "Relentless", - "description": "

When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. If you use Advantage when Disengaging, you may keep a number of Advantage equal to your level of Relentless. Further, you may use Advantage to Disengage even if you have lower Advantage than your opponents.

" - }, - "Armour (9)": { - "name": "Armour (9)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Terror": { - "name": "Terror", - "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", - "effects": { - "Terror": { - "name": "Terror" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Breath (Cold)": { - "name": "Breath (Cold)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Weapon (Curved Claws)": { - "name": "Weapon (Curved Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Clan Skryre Warlock Engineer": { - "name": "Clan Skryre Warlock Engineer", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.aioEklAjDtsDY8ZY]{The Final Incident - Lesser Evils}

The Warlock Engineers that lead Clan Skryre blend sorcery with Skaven technology, creating lethal and useful, if highly volatile, devices.

", - "items": { - "Made-Made Myself": { - "name": "Made-Made Myself", - "description": "

A Warlock Engineer’s Warplock Pistol lacks the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#dangerous]{Dangerous} Weapon Flaw.

" - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Weapon (Warp Blade)": { - "name": "Weapon (Warp Blade)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Warp Blade": { - "name": "Warp Blade", - "effects": { - "Warp Blade": { - "name": "Warp Blade" - } - } - }, - "Warplock Pistol": { - "name": "Warplock Pistol", - "effects": { - "Warplock Pistol": { - "name": "Warplock Pistol" - } - } - }, - "Ranged (Warplock Pistol) (20)": { - "name": "Ranged (Warplock Pistol) (20)", - "description": "

The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets

" - }, - "Ranged (Warp Blade) (48)": { - "name": "Ranged (Warp Blade) (48)", - "description": "

The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets

" - } - } - }, - "Stirpike": { - "name": "Stirpike", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.YS7Rkuxy17V2U6WM]{Stirpike}

", - "items": { - "Damn Lucky Fish": { - "name": "Damn Lucky Fish", - "description": "

Stirpike that have lived long enough to grow to great length and acquire a name for themselves, such as ‘Old One Eye’, ‘Hooksnatcher’, or ‘The Slippery Duke’, are seemingly watched out for by Manann himself.

" - }, - "Limber Tail": { - "name": "Limber Tail", - "description": "

Stirpike can make a Tail attack each round without spending Advantage.

" - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Lethal Tail)": { - "name": "Weapon (Lethal Tail)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "3qAY6ailTNchg5x4": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - } - } - }, - "Carnosaur": { - "name": "Carnosaur", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.YWJy8hGNeNyuqaIP]{Wondrous Beasts of the Southlands}

", - "items": { - "Blood Frenzy": { - "name": "Blood Frenzy", - "description": "

Once a Carnosaur causes a Wound in combat, it immediately becomes @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzied} till all foes in range of its senses are slain.

", - "effects": { - "Blood Frenzy": { - "name": "Blood Frenzy" - }, - "Break Frenzy": { - "name": "Break Frenzy" - } - } - }, - "Armour (9)": { - "name": "Armour (9)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Weapon (Teeth)": { - "name": "Weapon (Teeth)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Champion": { - "name": "Champion", - "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", - "effects": { - "Champion": { - "name": "Champion" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "j4ST49JbavKCFJKk": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "jCGVfW7otdAwhC4b": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "pX1AatoNF8O0QNtj": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - } - } - }, - "Heomreth": { - "name": "Heomreth", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.qlfHqJogD5cNDYjE]{Great Raptors of the Grey Mountains}

", - "items": { - "Lore (Any)": { - "name": "Lore (Any)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Blessed": { - "name": "Blessed", - "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Miracles": { - "name": "Miracles", - "description": "

The creature can enact Miracles; the relevant deity is indicated in brackets.

" - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Weapon (Talons)": { - "name": "Weapon (Talons)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Language (Elthárin)": { - "name": "Language (Elthárin)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - } - } - }, - "Merwyrm": { - "name": "Merwyrm", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.EpTFljg6qeVrpwfa]{Merwyrm}

", - "items": { - "Whale Bane": { - "name": "Whale Bane", - "description": "

All of a Merwyrm’s Fanged Maw attacks have the @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom (Difficult)} Trait.

", - "effects": { - "Whale Bane": { - "name": "Whale Bane" - } - } - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Armour (9)": { - "name": "Armour (9)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Bite (Fanged Maw)": { - "name": "Bite (Fanged Maw)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Fanged Maw)": { - "name": "Weapon (Fanged Maw)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "KiahBMutKB0TyaBY": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - } - } - }, - "Wolf Rat": { - "name": "Wolf Rat", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.OMKKWeZLzQu2ZwKS]{The First Incident - The Griffon & the Ratmen}

", - "items": { - "Mouth Full of Razors": { - "name": "Mouth Full of Razors", - "description": "

A Wolf Rat’s Vicious Fangs have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.

", - "effects": { - "Mouth Full of Razors": { - "name": "Mouth Full of Razors" - } - } - }, - "Track": { - "name": "Track", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.EWHNXyzDLPBpoVxK caption=false]{Track}" - }, - "Armour (4)": { - "name": "Armour (4)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken)": { - "name": "Trained (Broken)" - } - } - }, - "rJK6y40P9ACwsuR8": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Guard)": { - "name": "Trained (Guard)" - } - } - }, - "e0myhVUrbaLSNMPV": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Home)": { - "name": "Trained (Home)" - } - } - }, - "9aMDsSdvb4AoAI4w": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Magic)": { - "name": "Trained (Magic)" - } - } - }, - "nsUxFNDVioPGNakj": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Mount)": { - "name": "Trained (Mount)" - } - } - }, - "B5wy0leZkMFW48Rh": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (War)": { - "name": "Trained (War)" - } - } - }, - "Weapon (Vicious Fangs)": { - "name": "Weapon (Vicious Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - } - } - }, - "Undead Knight (Wight)": { - "name": "Undead Knight (Wight)", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.aioEklAjDtsDY8ZY]{The Final Incident - Lesser Evils}

Sometimes when a mortal hero of sufficient will falls, they do not lie quietly within their grave. Wights are the remains of such fallen warriors, made Undead by powerful magic and their own dread resolve. Wights are invariably clad in the full armour in which they were buried. They seldom have either flesh nor skin left, resembling Skeletons, but their eyes gleam with a fell light and they move with terrible purpose. They retain all of their fighting skill from life, plus much that they’ve learned in battles since their deaths. Wights carry blades infused with @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.fcaxScAhJ2Z02nbP#dark-magic]{Dhar} and their cuts are frequently lethal.

", - "items": { - "Combat Master": { - "name": "Combat Master", - "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" - }, - "faCtzLoGZuHoMxME": { - "name": "Combat Master", - "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" - }, - "Strike to Injure": { - "name": "Strike to Injure", - "description": "

You are an expert at striking your enemies most vulnerable areas. You inflict your level of Strike to Injure in additional Wounds when you cause a Critical Wound.

", - "effects": { - "Strike to Injure": { - "name": "Strike to Injure" - } - } - }, - "Armour (8)": { - "name": "Armour (8)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Undead": { - "name": "Undead", - "description": "

The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only.

UNQUIET DEAD

Any Undead creature with the Construct trait is magically bound together with sinews of dark magics. They are either mindless automatons reanimated by a necromancer, or those who came to unlife in a place where Shyish, the magical wind of death, or Dhar, vile black magic, gathers and stagnates, twisting death into something new.

" - }, - "Weapon (Wight Blade)": { - "name": "Weapon (Wight Blade)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Champion": { - "name": "Champion", - "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", - "effects": { - "Champion": { - "name": "Champion" - } - } - }, - "Chill Grasp": { - "name": "Chill Grasp", - "description": "

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

", - "effects": { - "Chill Grasp": { - "name": "Chill Grasp" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Wight Blade": { - "name": "Wight Blade" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - } - } - }, - "Arachnarok Spider": { - "name": "Arachnarok Spider", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.RPLJHdAMeJHVvyOF]{Of Spiders & Forest Goblins}

", - "items": { - "Vicious Webs": { - "name": "Vicious Webs", - "description": "

When foes become @Condition[Entangled] by an Arachnarok’s webs, they also gain a @Condition[Poisoned] condition.

", - "effects": { - "Vicious Webs": { - "name": "Vicious Webs" - } - } - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Wallcrawler": { - "name": "Wallcrawler", - "description": "

The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.

", - "effects": { - "Wallcrawler": { - "name": "Wallcrawler" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Fangs)": { - "name": "Weapon (Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Web": { - "name": "Web", - "description": "

The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.

\n

 

", - "effects": { - "Web": { - "name": "Web" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - } - } - }, - "Jorunn Gromsdottir": { - "name": "Jorunn Gromsdottir", - "description": "

You begin the game with [[/r 1d10]] silver shillings.

Personality and Appearance

‘Pass me the vial. No not that one! Mix that in here and we'll both be joining the ancestors. Now, while I mix these, you go find the thing's liver. Shouldn't be hard, they have three.’

Jorunn was once rather personable, at least by Dwarf standards. An unexpected betrayal by a trusted friend left her somewhat untrusting of those who seek her friendship. She walks with just a hint of stiffness that might indicate an old injury, but has no interesting in explaining her woes to those who ask. Jorunn wears her hair in practical braids, in the fashion of Karak Ziflin, and is always on the lookout for her kin in hopes of hearing word from home. While she has yet to finish her studies in the wider world, however, but does dream of one day returning to the hold bearing new alchemical secrets that will impress even the Dwarf elders who were so dismissive of her efforts.

Background

Jorunn hails from the Dwarf Hold Karak Ziflin in the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. Exceedingly intelligent and far more ‘scientifically’ minded then her peers, Jorunn at first trained as a healer, but eventually left to learn more than what her home could teach. She travelled into Kislev where she eventually apprenticed with a Wise Woman for a time, swapping herbal and healing knowledge. After several years, without warning, the Wise Woman tried to murder Jorunn, and the terrified and confused Dwarf was forced to kill the woman in self defence. As she fled back south into the Empire, she discovered that she had somehow been infected with a curious disease. She has spent the last few years adding to her lore by studying with various apothecaries, physicians, and scholars.

Secrets

Your core secret is part of your Character, but you may choose additional secrets. You begin with an additional [[/r 1d10]] Silver Shillings for each additional secret chosen.

", - "items": { - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown", - "description": "

" - }, - "Silver Shilling": { - "name": "Silver Shilling", - "description": "

" - }, - "Brass Penny": { - "name": "Brass Penny", - "description": "

" - }, - "Apothecary": { - "name": "Apothecary", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}

" - }, - "Concoct": { - "name": "Concoct", - "description": "

You are skilled at making potions, philters, and draughts on the go. You may take one free Crafting Endeavour to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules.

", - "effects": { - "Concoct": { - "name": "Concoct" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "

You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

" - }, - "Resolute": { - "name": "Resolute", - "description": "

You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.

", - "effects": { - "Resolute": { - "name": "Resolute" - } - } - }, - "Sturdy": { - "name": "Sturdy", - "description": "

You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2

", - "effects": { - "Sturdy": { - "name": "Sturdy" - } - } - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Heal": { - "name": "Heal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", - "effects": { - "Heal": { - "name": "Heal" - } - } - }, - "Language (Khazalid)": { - "name": "Language (Khazalid)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Chemistry)": { - "name": "Lore (Chemistry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Medicine)": { - "name": "Lore (Medicine)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Plants)": { - "name": "Lore (Plants)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Trade (Apothecary)": { - "name": "Trade (Apothecary)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Trade (Poisoner)": { - "name": "Trade (Poisoner)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Clothing": { - "name": "Clothing", - "description": "

" - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Pouch": { - "name": "Pouch", - "description": "

" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Writing Kit": { - "name": "Writing Kit", - "description": "

Contains a quill pen, inkpot, and ink blotter.

" - }, - "Parchment/sheet": { - "name": "Parchment/sheet", - "description": "

" - }, - "Book (half-filled)": { - "name": "Book (half-filled)", - "description": "

Apothecary books are usually hand-written. A basic apothecary book contains ingredient descriptions and diagrammed instructions for brewing processes. Formulas for Digestive Tonics, Healing Draughts, and Vitality Draughts are usually included (see Herbs and Draughts). Advanced texts contain formulas for more exotic draughts.

" - }, - "Pestle & Mortar": { - "name": "Pestle & Mortar", - "description": "

" - }, - "Guild License": { - "name": "Guild License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Trade Tools (Apothecary)": { - "name": "Trade Tools (Apothecary)", - "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

" - }, - "Fishing Rod": { - "name": "Fishing Rod", - "description": "

Can be used to catch fish (see Gathering Food and Herbs)

" - }, - "Leather Jack": { - "name": "Leather Jack", - "description": "

" - }, - "Crossbow": { - "name": "Crossbow", - "description": "

" - }, - "Sword": { - "name": "Sword" - }, - "Magic Resistance": { - "name": "Magic Resistance", - "description": "

You are resistant to magic. The SL of any spell affecting you is reduced by 2 per point you have in this Talent. The SL of a spell is only modified by the highest Magic Resistance Talent within its target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - }, - "Healing Draught": { - "name": "Healing Draught", - "description": "

If you have more than 0 Wounds, recover Toughness Bonus Wounds immediately. Dose: 1 per encounter.

", - "effects": { - "Healing Draught": { - "name": "Healing Draught" - }, - "Apply Healing Draught": { - "name": "Apply Healing Draught" - } - } - } - } - }, - "Razorbill": { - "name": "Razorbill", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.Pb5t31EY8Qsfd3I1]{Razorbill}

", - "items": { - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Swarm": { - "name": "Swarm", - "description": "

A flock of Razorbills has the @UUID[.eGMCweudK5XGczEU]{Swarm} Trait, which has several effects, including

Anyone caused damage by a Razorbill must succeed at an Average (+20) Endurance Test or acquire a @Condition[Bleeding] Condition.

", - "effects": { - "Swarm": { - "name": "Swarm", - "changes": { - "system.characteristics.ws.initial": 10 - } - } - } - }, - "Weapon (Hooked Bill)": { - "name": "Weapon (Hooked Bill)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat. The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus.

Anyone caused damage by a Razorbill must succeed at an Average (+20) Endurance Test or acquire a @Condition[Bleeding] Condition.

" - } - } - }, - "Leviathan": { - "name": "Leviathan", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.RNDOhJqX6asaptCx]{Il Potente Granchio}

", - "items": { - "Cult": { - "name": "Cult" - }, - "Crustacean": { - "name": "Crustacean", - "description": "

A Leviathan can breathe underwater. They have a Move 8 within water.

" - }, - "Cruel Claws": { - "name": "Cruel Claws", - "description": "

A Leviathan’s Claw attacks all have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.

", - "effects": { - "Cruel Claws": { - "name": "Cruel Claws" - } - } - }, - "Armour (12)": { - "name": "Armour (12)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Magic Resistance": { - "name": "Magic Resistance", - "description": "

Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - } - } - }, - "Great Eagle": { - "name": "Great Eagle", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.qlfHqJogD5cNDYjE]{Great Raptors of the Grey Mountains}

", - "items": { - "Lightning from a Clear Sky": { - "name": "Lightning from a Clear Sky", - "description": "

All of a Great Eagle’s attacks have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

" - }, - "Add Language (Any)": { - "name": "Add Language (Any)", - "effects": { - "Add Language": { - "name": "Add Language" - } - } - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Bite (Beak)": { - "name": "Bite (Beak)", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities from @UUID[.2S7cs7axohZvni30]{Lightning from a Clear Sky} Trait.

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Talons)": { - "name": "Weapon (Talons)", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities from @UUID[.2S7cs7axohZvni30]{Lightning from a Clear Sky} Trait.

The creature carries a melee weapon, or uses teeth, claws, or similar in combat. The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - } - } - }, - "Rhinox": { - "name": "Rhinox", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.aDB9FTZKAtVg5x7z]{Rhinox}

", - "items": { - "Too Ornery to Die": { - "name": "Too Ornery to Die", - "description": "

Rhinox completely ignore the effects of the first Critical Hit they take in any given combat.

" - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Weapon (Curling Horns)": { - "name": "Weapon (Curling Horns)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Night Goblin Squig Hopper": { - "name": "Night Goblin Squig Hopper", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.ltnEqHKFDLR7a9b3]{Of Squigs and Night Goblins}

Some @UUID[Compendium.wfrp4e-zoo.actors.XLuHhpFHFUOHsXDP]{Night Goblins} use nets to ensnare their foes, so their compatriots can beat them senseless for later torture.

A few Night Goblins try to direct Squigs into battle by riding them. This seldom works out well for them. These ‘Squig Hoppers’ have Ride (Squig) 40.

", - "items": { - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Shortbow": { - "name": "Shortbow", - "description": "

" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Rusty Blades": { - "name": "Rusty Blades" - }, - "Ride (Squig)": { - "name": "Ride (Squig)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Net": { - "name": "Net", - "description": "

Nets are part of the Entangling Ranged Weapon Group.

There are rumours of enchanted nets used by the wicked Elves of Naggaroth that actively fight against their targets, or sprout magical barbs that bite into their victim’s flesh, wrapping them ever tighter until escape is impossible.

" - } - } - }, - "Dread Maw": { - "name": "Dread Maw", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.M2GZqyXiIrqUc0cS]{Dread Maw}

", - "items": { - "Swallow Whole": { - "name": "Swallow Whole", - "description": "

When a Dread Maw uses its Cavernous Maw to cause Wounds equal to twice a target’s Toughness Bonus with a single attack, or scores a Critical Hit, against a target of equal or smaller size, it attempts to consume the target entirely.

" - }, - "Slime": { - "name": "Slime", - "description": "", - "effects": { - "Breath (Slime) - Ignore AP": { - "name": "Breath (Slime) - Ignore AP" - }, - "Slime": { - "name": "Slime" - } - } - }, - "Armour (8)": { - "name": "Armour (8)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Burrow": { - "name": "Burrow", - "description": "

This creature can travel by tunnelling through earth and stone at a rapid pace.

When targeting a burrowing creature, measure horizontal distance as normal, then increase range difficulty by 2 steps. So, a Medium Range shot would become Extreme Range, whereas Long and Extreme Range shots are impossible.

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Bite (Cavernous Maw)": { - "name": "Bite (Cavernous Maw)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Breath (Slime)": { - "name": "Breath (Slime)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Weapon (Cavernous Maw)": { - "name": "Weapon (Cavernous Maw)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Horns (Hooked Spines)": { - "name": "Horns (Hooked Spines)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "M8zyDBO3KbnmSZgp": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "uHY7LCFhIurKQg3q": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - } - } - }, - "Fen Worm": { - "name": "Fen Worm", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.Mhor1Jf3cN8fDCyp]{Fen Worm}

", - "items": { - "4 Tentacles": { - "name": "4 Tentacles", - "description": "

The creature has a number of tentacles equal to #.

\n " - }, - "Endless Coils": { - "name": "Endless Coils", - "description": "

A Fen Worm has scaled length to spare and can @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{Grapple} up to five targets of smaller sizes simultaneously.

" - }, - "Fanatical Cultists": { - "name": "Fanatical Cultists", - "description": "

See @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.Mhor1Jf3cN8fDCyp]{Fen Worm}.

" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Constrictor": { - "name": "Constrictor", - "description": "

The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.

", - "effects": { - "Constrictor": { - "name": "Constrictor" - } - } - }, - "Weapon (Crushing Coils)": { - "name": "Weapon (Crushing Coils)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "SMcGE65nBxDXvs3Z": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - }, - "Terror": { - "name": "Terror", - "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", - "effects": { - "Terror": { - "name": "Terror" - } - } - } - } - }, - "River Troll Hag": { - "name": "River Troll Hag", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.oebfE31saihOEg9H]{River Trolls}

", - "items": { - "Copious Vomit": { - "name": "Copious Vomit", - "description": "

A River Troll Hag will eat anything, anything at all, they find within their swamp, no matter how foul or wretched it might be.

" - }, - "Overwhelming Stench": { - "name": "Overwhelming Stench", - "description": "

Unbelievably, River Troll Hags smell even worse than their male brethren.

", - "effects": { - "Rotten Stench": { - "name": "Rotten Stench" - }, - "Overwhelming Stench": { - "name": "Overwhelming Stench" - } - } - }, - "Channelling": { - "name": "Channelling", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Armour (9)": { - "name": "Armour (9)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Die Hard": { - "name": "Die Hard", - "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Vomit": { - "name": "Vomit", - "description": "

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n", - "effects": { - "Vomit": { - "name": "Vomit" - } - } - }, - "Weapon (Deadwood Staff )": { - "name": "Weapon (Deadwood Staff )", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "tUYYUa6btU3MbWLS": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - } - } - }, - "Ol’ Gribbleback": { - "name": "Ol’ Gribbleback", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.xpTB42W0XhJCbW9B]{Razorgor}

", - "items": { - "The Bone Hump": { - "name": "The Bone Hump", - "description": "

Ol’ Gribbleback’s hump has extended supple, but iron-hard, bone ribbing throughout his entire body. This has slowed him a bit, but has made him incredibly tough.

" - }, - "Armour (8)": { - "name": "Armour (8)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Distracting": { - "name": "Distracting", - "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", - "effects": { - "Distracting": { - "name": "Distracting" - } - } - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation (@UUID[.eyNJMRPbYecvazuF]{The Bone Hump}).

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Weapon (Tusks)": { - "name": "Weapon (Tusks)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Combat Master": { - "name": "Combat Master", - "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" - }, - "KldQ0ILholyyoDnP": { - "name": "Combat Master", - "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" - }, - "2xWo04jw33EBxpvp": { - "name": "Combat Master", - "description": "

Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more person for the purposes of determining if one side out numbers the other. This Talent only comes into play when you are out-numbered.

" - }, - "Horns (Tusks)": { - "name": "Horns (Tusks)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Clan Moulder Packmaster": { - "name": "Clan Moulder Packmaster", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.OMKKWeZLzQu2ZwKS]{The First Incident - The Griffon & the Ratmen}

", - "items": { - "Master of the Lash": { - "name": "Master of the Lash", - "description": "

Packmasters are ruthless beast handlers and experts at wielding their whips to devastating effect. The creatures of Clan Moulder obey them nearly without question.

", - "effects": { - "Master of the Lash": { - "name": "Master of the Lash" - }, - "Unleash": { - "name": "Unleash" - } - } - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Whip": { - "name": "Whip", - "description": "

" - }, - "Notched Blade": { - "name": "Notched Blade" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - } - } - }, - "Things From The Dead Wood": { - "name": "Things From The Dead Wood", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.mmilZc1FbZNeo4mm]{First Expedition Coda}

", - "items": { - "Tentacles": { - "name": "Tentacles", - "description": "

The creature has a number of tentacles equal to #.

" - }, - "Shocked Recognition": { - "name": "Shocked Recognition", - "description": "

The first time a person recognizes who a ‘Thing’ once was, they must make a Difficult (–10) Willpower Test or gain a @Condition[Stunned] Condition.

", - "effects": { - "Shocked Recognition": { - "name": "Shocked Recognition" - } - } - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Mental Corruption": { - "name": "Mental Corruption", - "description": "

The creature has Chaos on the mind.

@UUID[Compendium.wfrp4e-core.items.atYAndIzpFIfq0Wb]{Totally Unhinged}

", - "effects": { - "Mental Corruption": { - "name": "Mental Corruption" - } - } - }, - "HIn2w3cSqbnfxYWw": { - "name": "Mental Corruption", - "description": "

The creature has Chaos on the mind. Roll on the Mental Corruption Table

@Table[mutatemental]

@Table[expandedmutatemental] (If EiS module installed)

", - "effects": { - "Mental Corruption": { - "name": "Mental Corruption" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Weapon (Rusty Weapons or Claws)": { - "name": "Weapon (Rusty Weapons or Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Totally Unhinged": { - "name": "Totally Unhinged", - "description": "

", - "effects": { - "Totally Unhinged": { - "name": "Totally Unhinged", - "changes": { - "system.characteristics.fel.modifier": -20, - "system.characteristics.wp.modifier": 10 - } - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Tongue Attack (Range)": { - "name": "Tongue Attack (Range)", - "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n ", - "effects": { - "Tongue Attack (Range)": { - "name": "Tongue Attack (Range)" - } - } - } - } - }, - "Dark Pegasus": { - "name": "Dark Pegasus", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.nLMOj8hkGJZQie4f]{Dark Pegasi}

", - "items": { - "Ruthless Strike": { - "name": "Ruthless Strike", - "description": "

On the round a Dark Pegasus charges, all of its attacks have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

", - "effects": { - "Ruthless Strike - Impale": { - "name": "Ruthless Strike - Impale" - }, - "Ruthless Strike- Penetrating": { - "name": "Ruthless Strike- Penetrating" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Weapon (Serrated Horns)": { - "name": "Weapon (Serrated Horns)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "DmJIZxXBuSiBLKoG": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "IQ1g32bl8AhW98t2": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "YFR1EzBUfbncu8cY": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Wayward Moon Cultist": { - "name": "Wayward Moon Cultist", - "items": { - "Feral Mien": { - "name": "Feral Mien" - }, - "Tattoo of Morrslieb": { - "name": "Tattoo of Morrslieb" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (Beasts)": { - "name": "Lore (Beasts)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Skin Wolves)": { - "name": "Lore (Skin Wolves)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Secret Signs (Hunter)": { - "name": "Secret Signs (Hunter)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Set Trap": { - "name": "Set Trap", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Hardy": { - "name": "Hardy", - "description": "

You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Mental Corruption": { - "name": "Mental Corruption", - "description": "

The creature has Chaos on the mind. @UUID[.Qb4wIpFMfkjyXowW]{Beast Within}

", - "effects": { - "Mental Corruption": { - "name": "Mental Corruption" - } - } - }, - "Accurate Shot": { - "name": "Accurate Shot", - "description": "

You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

", - "effects": { - "Accurate Shot": { - "name": "Accurate Shot" - } - } - }, - "tA7NiKD8vJPnRFOq": { - "name": "Accurate Shot", - "description": "

You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

", - "effects": { - "Accurate Shot": { - "name": "Accurate Shot" - } - } - }, - "Longbow": { - "name": "Longbow", - "description": "

" - }, - "Wicked-looking Arrows": { - "name": "Wicked-looking Arrows", - "description": "

" - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Beast Within": { - "name": "Beast Within", - "description": "

", - "effects": { - "Beast Within": { - "name": "Beast Within", - "changes": { - "system.characteristics.wp.modifier": 10, - "system.characteristics.fel.modifier": -5, - "system.characteristics.int.modifier": -5 - } - } - } - } - } - }, - "Clan Moulder Unique Experiment": { - "name": "Clan Moulder Unique Experiment", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.OMKKWeZLzQu2ZwKS]{The First Incident - The Griffon & the Ratmen}

", - "items": { - "In Sigmar’s Name, What Is That THING?": { - "name": "In Sigmar’s Name, What Is That THING?", - "description": "

The pinnacles of Clan Moulder’s twisted arts are each unique and unspeakably terrible to behold. Cool Tests to resist @UUID[Compendium.wfrp4e-core.items.meMkLEwdJIDLxM0B]{Terror} or @UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear} caused by these custom-created horrors are Difficult (-10).

" - }, - "Armour (8)": { - "name": "Armour (8)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Terror": { - "name": "Terror", - "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", - "effects": { - "Terror": { - "name": "Terror" - } - } - }, - "Rear": { - "name": "Rear", - "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", - "effects": { - "Rear": { - "name": "Rear" - } - } - }, - "Weapon (Scythe-like Claws)": { - "name": "Weapon (Scythe-like Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Breath (Poison)": { - "name": "Breath (Poison)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Constrictor": { - "name": "Constrictor", - "description": "

The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.

", - "effects": { - "Constrictor": { - "name": "Constrictor" - } - } - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Die Hard": { - "name": "Die Hard", - "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" - }, - "38sVa2VX1zbIHsDt": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Magic Resistance": { - "name": "Magic Resistance", - "description": "

Magic has a reduced effect on the creature. The SL of any spell affecting it is reduced by the Rating given. So, Magic Resistance 2 would reduce the SL by 2.

", - "effects": { - "Magic Resistance": { - "name": "Magic Resistance" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "eh5YtXBhgb6LEGJ0": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - }, - "Horns (Many Mouths)": { - "name": "Horns (Many Mouths)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Jetsam The Clever Jelly": { - "name": "Jetsam The Clever Jelly", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.uKnNbcCZghhkm6pE]{Amoebae}

", - "items": { - "2x Tentacles": { - "name": "2x Tentacles", - "description": "

The creature has a number of tentacles equal to #.

\n " - }, - "Jelly from Hell": { - "name": "Jelly from Hell", - "description": "

Amoebae are formless, lack organs, and are exceedingly difficult to slay.

" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Etiquette (Criminals)": { - "name": "Etiquette (Criminals)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Gregarious": { - "name": "Gregarious", - "description": "

You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.

", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "Numismatics": { - "name": "Numismatics", - "description": "

You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.

", - "effects": { - "Numismatics": { - "name": "Numismatics" - } - } - }, - "hCErZmeLNBpWNx7d": { - "name": "Numismatics", - "description": "

You are well versed with the different coinage of the Old World, and are adept at determining their value. You can judge the true value of a coin by experience alone, not even requiring a Test. Further, you can identify forged coins with a Simple Evaluate Test; it is never Opposed by the SL of the Forger.

", - "effects": { - "Numismatics": { - "name": "Numismatics" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "

You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

" - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Weapon (Pseudopod Lash)": { - "name": "Weapon (Pseudopod Lash)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Secret Signs (Thief)": { - "name": "Secret Signs (Thief)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Engulf": { - "name": "Engulf", - "description": "

An Amoebae can Engulf any creature of its size or smaller.

Jetsam is smart enough to expel a target that it doesn’t wish to eat.

", - "effects": { - "Engulfed": { - "name": "Engulfed" - }, - "Engulf": { - "name": "Engulf" - } - } - } - } - }, - "River Troll": { - "name": "River Troll", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.oebfE31saihOEg9H]{River Trolls}.

Optionally, remove @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} and add @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy}

", - "items": { - "Full o’ Fish & Worse": { - "name": "Full o’ Fish & Worse", - "description": "

A River Troll can make its first @UUID[Compendium.wfrp4e-core.items.JzeN9MZ0xUDvpE2l]{Vomit} attack in a combat without spending Advantage. (They pack plenty of … ammo.)

" - }, - "Rotten Stench": { - "name": "Rotten Stench", - "description": "

The vile smell of a River Troll is all but overwhelming.

", - "effects": { - "Rotten Stench": { - "name": "Rotten Stench" - } - } - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Die Hard": { - "name": "Die Hard", - "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Vomit": { - "name": "Vomit", - "description": "

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n", - "effects": { - "Vomit": { - "name": "Vomit" - } - } - }, - "Weapon (Crude Maul)": { - "name": "Weapon (Crude Maul)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - } - } - }, - "The River’s Shadow": { - "name": "The River’s Shadow", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.XCeAdFkG4uh1U33Y]{Great Stag}

", - "items": { - "Kurnous' Own Blades": { - "name": "Kurnous' Own Blades", - "description": "

The River’s Shadow wields their antlers as if they had the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast}, @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale}, and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Weapon Qualities.

" - }, - "Melee (Antlers)": { - "name": "Melee (Antlers)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Animal Affinity": { - "name": "Animal Affinity", - "description": "

Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young.

", - "effects": { - "Animal Affinity": { - "name": "Animal Affinity" - } - } - }, - "Blessed": { - "name": "Blessed", - "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Miracles": { - "name": "Miracles", - "description": "

The creature can enact Miracles; the relevant deity is indicated in brackets.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Weapon (Antlers)": { - "name": "Weapon (Antlers)", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast}, @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale}, and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Weapon Qualities from @UUID[.wpfH61jO8GEFGBq7]{Kurnous' Own Blades}.

The creature carries a melee weapon, or uses teeth, claws, or similar in combat. The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Horns (Antlers)": { - "name": "Horns (Antlers)", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast}, @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale}, and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Weapon Qualities from @UUID[.wpfH61jO8GEFGBq7]{Kurnous' Own Blades}.

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Night Goblin": { - "name": "Night Goblin", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.ltnEqHKFDLR7a9b3]{Of Squigs and Night Goblins}

Some Night Goblins use nets to ensnare their foes, so their compatriots can beat them senseless for later torture.

A few Night Goblins try to direct Squigs into battle by riding them. This seldom works out well for them. See @UUID[Compendium.wfrp4e-zoo.actors.ML0dfUgWec1FlHZR]{Squig Hoppers}.

Before a Night Goblin tribe commits to battle, some of their members are granted the ‘honour’ of consuming a potent brew made from Mad Cap Mushrooms. See @UUID[Compendium.wfrp4e-zoo.actors.t0T9frBmdimMnSOC]{Night Goblin Fanatics}.

", - "items": { - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Shortbow": { - "name": "Shortbow", - "description": "

" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Rusty Blades": { - "name": "Rusty Blades" - }, - "Net": { - "name": "Net", - "description": "

Nets are part of the Entangling Ranged Weapon Group.

There are rumours of enchanted nets used by the wicked Elves of Naggaroth that actively fight against their targets, or sprout magical barbs that bite into their victim’s flesh, wrapping them ever tighter until escape is impossible.

" - } - } - }, - "The Corpse Render": { - "name": "The Corpse Render", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.45yROjDMmnAzr0qN]{The Corpse Render of Carroburg}

", - "items": { - "Seven Shrewd Glares": { - "name": "Seven Shrewd Glares", - "description": "

The Corpse Render cannot be @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#outnumbering]{outnumbered} in combat or @Condition[Surprised].

", - "effects": { - "Seven Shrewd Glares": { - "name": "Seven Shrewd Glares" - } - } - }, - "Armour (9)": { - "name": "Armour (9)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Distracting": { - "name": "Distracting", - "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", - "effects": { - "Distracting": { - "name": "Distracting" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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Enormous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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Monstrous

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\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

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\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Bite (Hidden Maw)": { - "name": "Bite (Hidden Maw)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Constrictor": { - "name": "Constrictor", - "description": "

The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.

", - "effects": { - "Constrictor": { - "name": "Constrictor" - } - } - }, - "Weapon (Teeth)": { - "name": "Weapon (Teeth)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Berserk Charge": { - "name": "Berserk Charge", - "description": "

You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.

", - "effects": { - "Berserk Charge": { - "name": "Berserk Charge" - } - } - }, - "moXTTxpMGfY6uNcM": { - "name": "Berserk Charge", - "description": "

You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.

", - "effects": { - "Berserk Charge": { - "name": "Berserk Charge" - } - } - }, - "TmonFz9n0tG6fzig": { - "name": "Berserk Charge", - "description": "

You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.

", - "effects": { - "Berserk Charge": { - "name": "Berserk Charge" - } - } - }, - "Melee (Teeth)": { - "name": "Melee (Teeth)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - } - } - }, - "War Lion of Chrace": { - "name": "War Lion of Chrace", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.DpyUYnbaVlNSwSxb]{Wild Cats}

", - "items": { - "Rahagra’s Gift": { - "name": "Rahagra’s Gift", - "description": "

War Lion’s natural weapons have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

" - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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 Examples

\n
\n

Tiny

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Butterfly, Mouse, Pigeon

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Little

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Cat, Hawk, Human Baby

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Small

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Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

\n
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Large

\n
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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

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Monstrous

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Dragon, Giant, Greater Daemon

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\n
\n

 

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Using Size

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\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

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Size Combat Modifers

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If larger:

\n\n\n

 

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If smaller:

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• It gains a bonus of +10 to hit.

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Defending Against Big Creatures

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You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

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\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

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Moving in Combat

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A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

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Opposed Strength

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During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

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\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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Enormous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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Monstrous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

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\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities from @UUID[.IQkySI4aoYeQ4Ae6]{Rahagra’s Gift}.

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already.

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities from @UUID[.IQkySI4aoYeQ4Ae6]{Rahagra’s Gift}.

The creature carries a melee weapon, or uses teeth, claws, or similar in combat. The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Champion": { - "name": "Champion", - "description": "

The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker.

", - "effects": { - "Champion": { - "name": "Champion" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Melee (Claws)": { - "name": "Melee (Claws)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - } - } - }, - "Forest Dragon": { - "name": "Forest Dragon", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.of908B5ilUD4b1sB]{Dragons}

", - "items": { - "The Forest is My Shield": { - "name": "The Forest is My Shield", - "description": "", - "effects": { - "The Forest is My Shield": { - "name": "The Forest is My Shield" - } - } - }, - "A Fool's End": { - "name": "A Fool's End", - "description": "", - "effects": { - "Soporific Breath": { - "name": "Soporific Breath" - }, - "A Fool's End": { - "name": "A Fool's End" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Armour (11)": { - "name": "Armour (11)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Immunity": { - "name": "Immunity", - "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

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\n

Little

\n
\n

Cat, Hawk, Human Baby

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Small

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\n

Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

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Large

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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

\n
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Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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\n

Wounds

\n
\n

Tiny

\n
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1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Breath (Soporific)": { - "name": "Breath (Soporific)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

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• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

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• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

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• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

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• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

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• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Weapon (Root-like Claws)": { - "name": "Weapon (Root-like Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

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Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

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Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

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Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Melee (Root-like Claws)": { - "name": "Melee (Root-like Claws)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - } - } - }, - "Skin Wolf": { - "name": "Skin Wolf", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.BegI95dThDCDCJdX]{The Second Incident - What Happens in Wheburg}

", - "items": { - "Endless Rage": { - "name": "Endless Rage", - "description": "

A Skin Wolf is always subject to @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy}.

" - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Die Hard": { - "name": "Die Hard", - "description": "

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "2x Claws": { - "name": "2x Claws", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - } - } - }, - "Halagrundsor The ‘Horrible’": { - "name": "Halagrundsor The ‘Horrible’", - "items": { - "Random Assorted Coinage": { - "name": "Random Assorted Coinage", - "description": "

Worth [[/r 6d6]] silver shillings.

" - }, - "Unrivalled Booze Collection": { - "name": "Unrivalled Booze Collection" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Lore (The World’s Edge Mountains)": { - "name": "Lore (The World’s Edge Mountains)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Secret Signs (Ranger)": { - "name": "Secret Signs (Ranger)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Acute Sense (Hearing)": { - "name": "Acute Sense (Hearing)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - }, - "Carouser": { - "name": "Carouser", - "description": "

You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.

", - "effects": { - "Carouser": { - "name": "Carouser" - } - } - }, - "Etiquette (Dwarfs)": { - "name": "Etiquette (Dwarfs)", - "description": "

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

", - "effects": { - "Etiquette": { - "name": "Etiquette" - } - } - }, - "Gregarious": { - "name": "Gregarious", - "description": "

You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed.

", - "effects": { - "Gregarious": { - "name": "Gregarious" - } - } - }, - "Nose for Trouble": { - "name": "Nose for Trouble", - "description": "

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

", - "effects": { - "Nose for Trouble": { - "name": "Nose for Trouble" - } - } - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Heavily Reinforced Drinking Stein": { - "name": "Heavily Reinforced Drinking Stein", - "description": "

" - }, - "Spy": { - "name": "Spy", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}

" - } - } - }, - "Great Wolf": { - "name": "Great Wolf", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.wXCYfyuNoQ0d0MnG]{Great Wolf}

Great Wolf packs generally number from 4 to 7, though larger packs gather in the winter.

@UUID[.Item.qn0M1R2BR24JQ2LK]{Strength of the Pack} – Great Wolves that outnumber a foe add an additional +10 to their combat modifier, e.g. at 2 to 1, they receive a total +30 modifier.

Optionally - Remove Bestial, Territorial, & Trained – Add 15 Fel.

", - "items": { - "Strength of the Pack": { - "name": "Strength of the Pack", - "description": "

Great Wolves that outnumber a foe add an additional +10 to their combat modifier, e.g. at 2 to 1, they receive a total +30 modifier.

", - "effects": { - "Strength of the Pack": { - "name": "Strength of the Pack" - } - } - }, - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Broken)": { - "name": "Trained (Broken)" - } - } - }, - "wCct0WUj2NDzIFqW": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Magic)": { - "name": "Trained (Magic)" - } - } - }, - "ONTBo1IjBat1dWGP": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Guard)": { - "name": "Trained (Guard)" - } - } - }, - "FPJhj9fh01FNnvPM": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (Mount)": { - "name": "Trained (Mount)" - } - } - }, - "12QJv1EmxknAvUPI": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained (War)": { - "name": "Trained (War)" - } - } - }, - "Weapon (Fangs)": { - "name": "Weapon (Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - } - } - }, - "Chimera": { - "name": "Chimera", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.IbNNQ6SFCB2Mkyq5]{Chimera}

", - "items": { - "We See You": { - "name": "We See You", - "description": "

A Chimera can neither be @Condition[Surprised] nor @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#outnumbering]{outnumbered} in combat.

", - "effects": { - "We See You": { - "name": "We See You" - } - } - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Terror": { - "name": "Terror", - "description": "

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

", - "effects": { - "Terror": { - "name": "Terror" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Breath (Fire)": { - "name": "Breath (Fire)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "4ZN0n9QW84FpfcsG": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Tongue Attack": { - "name": "Tongue Attack", - "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n ", - "effects": { - "Tongue Attack (Range)": { - "name": "Tongue Attack (Range)" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Siren": { - "name": "Siren", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.DZ1Xe6TuUEJ9EGT5]{Siren}

", - "items": { - "2 Tentacles": { - "name": "2 Tentacles", - "description": "

The creature has a number of tentacles equal to #.

\n " - }, - "Water Born": { - "name": "Water Born", - "description": "

Mermaids can breathe underwater and have Move 8 within it.

" - }, - "Siren's Song": { - "name": "Siren's Song", - "description": "

Those who hear a Siren singing must make a Difficult (–10) Willpower Test or be enthralled and become unable to perform any action excepting moving towards the song’s source – effectively acquiring the @Condition[Unconscious] Condition (though they are awake and likely drooling).

" - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Distracting": { - "name": "Distracting", - "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", - "effects": { - "Distracting": { - "name": "Distracting" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "VX9KjtTX4ExS1twH": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "5N9GvGaH9ssXfVP1": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "2sWYqqcFLl1x4Myr": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - } - } - }, - "Wyvern": { - "name": "Wyvern", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.fkIyh3dycKWIROEw]{Wyvern}

Optionally: Remove @UUID[.Item.j0bNsHaPitlrM0bY]{Bestial}, Change Size to Large, Add +20 to I, Int, and Fel – Change W to 42 & add Stealth (Rural) 65

", - "items": { - "A Wyvern's Spite": { - "name": "A Wyvern's Spite", - "description": "

A foe that gains a @Condition[Surprised] condition because of a Wyvern must succeed at a Willpower Test or succumb to their curse.

", - "effects": { - "A Wyvern's Spite": { - "name": "A Wyvern's Spite" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Breath (Poison)": { - "name": "Breath (Poison)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Wf8pgMvYRc5ZtMWn": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "mNqY8yo1PUql8nNv": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "ypJQqLxBDGmUKMpW": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Cz9I8Vdfpu61eg0s": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Weapon (Teeth) (Infected)": { - "name": "Weapon (Teeth) (Infected)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Tail Attack (Venom)": { - "name": "Tail Attack (Venom)", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - } - } - }, - "Theodosius Schreiber": { - "name": "Theodosius Schreiber", - "description": "

You begin the game with [[/r 2d10]] silver shillings.

Personality and Appearance

‘My accent? I'm certain I don't know what you mean. Now either step out of my light so I can see what I'm writing, or let's both step outside and get some air.’

Theodosius has seen, if anything, a little too much of the Old World. His wirey frame and scholarly dress disguise the fact that he is surprisingly quick on his feet, and a practiced hand with the oddly ornate rapier he keeps by his side. His accent is hard to place, and in forgetful moments he sometimes uses words more appropriate for a courtly dinner than the dingey bars he favours. What is not an affectation is Theo's love of knowledge. He is determined to learn as much about the Old World as possible, and sees spreading this knowledge as being an inherent good in and of itself.

Background

Theodosius was raised to be the next Baron von Loningbruck, a destiny he abandoned just shy of his 17th birthday to flee south over the Black Mountains to the Border Princes and ‘freedom’. Several years of such ‘freedom’ almost destroyed him, before he managed to slip north once more, travelling with a wandering motley troop. He ‘reinvented’ himself several times as he travelled from place to place before writing a well-received book on mounts (mostly focusing on horses with some vaguely useful material on Pegasus and Demigryphs) as ‘Theodosius Schreiber’ and settling in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. His drinking buddies call him ‘Theo’ – he has few real friends.

Secrets

Your core secret is part of your Character, but you may choose additional secrets. You begin with an additional [[/r 1d10]] Silver Shillings for each additional secret chosen.

", - "items": { - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown", - "description": "

" - }, - "Silver Shilling": { - "name": "Silver Shilling", - "description": "

" - }, - "Brass Penny": { - "name": "Brass Penny", - "description": "

" - }, - "Scholar": { - "name": "Scholar", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

" - }, - "Clothing": { - "name": "Clothing", - "description": "

" - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Pouch": { - "name": "Pouch", - "description": "

" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Writing Kit": { - "name": "Writing Kit", - "description": "

Contains a quill pen, inkpot, and ink blotter.

" - }, - "Parchment/sheet": { - "name": "Parchment/sheet", - "description": "

" - }, - "Reference Books": { - "name": "Reference Books" - }, - "Backpack": { - "name": "Backpack", - "description": "

Counts as ‘worn’ when strapped to your back. 

" - }, - "Alcohol": { - "name": "Alcohol", - "description": "

" - }, - "Acute Sense (Hearing)": { - "name": "Acute Sense (Hearing)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - }, - "Carouser": { - "name": "Carouser", - "description": "

You are a seasoned drinker and know how to party hard. You may reverse the dice of any failed Consume Alcohol Test if this will score a Success.

", - "effects": { - "Carouser": { - "name": "Carouser" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "

The hounds bay for brass

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" - }, - "Noble Blood": { - "name": "Noble Blood", - "description": "

You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal.

", - "effects": { - "Noble Blood": { - "name": "Noble Blood" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "

You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

" - }, - "Secret Identity": { - "name": "Secret Identity", - "description": "

You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent.

", - "effects": { - "Secret Identity": { - "name": "Secret Identity" - } - } - }, - "Sixth Sense": { - "name": "Sixth Sense", - "description": "

You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test

", - "effects": { - "Sixth Sense": { - "name": "Sixth Sense" - } - } - }, - "Savvy": { - "name": "Savvy", - "description": "

You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).

", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Art (Writing)": { - "name": "Art (Writing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Entertain (Storytelling)": { - "name": "Entertain (Storytelling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Lore (Reikland)": { - "name": "Lore (Reikland)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Lore (Heraldry)": { - "name": "Lore (Heraldry)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Fencing)": { - "name": "Melee (Fencing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Rapier": { - "name": "Rapier", - "description": "

" - } - } - }, - "Razorgor": { - "name": "Razorgor", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.xpTB42W0XhJCbW9B]{Razorgor}

", - "items": { - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Distracting": { - "name": "Distracting", - "description": "

The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are.

", - "effects": { - "Distracting": { - "name": "Distracting" - } - } - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Weapon (Tusks)": { - "name": "Weapon (Tusks)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "TV2IaBtbPbX6uicD": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Horns (Tusks)": { - "name": "Horns (Tusks)", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - } - } - }, - "Drakwald Mancatcher (Giant Spider)": { - "name": "Drakwald Mancatcher (Giant Spider)", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.RPLJHdAMeJHVvyOF]{Of Spiders & Forest Goblins}

When facing an especially irksome or dangerous foe, Giant Spiders will often retreat to the trees and use their Ballistic Skill to hurl strands of webbing at their opponents.

", - "items": { - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Armour (4)": { - "name": "Armour (4)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Wallcrawler": { - "name": "Wallcrawler", - "description": "

The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.

", - "effects": { - "Wallcrawler": { - "name": "Wallcrawler" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Fangs)": { - "name": "Weapon (Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Web": { - "name": "Web", - "description": "

The creature can create webbing to trap unwary foes. Whenever it successfully hits, opponents gain 1 Entangled status, with a Strength of the Rating given.

\n

 

", - "effects": { - "Web": { - "name": "Web" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "62SEKJtdgQ3Kcrhu": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "wl3o3dFQON2RAIgZ": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "p7Ov4Ylvprah7LDe": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "wku5KkrV47pmlDtn": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "E4c0HIWmAPIYaV19": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Spiteful": { - "name": "Spiteful", - "description": "

Drakwald Mancatchers are subject to @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred (Previous Foes)}.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - } - } - }, - "Great Taurus": { - "name": "Great Taurus", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.rJjXAv3GZaZCqAuO]{Great Taurus}

", - "items": { - "Blazing Body": { - "name": "Blazing Body", - "description": "", - "effects": { - "Blazing Body Engaged": { - "name": "Blazing Body Engaged" - }, - "Blazing Body Damage": { - "name": "Blazing Body Damage" - }, - "Blazing Body Toughness": { - "name": "Blazing Body Toughness" - } - } - }, - "Bloodrage": { - "name": "Bloodrage", - "description": "

Great Taurus are always subject to @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy} and @UUID[Compendium.wfrp4e-core.items.5hH73j2NgPdsLCZN]{Hatred} of everything.

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Immunity": { - "name": "Immunity", - "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Breath (Fire)": { - "name": "Breath (Fire)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Armour": { - "name": "Armour", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Weapon (Burning Hooves)": { - "name": "Weapon (Burning Hooves)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "9i5JUeV4I0K14sbX": { - "name": "Weapon (Burning Hooves)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - } - } - }, - "Krag-Breaker": { - "name": "Krag-Breaker", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.aDB9FTZKAtVg5x7z]{Rhinox}

", - "items": { - "Too Ornery to Die": { - "name": "Too Ornery to Die", - "description": "

Krag-Breaker completely ignores the effects of the first Critical Hit they take in any given combat.

" - }, - "Harder Than Stone": { - "name": "Harder Than Stone", - "description": "

Krag-Breaker’s Armour has the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.yYXaAw24i93B4vzk#impenetrable]{Impenetrable} Quality.

", - "effects": { - "Harder Than Stone": { - "name": "Harder Than Stone" - } - } - }, - "Melee (Curling Horns)": { - "name": "Melee (Curling Horns)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Berserk Charge": { - "name": "Berserk Charge", - "description": "

You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.

", - "effects": { - "Berserk Charge": { - "name": "Berserk Charge" - } - } - }, - "zbsUYPDnxW6y6Wq3": { - "name": "Berserk Charge", - "description": "

You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.

", - "effects": { - "Berserk Charge": { - "name": "Berserk Charge" - } - } - }, - "7Xc8FaCKkbFwFAAH": { - "name": "Berserk Charge", - "description": "

You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent.

", - "effects": { - "Berserk Charge": { - "name": "Berserk Charge" - } - } - }, - "Armour (12)": { - "name": "Armour (12)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Belligerent": { - "name": "Belligerent", - "description": "

The creature loves to win a fight. As long as it has more Advantage than its opponent, it is Immune to Psychology

" - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Weapon (Curling Horns)": { - "name": "Weapon (Curling Horns)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Strike Mighty Blow": { - "name": "Strike Mighty Blow", - "description": "

You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.

", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - }, - "hmWIOg5gOuM5o3wD": { - "name": "Strike Mighty Blow", - "description": "

You know how to hit hard! You deal your level of Strike Mighty Blow in extra Damage with melee weapons.

", - "effects": { - "Strike Mighty Blow": { - "name": "Strike Mighty Blow" - } - } - } - } - }, - "Chameleoleech": { - "name": "Chameleoleech", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.ijU2R5fYxrL1pnF6]{Chameleoleech}

", - "items": { - "Intelligence +20": { - "name": "Intelligence +20", - "effects": { - "Intelligence +20": { - "name": "Intelligence +20", - "changes": { - "system.characteristics.int.initial": 20 - } - } - } - }, - "Painless Bite": { - "name": "Painless Bite", - "description": "

After a successful hit, a Chameleoleech will attach itself to its target, and thereafter drain 1 Wound worth of blood per round (ignoring Armour and Toughness Points).

" - }, - "Hallucinogenic Cloud": { - "name": "Hallucinogenic Cloud", - "description": "

A Chameleoleech exudes a cloud that can affect all mammals within its Toughness Bonus in yards.

", - "effects": { - "Hallucinogenic Cloud": { - "name": "Hallucinogenic Cloud" - } - } - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Weapon (Saw-tooth Bite)": { - "name": "Weapon (Saw-tooth Bite)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast Illusion spells automatically with +5SL if required.

" - } - } - }, - "Rat Ogre Bonebreaker": { - "name": "Rat Ogre Bonebreaker", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.OMKKWeZLzQu2ZwKS]{The First Incident - The Griffon & the Ratmen}

Rat Ogre Bonebreakers are rare beasts, frequently used as mounts by powerful Skaven who ride atop their backs in specially constructed throne-like howdahs.

", - "items": { - "I AM UNSTOPPABLE!": { - "name": "I AM UNSTOPPABLE!", - "description": "

I AM UNSTOPPABLE! – Skaven leaders tend to get delusions of grandeur when they ride a Rat Ogre Bonebreaker into battle.

" - }, - "Armour (7)": { - "name": "Armour (7)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Disease": { - "name": "Disease", - "description": "

The creature carries the disease listed. Others will have to Test as appropriate for Contraction

", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Fury": { - "name": "Fury", - "description": "

The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.

", - "effects": { - "Fury": { - "name": "Fury" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Stupid": { - "name": "Stupid", - "description": "

While not entirely devoid of self-awareness (and so lacking the Bestial trait), the creature is stupid. If it is near any allies without the Stupid Trait, they guide it and nothing happens. Otherwise, it must pass an Easy (+40) Intelligence Test at the start of each round, or become very confused. Should this occur it will drool, perhaps sitting down or picking its nose, doing little of use, losing both its Move and Action for that Turn

", - "effects": { - "Stupid": { - "name": "Stupid" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Weapon (Metal-shod Claws)": { - "name": "Weapon (Metal-shod Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Shard Dragon": { - "name": "Shard Dragon", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.uyI6poLk8D9NMR3K]{Shard Dragon}

", - "items": { - "Razor Scales": { - "name": "Razor Scales", - "description": "

Every time a Shard Dragon is attacked by an @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#engaged]{Engaged} opponent, that opponent takes [[/r 1d10]] Wounds reduced by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Razor Scales": { - "name": "Razor Scales" - } - } - }, - "Rock Melter": { - "name": "Rock Melter", - "description": "

A Shard Dragon’s bite has both the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} and @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom} Traits.

", - "effects": { - "Penetrating Bite": { - "name": "Penetrating Bite" - }, - "Venomous Bite": { - "name": "Venomous Bite" - } - } - }, - "Rabid Frenzy": { - "name": "Rabid Frenzy", - "description": "

When a Shard Dragon is wounded in combat, it immediately becomes subject to an unbreakable @UUID[Compendium.wfrp4e-core.items.DrNUTPeodEgpWTnT]{Frenzy} which grants it two Free Action Melee Tests per round.

", - "effects": { - "Rabid Frenzy": { - "name": "Rabid Frenzy" - }, - "Break Frenzy": { - "name": "Break Frenzy" - } - } - }, - "Armour (12)": { - "name": "Armour (12)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Wallcrawler": { - "name": "Wallcrawler", - "description": "

The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.

", - "effects": { - "Wallcrawler": { - "name": "Wallcrawler" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Sickle Claws)": { - "name": "Weapon (Sickle Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Corruption": { - "name": "Corruption", - "description": "

The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets (@Corruption[minor]{Minor}, @Corruption[moderate]{Moderate}, or @Corruption[major]{Major}).

", - "effects": { - "Corruption": { - "name": "Corruption" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Enclosed Fighter": { - "name": "Enclosed Fighter", - "description": "

You have learned to make the most benefit out of fighting in enclosed spaces. You ignore penalties to Melee caused by confined spaces such as tunnels, the frontline, small fighting pits, and similar, and can use the Dodge Skill, even if it would normally be disallowed due to lack of space.

", - "effects": { - "Enclosed Fighter": { - "name": "Enclosed Fighter" - } - } - } - } - }, - "Cockatrice": { - "name": "Cockatrice", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.8y9t6oPhz3F3K7ro]{Cockatrice}

", - "items": { - "Wicked Claws": { - "name": "Wicked Claws", - "description": "

A Cockatrice’s Talons have the Trait @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom (Hard)}.

", - "effects": { - "Wicked Claws": { - "name": "Wicked Claws" - } - } - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Bite (Fanged Beak)": { - "name": "Bite (Fanged Beak)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Petrifying Gaze": { - "name": "Petrifying Gaze", - "description": "

The creature’s gaze can turn flesh to stone. For its Action, it can spend all its Advantage to unleash its gaze (minimum of 1). The creature performs an Opposed Ballistic Skill/Initiative test, adding 1 SL per Advantage spent. Its opponent gains 1 Stunned status per 2 SL by which it wins. If it wins by at least 6 SL, its target is permanently turned to stone.\n \n If the target is a spellcaster, the test can be Opposed with Language (Magick) instead of Initiative as counter spells are cast.

", - "effects": { - "Petrifying Gaze": { - "name": "Petrifying Gaze" - } - } - }, - "Weapon (Talons)": { - "name": "Weapon (Talons)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Breath (Corrosion)": { - "name": "Breath (Corrosion)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - } - } - }, - "Stegadon": { - "name": "Stegadon", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.YWJy8hGNeNyuqaIP]{Wondrous Beasts of the Southlands}

", - "items": { - "Unstoppable Charge": { - "name": "Unstoppable Charge", - "description": "

A Stegadon gains +3 Advantage when they @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#charging]{charge}.

" - }, - "Armour (14)": { - "name": "Armour (14)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Rear": { - "name": "Rear", - "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size).

", - "effects": { - "Rear": { - "name": "Rear" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Weapon (Sheer Bulk)": { - "name": "Weapon (Sheer Bulk)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Yc0gB8GdrhhO2C19": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Cc7dJqwSBmfIpCml": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "IS1Tf9GKX1jn3iEr": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Horns": { - "name": "Horns", - "description": "

The creature has horns or some other sharp appendage (if its Horns Trait represents a different feature it will be noted in brackets). When the creature gains an Advantage for Charging, it may make a Free Attack with its Horns, performed as normal, using Rating to calculate Damage (its Strength Bonus is already included).

" - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - } - } - }, - "Nightraven Flock": { - "name": "Nightraven Flock", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.ZZcovJn3eX2rRQBw]{Nightravens}

", - "items": { - "Murder on the Wing": { - "name": "Murder on the Wing", - "description": "

All of a Nightraven Flock’s attacks have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

", - "effects": { - "Murder on the Wing - Impale": { - "name": "Murder on the Wing - Impale" - }, - "Murder on the Wing - Penetrating": { - "name": "Murder on the Wing - Penetrating" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Bite (Vicious Beaks)": { - "name": "Bite (Vicious Beaks)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Swarm": { - "name": "Swarm", - "description": "

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

", - "effects": { - "Swarm": { - "name": "Swarm", - "changes": { - "system.characteristics.ws.initial": 10 - } - } - } - }, - "Weapon (Talons)": { - "name": "Weapon (Talons)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Unstable": { - "name": "Unstable", - "description": "

The creature’s corpus is maintained by foul magics that are inherently unstable in the material realm.

\n

Whenever it ends a round engaged with any opponent with higher Advantage, the creature is driven back, and the magics holding it together weaken. It loses as many Wounds as the difference between its Advantage, and the highest Advantage engaged with it.

\n

So, if the creature had 1 Advantage, and its opponent had 3, the creature would lose 2 Wounds. If the creature ever reach 0 Wounds, the magics holding it in place collapse, and it ‘dies’.

", - "effects": { - "Unstable": { - "name": "Unstable" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - } - } - }, - "Vasya Ghorshkov": { - "name": "Vasya Ghorshkov", - "description": "

You begin the game with [[/r 2d10]] silver shillings.

Personality and Appearance

‘Theo, you with your pretty words in your pretty book! Very smart. But can smart words beat Vasya's axe?’

Vasya is tall, well muscled, and prefers to keep his head shaved bare. He enjoys little more than a good fight, especially now that he picks his own battles. He has known very little but fighting for much of his adult life, and frames all things through a lens of expectant violence. Vasya is much more than a bloodthirsty brawler, however. His career as a Pit Fighter taught him how to work a crowd, and he finds an easy smile and a biting quip easy to come by. While Vasya finds the idea of expedition to aquire unusual animals to be quite sensible and appealing, he does not fully understand what the Zoo intends to do with the animals. He assumes that eventually someone — ideally Vasya — will get to fight them.

Background

Vasya was born a villager in a desolate area of Ostermark, squarely between the Dead Wood (where the ruins of dread Mordheim lie) and the Eerie Downs (which border Sylvania). His parents were slain by ‘things’ from the Dead Wood when he was a teen and he only survived by destroying one with a rock. The thing's corpse landed on Vasya, hiding him from the others. His Uncle Dima took him in and soon realized the boy was a fighter born. Dima turned his nephew into a lucrative Pit Fighter, setting him to wrestling bears and other, stranger creatures. Eventually, after years of progressively deadlier bouts, Vasya realised his uncle was using him and was, in fact, becoming increasingly scared of him — choosing more and more deadly matches in the hopes of getting him killed. He confronted Dima and ended up killing him, leaving Ostermark soon thereafter for @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}.

Secrets

Your core secret is part of your Character, but you may choose additional secrets. You begin with an additional [[/r 1d10]] Silver Shillings for each additional secret chosen.

", - "items": { - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown", - "description": "

" - }, - "Silver Shilling": { - "name": "Silver Shilling", - "description": "

" - }, - "Brass Penny": { - "name": "Brass Penny", - "description": "

" - }, - "Pit Fighter": { - "name": "Pit Fighter", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}

" - }, - "Clothing": { - "name": "Clothing", - "description": "

" - }, - "Pouch": { - "name": "Pouch", - "description": "

" - }, - "Bandages": { - "name": "Bandages", - "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" - }, - "Shield (Buckler)": { - "name": "Shield (Buckler)", - "description": "

" - }, - "Leather Jack": { - "name": "Leather Jack", - "description": "

" - }, - "Flail": { - "name": "Flail", - "description": "

" - }, - "Doomed": { - "name": "Doomed", - "description": "

Not the Raven, but the Hound

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" - }, - "Hardy": { - "name": "Hardy", - "description": "

You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Lightning Reflexes": { - "name": "Lightning Reflexes", - "description": "

You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances).

", - "effects": { - "Lightning Reflexes": { - "name": "Lightning Reflexes", - "changes": { - "system.characteristics.ag.initial": 5 - } - } - } - }, - "Menacing": { - "name": "Menacing", - "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "Very Strong": { - "name": "Very Strong", - "description": "

You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).

", - "effects": { - "Very Strong": { - "name": "Very Strong", - "changes": { - "system.characteristics.s.initial": 5 - } - } - } - }, - "Warrior Born": { - "name": "Warrior Born", - "description": "

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

", - "effects": { - "Warrior Born": { - "name": "Warrior Born", - "changes": { - "system.characteristics.ws.initial": 5 - } - } - } - }, - "Entertain (Taunt)": { - "name": "Entertain (Taunt)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Lore (Ostermark)": { - "name": "Lore (Ostermark)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Flail)": { - "name": "Melee (Flail)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ride (Horse)": { - "name": "Ride (Horse)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Sword": { - "name": "Sword" - } - } - }, - "Night Goblin Cave Squig Swarm": { - "name": "Night Goblin Cave Squig Swarm", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.ltnEqHKFDLR7a9b3]{Of Squigs and Night Goblins}

", - "items": { - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Bounce": { - "name": "Bounce", - "description": "

The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them.

", - "effects": { - "Bounce": { - "name": "Bounce" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Swarm": { - "name": "Swarm", - "description": "

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

", - "effects": { - "Swarm": { - "name": "Swarm", - "changes": { - "system.characteristics.ws.initial": 10 - } - } - } - }, - "Weapon (Fang-filled Gob)": { - "name": "Weapon (Fang-filled Gob)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Kistiane Brockdorf": { - "name": "Kistiane Brockdorf", - "description": "

You begin the game with [[/r 3d10]] silver shillings.

Personality and Appearance

‘You know, the Chameoleech is, in its own way, quite charming. I tried to keep one once. Kept losing the thing!'

Kistiane is tall for a human, with a joyous smile and an enthusiastic personality that people find either quite plesant or extremely exhausing. She is fascinated with the unusual properties of various beasts – especially rare properties, even if they happen to be particularly dangerous. By the standards of most Wizards, Kistiane isn’t very scholarly. She talks more about ‘impressions’ of different creatures, and the various swirls and eddies they cause in the winds of magic. Kistiane is certain that magic can be used more productively in the Empire, for the good of all its citizens. She is reluctant to use harmful magic, and finds it somewhat distressing when she is forced to do so.

Background

Kistiane is the daughter of a successful @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} family that found, to their dismay, that she had the ‘gift’ of magic. Fortunately, she was eventually accepted into the @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.fcaxScAhJ2Z02nbP#the-lore-of-life]{Jade college} and excelled in her studies. Kistiane wants the citizens of the Empire to realize that magic can do a great deal of good for them and has put on free lectures in Altdorf to extol magic’s positive virtues. After a horrible accident involving experiments with a Bloodsedge specimen, Kistiane’s was 'encouraged' to go on a ‘sabbatical’ away from Altdorf for a time. The expeditions commissioned by the Zoo provided the perfect excuse.

Secrets

Your core secret is part of your Character, but you may choose additional secrets. You begin with an additional [[/r 1d10]] Silver Shillings for each additional secret chosen.

", - "items": { - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown", - "description": "

" - }, - "Silver Shilling": { - "name": "Silver Shilling", - "description": "

" - }, - "Brass Penny": { - "name": "Brass Penny", - "description": "

" - }, - "Animosity (Nobles)": { - "name": "Animosity (Nobles)", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the @Condition[Stunned] or @Condition[Unconscious] Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e-core.items.meMkLEwdJIDLxM0B]{Terror}.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Animal Friend": { - "name": "Animal Friend", - "description": "

You make friends with a creature that is smaller than you and possesses the Bestial creature Trait. The animal trusts you completely and regards you as a friend.

\n\n Lore: None

" - }, - "Bearing": { - "name": "Bearing", - "description": "

You sense the influx of the Winds of Magic from their source. You know which direction North is.

\n\n Lore: None

" - }, - "Drain": { - "name": "Drain", - "description": "

You touch your targets, draining their life. This counts as a Magic Missile with Damage +0 that ignores Armor Points. You then Heal 1 Wound.

\n\n Lore: None

", - "effects": { - "Drain": { - "name": "Drain" - } - } - }, - "Light": { - "name": "Light", - "description": "

You create a small light, roughly equivalent to a torch, which glows from your hand, staff or some other part of your person. While the spell is active, you may choose to increase the illumination to that of a lantern, or decrease it to that of a candle, if you pass an Average (+20) Channeling Test.

\n\n Lore: None

" - }, - "Wizard": { - "name": "Wizard", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

" - }, - "Magical License": { - "name": "Magical License", - "description": "

Guild licenses are usually printed on single sheets of parchment, stamped with an official seal, and signed by the local guild master. Guild licenses are not purchased; instead, they are granted to guild members according to each guild’s traditions and laws.

" - }, - "Tent": { - "name": "Tent", - "description": "

" - }, - "Backpack": { - "name": "Backpack", - "description": "

Counts as ‘worn’ when strapped to your back. 

" - }, - "Writing Kit": { - "name": "Writing Kit", - "description": "

Contains a quill pen, inkpot, and ink blotter.

" - }, - "Parchment/sheet": { - "name": "Parchment/sheet", - "description": "

" - }, - "Grimoire": { - "name": "Grimoire", - "description": "

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

@UUID[Compendium.wfrp4e-core.items.K37ME8M75JvtM3Vr]{Lifebloom}

@UUID[Compendium.wfrp4e-core.items.4NQUrs2PUNpYxlWs]{Regenerate}

@UUID[Compendium.wfrp4e-core.items.Kh8kZ4aq8Xjp0cyL]{Blast (Life)}

" - }, - "Arcane Magic (Jade)": { - "name": "Arcane Magic (Jade)", - "description": "

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first spell, and the next 4, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f]{Magic}. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless} or @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke} Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

" - }, - "Aethyric Attunement": { - "name": "Aethyric Attunement", - "description": "

Your experience, talent or training lets you more safely manipulate the Winds of Magic. You do not suffer a Miscast if you roll a double on a successful Channel Test.

", - "effects": { - "Aethyric Attunement": { - "name": "Aethyric Attunement" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "

Beneath the earth, a final bloom

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" - }, - "Luck": { - "name": "Luck", - "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" - }, - "Perfect Pitch": { - "name": "Perfect Pitch", - "description": "

You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Singing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.

", - "effects": { - "Perfect Pitch": { - "name": "Perfect Pitch" - } - } - }, - "Petty Magic": { - "name": "Petty Magic", - "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" - }, - "Read/Write": { - "name": "Read/Write", - "description": "

You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

" - }, - "Savvy": { - "name": "Savvy", - "description": "

You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).

", - "effects": { - "Savvy": { - "name": "Savvy", - "changes": { - "system.characteristics.int.initial": 5 - } - } - } - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Quarterstaff": { - "name": "Quarterstaff", - "description": "

" - }, - "Channelling (Ghyran)": { - "name": "Channelling (Ghyran)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Magic)": { - "name": "Lore (Magic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Language (Wastelander)": { - "name": "Language (Wastelander)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Melee (Polearm)": { - "name": "Melee (Polearm)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Lore (Reikland)": { - "name": "Lore (Reikland)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Entertain (Singing)": { - "name": "Entertain (Singing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Forest of Thorns": { - "name": "Forest of Thorns", - "description": "

This spell may only target a patch of earth (though the patch can be very small). You cause a dense knot of wickedly spiked brambles and tangled vines to burst upwards, covering the Area of Effect.

\n

While the spell is active, anyone attempting to traverse the area on foot without the Arcane Magic (Life) Talent must make a Hard (–20) Agility Test. Failure means they gain 1 @Condition[Bleeding] Condition, and 1 @Condition[Entangled] Condition, with your Willpower used for its Strength. After the spell concludes, the growth remains, but loses its preternatural properties.

\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.

", - "effects": { - "Forest of Thorns": { - "name": "Forest of Thorns" - } - } - }, - "Lifebloom": { - "name": "Lifebloom", - "description": "

You cause Ghyran to flood an area that is blighted or desolate. You may target either a dry riverbed, well, field, or a domestic animal. If you successfully cast the spell, the target bursts to life:

\n

\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

Your target gains @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate}.

\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Blast (Life)": { - "name": "Blast (Life)", - "description": "

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

\n\n Lore: Receive a +10 bonus to Casting and Channeling rolls when in a rural or wilderness environment. Living creatures — e.g. those without the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits — targeted by Arcane Spells from the Lore of Life have all @Condition[Fatigued] and @Condition[Bleeding] Conditions removed after any other effects have been applied as life magic floods through them. Creatures with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait, on the other hand, suffer additional Damage equal to your Willpower Bonus, ignoring Toughness Bonus and Armor Points, if affected by any spell cast with the Lore of Life.

" - } - } - }, - "Lynathryn Nightsong": { - "name": "Lynathryn Nightsong", - "description": "

You begin the game with [[/r 8d10]] brass pennies.

Personality and Appearance

‘I walked this land in the time of your grandfather's grandfather, and strung my bow to defend it from the Ruinous Powers. I shall go where I please.’

Lynathryn is tall for an Elf, but stands a little shorter than most adult humans, and moves as softly as a falling leaf. They left the @UUID[Compendium.wfrp4e-archives1.journals.Qz6noKBmpHuoVvlU]{Laurelorn} with a cheerful disposition, eager to see the realm that Magnus the Pious set out to rebuild at the end of the Great War Against Chaos. Every grimey hamlet, tossed bucket of slop, and starving peasant Lynthryn has passed since has made it that much harder to maintain a smile. Still, it can't all be bad, can it? Perhaps all that's needed is to stretch ones legs and see some more of the human lands. An expedition sounds like just the thing.

Background

Lynathryn has been a scout and hunter for the Eonir of Laurelorn for centuries. They fought in the Great War Against Chaos a mere two hundred years ago, serving as a scout on the very edges of the enemy lines and often beyond. The experience changed Lynathryn forever. While it was doublessly horrific, the war brought together a diverse alliance of Elves, Humans, and even Dwarfs, all in defiance of a common foe. This has left Lynathryn with an unusually plesant attitude toward non-elves, even this sometimes comes off as condescension. It was due to their experience, limited as it is, with Humans of the Empire, that the Queen has set Lynathryn forth once more to learn what they can of the current state of the world beyond their forest. For their part, Lynathryn is excited to see just what the humans of the Empire have done with the gift of peace that so many elves died to provide them with.

Secrets

Your core secret is part of your Character, but you may choose additional secrets. You begin with an additional [[/r 1d10]] Silver Shillings for each additional secret chosen.

", - "items": { - "Entertain (Singing)": { - "name": "Entertain (Singing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Art": { - "name": "Art", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown", - "description": "

" - }, - "Silver Shilling": { - "name": "Silver Shilling", - "description": "

" - }, - "Brass Penny": { - "name": "Brass Penny", - "description": "

" - }, - "Hunter": { - "name": "Hunter", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}

" - }, - "Acute Sense (Sight)": { - "name": "Acute Sense (Sight)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases.

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

", - "effects": { - "Night Vision": { - "name": "Night Vision" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "

You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

" - }, - "Rover": { - "name": "Rover", - "description": "

You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies.

", - "effects": { - "Rover": { - "name": "Rover" - } - } - }, - "Strider (Woodlands)": { - "name": "Strider (Woodlands)", - "description": "

You are experienced in traversing difficult ground. You ignore all movement penalties when crossing over or through a specified terrain. Typical specialties include: Coastal, Deserts, Marshes, Rocky, Tundra, Woodlands.

", - "effects": { - "Strider": { - "name": "Strider" - } - } - }, - "Cloak": { - "name": "Cloak", - "description": "

Protects wearer against the elements. 

" - }, - "Clothing": { - "name": "Clothing", - "description": "

" - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - }, - "Rations, 1 day": { - "name": "Rations, 1 day", - "description": "

" - }, - "Animal Traps": { - "name": "Animal Traps", - "description": "

Used to catch game (see @Compendium[wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival})

" - }, - "Leather Jack": { - "name": "Leather Jack", - "description": "

" - }, - "Elf Bow": { - "name": "Elf Bow", - "description": "

" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Language (Elthárin)": { - "name": "Language (Elthárin)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Lore (Beasts)": { - "name": "Lore (Beasts)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ranged (Sling)": { - "name": "Ranged (Sling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Set Trap": { - "name": "Set Trap", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.fmMkUHUwOPwex8mj caption=false]{Set Trap}" - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Sword": { - "name": "Sword" - } - } - }, - "Caledair, The Scythe Of Fire": { - "name": "Caledair, The Scythe Of Fire", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.of908B5ilUD4b1sB]{Dragons}

", - "items": { - "‘Stolen’ Claws": { - "name": "‘Stolen’ Claws", - "description": "

The Dwarfs have entire Books of Grudges about Caledair, with some of the most outraged entries detailing how she acquired the Gromril to coat her talons.

", - "effects": { - "'Stolen' Claws": { - "name": "'Stolen' Claws" - } - } - }, - "Gromril-tipped Claws": { - "name": "Gromril-tipped Claws", - "description": "

@UUID[.ewU7Foka7ORAn6ve]{‘Stolen’ Claws} – The Dwarfs have entire Books of Grudges about Caledair, with some of the most outraged entries detailing how she acquired the Gromril to coat her talons.

" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Melee (Gromril-tipped Claws)": { - "name": "Melee (Gromril-tipped Claws)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Language (Magick)": { - "name": "Language (Magick)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Instinctive Diction": { - "name": "Instinctive Diction", - "description": "

You instinctively understand the language of Magick, and are capable of articulating the most complex phrases rapidly without error. You do not suffer a Miscast if you roll a double on a successful Language (Magick) Test.

", - "effects": { - "Instinctive Diction": { - "name": "Instinctive Diction" - } - } - }, - "Armour (15)": { - "name": "Armour (15)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Hardy": { - "name": "Hardy", - "description": "

The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers).

", - "effects": { - "Hardy": { - "name": "Hardy" - } - } - }, - "Immunity": { - "name": "Immunity", - "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Breath (Fire)": { - "name": "Breath (Fire)", - "description": "

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

", - "effects": { - "Breath Type": { - "name": "Breath Type" - }, - "Breath": { - "name": "Breath" - } - } - }, - "Tail Attack": { - "name": "Tail Attack", - "description": "

The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition.

", - "effects": { - "Tail Attack": { - "name": "Tail Attack" - } - } - }, - "Menacing": { - "name": "Menacing", - "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "yqKWu4YF3qTaHdpt": { - "name": "Menacing", - "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "YSaALj68m0cxphJz": { - "name": "Menacing", - "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

", - "effects": { - "Menacing": { - "name": "Menacing" - } - } - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - } - } - }, - "Erich Massenbach": { - "name": "Erich Massenbach", - "description": "

You begin the game with [[/r 3d10]] silver shillings.

Personality and Appearance

‘Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty height.’

If Erich could be anywhere else in the Empire other than its wildernesses, that is surely where he would be. To an attractive, well groomed young man with an artist's sensibilities, a city like Altdorf has so much more to offer than even the most impressive mountain vista. Still, Erich intends to make the best of things, and the expedition does offer many interesting subjects for his art. While studying illustration, Erich always had a particular appreciation for the animals depicted in the Bestiaries that are occssionally published in Altdorf. He naturally assumed they were accurate. Now, having seen some of these creatures in person and realised they look nothing like their depections, Erich is beginning to wonder if the artists he so admired had seen the creatures they claimed to depict at all!

Background

Son of a wealthy merchant from Tahme, Erich has never wanted for much in life, except inspiration and a cure for boredom. He was an indifferent merchant at best, but a fairly talented artist. His father has ordered him to accompany the Imperial Zoo's expedition in part because thier family sponsored it and he wishes to keep an eye on how his money is spent, but also because he hopes it will ‘toughen up’ his son and show him a bit of the world. Erich only got talked into it because he was assured some of his art could be in the final book — and because his father threatened to cut him off entirely if he didn’t agree.

Secrets

Your core secret is part of your Character, but you may choose additional secrets. You begin with an additional [[/r 1d10]] Silver Shillings for each additional secret chosen.

", - "items": { - "Personal Grooming Kit": { - "name": "Personal Grooming Kit", - "description": "

Including @UUID[Compendium.wfrp4e-core.items.3OdiPr3vLqGiMeCB]{Tweezers}, @UUID[Compendium.wfrp4e-core.items.8bxAt6ru3cCyGr6N]{Ear Pick}, @UUID[Compendium.wfrp4e-core.items.wrFLHWygOlwFG2q3]{Comb}.

" - }, - "Entertain": { - "name": "Entertain", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Dodge": { - "name": "Dodge", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" - }, - "Charm Animal": { - "name": "Charm Animal", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" - }, - "Gamble": { - "name": "Gamble", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" - }, - "Endurance": { - "name": "Endurance", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" - }, - "Perception": { - "name": "Perception", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "Stealth": { - "name": "Stealth", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Ride": { - "name": "Ride", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "Gossip": { - "name": "Gossip", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" - }, - "Intuition": { - "name": "Intuition", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" - }, - "Bribery": { - "name": "Bribery", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" - }, - "Charm": { - "name": "Charm", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" - }, - "Drive": { - "name": "Drive", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "Haggle": { - "name": "Haggle", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" - }, - "Cool": { - "name": "Cool", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "Navigation": { - "name": "Navigation", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Gold Crown": { - "name": "Gold Crown", - "description": "

" - }, - "Silver Shilling": { - "name": "Silver Shilling", - "description": "

" - }, - "Brass Penny": { - "name": "Brass Penny", - "description": "

" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" - }, - "Evaluate": { - "name": "Evaluate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" - }, - "Language (Classical)": { - "name": "Language (Classical)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Melee (Basic)": { - "name": "Melee (Basic)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Melee": { - "name": "Melee", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Artistic": { - "name": "Artistic", - "description": "

You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance.

", - "effects": { - "Artistic": { - "name": "Artistic" - } - } - }, - "Acute Sense (Hearing)": { - "name": "Acute Sense (Hearing)", - "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

", - "effects": { - "Acute Sense": { - "name": "Acute Sense" - } - } - }, - "Perfect Pitch": { - "name": "Perfect Pitch", - "description": "

You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Singing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.

", - "effects": { - "Perfect Pitch": { - "name": "Perfect Pitch" - } - } - }, - "Doomed": { - "name": "Doomed", - "description": "

A silent death, but not unheard.

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

" - }, - "Pure Soul": { - "name": "Pure Soul", - "description": "

Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt.

", - "effects": { - "Pure Soul": { - "name": "Pure Soul" - } - } - }, - "Read/Write": { - "name": "Read/Write", - "description": "

You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

" - }, - "Leather Jerkin": { - "name": "Leather Jerkin", - "description": "

" - }, - "Bow": { - "name": "Bow", - "description": "

" - }, - "Dagger": { - "name": "Dagger", - "description": "

" - }, - "Artist": { - "name": "Artist", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}

" - }, - "Fine Clothing": { - "name": "Fine Clothing", - "description": "

" - }, - "Writing Kit": { - "name": "Writing Kit", - "description": "

Contains a quill pen, inkpot, and ink blotter.

" - }, - "Reams of Paper": { - "name": "Reams of Paper", - "description": "

" - }, - "Trade Tools (Artist)": { - "name": "Trade Tools (Artist)", - "description": "

Artist: Brushes and paints, hammer and chisels, rasps and files, and scrapers. Workshops also include easels or pedestals and supplies of canvas, parchment, vellum, wood, clay or uncut stone.

" - }, - "Arrow": { - "name": "Arrow", - "description": "

" - }, - "Art (Painting)": { - "name": "Art (Painting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Entertain (Singing)": { - "name": "Entertain (Singing)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" - }, - "Pouch": { - "name": "Pouch", - "description": "

" - }, - "Sling Bag": { - "name": "Sling Bag", - "description": "

Counts as ‘worn’ when slung over your shoulder.

" - } - } - }, - "Forest Goblin Shaman": { - "name": "Forest Goblin Shaman", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.RPLJHdAMeJHVvyOF]{Of Spiders & Forest Goblins}

", - "items": { - "Not All There": { - "name": "Not All There", - "description": "

Forest Goblin Shaman perceive the world through a toxin-induced haze caused by the many spiders that festoon (and regularly bite) them and the hallucinogenic poisonous substances they habitually consume.

", - "effects": { - "Not All There": { - "name": "Not All There" - } - } - }, - "Pray": { - "name": "Pray", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" - }, - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Blessed": { - "name": "Blessed", - "description": "

The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets.

" - }, - "Fear": { - "name": "Fear", - "description": "

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

", - "effects": { - "Fear": { - "name": "Fear" - } - } - }, - "Immunity": { - "name": "Immunity", - "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" - }, - "Miracles": { - "name": "Miracles", - "description": "

The creature can enact Miracles; the relevant deity is indicated in brackets.

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Spider-god Staff": { - "name": "Spider-god Staff", - "description": "

" - }, - "Blessing of Savagery": { - "name": "Blessing of Savagery", - "description": "

When your target next inflicts a Critical Wound, roll twice and choose the best result.

", - "effects": { - "Blessing of Savagery": { - "name": "Blessing of Savagery" - } - } - }, - "Blessing of Battle": { - "name": "Blessing of Battle", - "description": "

Your target gains +10 WS.

", - "effects": { - "Blessing of Battle": { - "name": "Blessing of Battle", - "changes": { - "system.characteristics.ws.modifier": 10 - } - } - } - }, - "Blessing of Courage": { - "name": "Blessing of Courage", - "description": "

Your target gains +10 Willpower.

", - "effects": { - "Blessing of Courage": { - "name": "Blessing of Courage", - "changes": { - "system.characteristics.wp.modifier": 10, - "system.characteristics.wp.calculationBonusModifier": -1 - } - } - } - }, - "Blessing of Fortune": { - "name": "Blessing of Fortune", - "description": "

Your target’s next failed test may be rerolled. The reroll must stand.

", - "effects": { - "Blessing of Fortune": { - "name": "Blessing of Fortune" - } - } - }, - "Blessing of Grace": { - "name": "Blessing of Grace", - "description": "

Your target gains +10 Agility.

", - "effects": { - "Blessing of Grace": { - "name": "Blessing of Grace", - "changes": { - "system.characteristics.ag.modifier": 10 - } - } - } - }, - "Blessing of The Hunt": { - "name": "Blessing of The Hunt", - "description": "

Your target gains +10 Ballistic Skill.

", - "effects": { - "Blessing of The Hunt": { - "name": "Blessing of The Hunt", - "changes": { - "system.characteristics.bs.modifier": 10 - } - } - } - }, - "Kiss of da Black Pit": { - "name": "Kiss of da Black Pit", - "effects": { - "Kiss of da Black Pit": { - "name": "Kiss of da Black Pit" - } - } - } - } - }, - "Clan Skryre Clanrat": { - "name": "Clan Skryre Clanrat", - "description": "

Favoured Clanrats in the service of Clan Skryre often wield the arcane devices their masters craft for war, which are utterly lethal to their opponents, and frequently, themselves.

It takes teams to wield either a @UUID[Compendium.wfrp4e-zoo.items.G4MMgYVk0u7DicyP]{Ratling Cannon} or a @UUID[Compendium.wfrp4e-zoo.items.6ALnNGSF7vQWyXf9]{Warpfire Thrower}.

Clanrats that attempt to use a @UUID[Compendium.wfrp4e-zoo.items.ajGtUdDp3NfpVP0t]{Warplock Jezzail} need a partner to steady their aim, with either a modified bipod or a special steadying shield.

", - "items": { - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Armour": { - "name": "Armour", - "description": "The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Disease": { - "name": "Disease", - "description": "The creature carries the disease listed. Others will have to Test as appropriate for Contraction", - "effects": { - "Disease": { - "name": "Disease" - } - } - }, - "Skittish": { - "name": "Skittish", - "description": "The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions" - }, - "Stealthy": { - "name": "Stealthy", - "description": "The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Poisoned Wind Globe": { - "name": "Poisoned Wind Globe", - "description": "

Availability: Skyre and allied clans only

A @UUID[Compendium.wfrp4e-horned-rat.journals.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}

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 Challenging (+0) Toughness Test, modified by @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. 

Poisoned Wind Globes are sometimes deployed as traps, using a simple tripwire. If a Character fails to spot the tripwire — Challenging (+0) Perception 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.

", - "effects": { - "Poisoned Wind Globe": { - "name": "Poisoned Wind Globe" - }, - "Poisoned Wind Globe - Miss": { - "name": "Poisoned Wind Globe - Miss" - } - } - }, - "Ranged (Engineering)": { - "name": "Ranged (Engineering)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Hand Weapon": { - "name": "Hand Weapon", - "description": "

" - }, - "Warplock Pistol": { - "name": "Warplock Pistol", - "effects": { - "Warplock Pistol": { - "name": "Warplock Pistol" - } - } - } - } - }, - "Raukos": { - "name": "Raukos", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.wXCYfyuNoQ0d0MnG]{Great Wolf}

", - "items": { - "His Own Pack": { - "name": "His Own Pack", - "description": "

Raukos gets an extra Free Attack each turn and counts as 2 opponents, e.g. it takes 4 opponents to ‘outnumber him 2 to 1’ and he outnumbers a single opponent, 2 to 1.

" - }, - "Armour (5)": { - "name": "Armour (5)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Weapon (Fangs)": { - "name": "Weapon (Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Melee (Fangs)": { - "name": "Melee (Fangs)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Reaction Strike": { - "name": "Reaction Strike", - "description": "

Your fast reactions have allowed you to fell many opponents before they have even swung their blades. When you are Charged, you may attempt a Challenging (+0) Initiative Test to gain an immediate Free Attack outside the normal turn sequence. This attack is resolved with whatever weapon you are carrying in your primary hand. You may make as many Reaction Strikes in a Round as you have levels in this Talent, but can only attack each individual charger once each.

", - "effects": { - "Reaction Strike": { - "name": "Reaction Strike" - } - } - }, - "2bXksPBl1aehTUnG": { - "name": "Reaction Strike", - "description": "

Your fast reactions have allowed you to fell many opponents before they have even swung their blades. When you are Charged, you may attempt a Challenging (+0) Initiative Test to gain an immediate Free Attack outside the normal turn sequence. This attack is resolved with whatever weapon you are carrying in your primary hand. You may make as many Reaction Strikes in a Round as you have levels in this Talent, but can only attack each individual charger once each.

", - "effects": { - "Reaction Strike": { - "name": "Reaction Strike" - } - } - } - } - }, - "Il Potente Granchio": { - "name": "Il Potente Granchio", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.RNDOhJqX6asaptCx]{Il Potente Granchio}

", - "items": { - "Crustacean": { - "name": "Crustacean", - "description": "

Il Potente Granchio can breathe underwater. They have a Move 8 within water.

" - }, - "Cruellest Claws": { - "name": "Cruellest Claws", - "description": "

Il Potente Granchio’s Claw attacks have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

", - "effects": { - "Cruellest Claws": { - "name": "Cruellest Claws" - } - } - }, - "Melee (Claws)": { - "name": "Melee (Claws)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Armour (15)": { - "name": "Armour (15)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Hungry": { - "name": "Hungry", - "description": "

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

" - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - } - } - }, - "Night Goblin Fanatic": { - "name": "Night Goblin Fanatic", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.ltnEqHKFDLR7a9b3]{Of Squigs and Night Goblins}

Before a @UUID[Compendium.wfrp4e-zoo.actors.XLuHhpFHFUOHsXDP]{Night Goblin} tribe commits to battle, some of their members are granted the ‘honour’ of consuming a potent brew made from @UUID[Compendium.wfrp4e-core.items.CihEl1pzvTiMQswA]{Mad Cap Mushrooms}. Once their eyes have started to bulge from their skulls and they can barely contain themselves, their fellows know the brew has kicked in proper. The resulting horrors are known as Night Goblin Fanatics. Their mates hold them till the enemy draws close, then unleash them, slavering and wild, wielding massive chained Iron-balls and spinning like so many demented tops.

", - "items": { - "Animosity": { - "name": "Animosity", - "description": "

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

 

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

", - "effects": { - "Animosity": { - "name": "Animosity" - } - } - }, - "Afraid": { - "name": "Afraid", - "description": "

The creature is afraid of the Target as if the Target has Fear (0). 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

", - "effects": { - "Afraid": { - "name": "Afraid" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Ranged (Entangling)": { - "name": "Ranged (Entangling)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" - }, - "Rusty Blades": { - "name": "Rusty Blades" - }, - "Frenzy": { - "name": "Frenzy", - "description": "

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - }, - "Melee (Two-Handed)": { - "name": "Melee (Two-Handed)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" - }, - "Ball and Chain": { - "name": "Ball and Chain" - } - } - }, - "Amoeba": { - "name": "Amoeba", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.uKnNbcCZghhkm6pE]{Amoebae}

", - "items": { - "2 Tentacles": { - "name": "2 Tentacles", - "description": "

The creature has a number of tentacles equal to #.

\n " - }, - "Mostly Mindless": { - "name": "Mostly Mindless", - "description": "

Amoebae have no Intelligence, Willpower, or Fellowship scores and can neither make, nor fail, tests based on those characteristics.

" - }, - "Jelly from Hell": { - "name": "Jelly from Hell", - "description": "

Amoebae are formless, lack organs, and are exceedingly difficult to slay.

" - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - }, - "Regenerate": { - "name": "Regenerate", - "description": "

The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately.

", - "effects": { - "Regenerate": { - "name": "Regenerate" - } - } - }, - "Weapon (Pseudopod Lash)": { - "name": "Weapon (Pseudopod Lash)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

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Stomp

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Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

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\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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\n

Enormous

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\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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\n

Monstrous

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(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

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\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "vDJXTDRLgOsXf2mF": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

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 Examples

\n
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Tiny

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Butterfly, Mouse, Pigeon

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Little

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Cat, Hawk, Human Baby

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Small

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Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

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Large

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Horse, Ogre, Troll

\n
\n

Enormous

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Griffon, Wyvern, Manticore

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Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

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Size Combat Modifers

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If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

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Defending Against Big Creatures

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You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

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\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

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Moving in Combat

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A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

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Toughness Bonus

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\n

Small

\n
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(2×Toughness Bonus) + Willpower Bonus

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Average

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\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

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\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

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\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "kFGJHbrHW8Pr0J2n": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

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Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
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Giant Rat, Halfling, Human Child

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Average

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\n

Dwarf, Elf, Human

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Large

\n
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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

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Monstrous

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Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
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Average

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Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

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Large

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\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Immunity": { - "name": "Immunity", - "description": "

The creature is completely immune to a certain type of Damage, such as poison, magic, or electricity. All Damage of that type, including from a Critical Wound, is ignored.

" - }, - "Engulf": { - "name": "Engulf", - "description": "

An Amoebae can Engulf any creature of its size or smaller.

", - "effects": { - "Engulfed": { - "name": "Engulfed" - }, - "Engulf": { - "name": "Engulf" - } - } - } - } - }, - "Wild Cat": { - "name": "Wild Cat", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.DpyUYnbaVlNSwSxb]{Wild Cats}

", - "items": { - "Disruption": { - "name": "Disruption", - "description": "

In the presence of a creature with Disruption, @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} creatures count their Advantage at the end of the Round against their foes as effectively two less, though they do not lose Advantage from this.

" - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Skittish": { - "name": "Skittish", - "description": "

The creature is easily scared by magic or loud noises. If such occurs, it receives +3 Broken Conditions

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Weapon (Claws)": { - "name": "Weapon (Claws)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Infected": { - "name": "Infected", - "description": "

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", - "effects": { - "Infected": { - "name": "Infected" - } - } - }, - "Infestation": { - "name": "Infestation", - "description": "

The creature’s hide is infested with biting fleas or similar. All opponents suffer a penalty of –10 to hit it in melee combat as the parasites distract and overwhelm them

", - "effects": { - "Infestation": { - "name": "Infestation" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "Mutation": { - "name": "Mutation", - "description": "

The creature is ‘blessed’ with a Mutation. Roll on the @Table[mutatephys]{Physical Corruption Table}

", - "effects": { - "Mutation": { - "name": "Mutation" - } - } - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

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Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

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Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

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Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

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Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

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Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

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Home: The animal is trained to return home if it is released or lost.

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Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

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War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Ward": { - "name": "Ward", - "description": "

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll [[/r 1d10]] after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical.

", - "effects": { - "Ward": { - "name": "Ward" - } - } - }, - "Stealth (Rural)": { - "name": "Stealth (Rural)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Tracker": { - "name": "Tracker", - "description": "

Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests.

", - "effects": { - "Tracker": { - "name": "Tracker" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - } - } - }, - "Tregara": { - "name": "Tregara", - "description": "

@UUID[JournalEntry.s86UJFY8AABO9P7A]{The Third Expedition} @UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.d1eGZJhJJnZIn2CP]{Tregara}

", - "items": { - "Vibrational Senses": { - "name": "Vibrational Senses", - "description": "

Tregara automatically detect all physical creatures within 4x their Initiative Bonus in yards and cannot be @Condition[Surprised].

", - "effects": { - "Vibrational Senses": { - "name": "Vibrational Senses" - } - } - }, - "Barbed Forelimbs": { - "name": "Barbed Forelimbs", - "description": "

A target successfully struck by a Tregara’s cruel arms automatically acquires the @Condition[Entangled] Condition.

", - "effects": { - "Barbed Forelimbs": { - "name": "Barbed Forelimbs" - } - } - }, - "Vicious Mandibles": { - "name": "Vicious Mandibles", - "description": "

A Tregara’s @UUID[.VXs4UDOaVKNALVWI]{bite} has the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impale]{Impale} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Qualities.

", - "effects": { - "Vicious Mandibles - Impale": { - "name": "Vicious Mandibles - Impale" - }, - "Vicious Mandibles - Penetrating": { - "name": "Vicious Mandibles - Penetrating" - } - } - }, - "Stealth (Underground)": { - "name": "Stealth (Underground)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - }, - "Wallcrawler": { - "name": "Wallcrawler", - "description": "

The creature can effortlessly scale vertical surfaces and even traverse ceilings, ready to drop on unwary prey. It moves at full Movement across any appropriate surface and automatically passes all Climb tests.

", - "effects": { - "Wallcrawler": { - "name": "Wallcrawler" - } - } - }, - "Bite (Vicious Mandibles)": { - "name": "Bite (Vicious Mandibles)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Barbed Forelimbs)": { - "name": "Weapon (Barbed Forelimbs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Corrosive Blood": { - "name": "Corrosive Blood", - "description": "

The creature’s blood is corrosive. Every time its is Wounded, blood splashes free, and all targets Engaged with it take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

", - "effects": { - "Corrosive Blood": { - "name": "Corrosive Blood" - } - } - }, - "Painless": { - "name": "Painless", - "description": "

The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal.

" - } - } - }, - "Amphisbaena": { - "name": "Amphisbaena", - "description": "

@UUID[JournalEntry.8ODQAI1D3xkvktZU]{The Second Expedition} @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.mIT7tWzaBdmlLo0t]{Amphisbaena}

", - "items": { - "Four-Fold Knowing Gaze": { - "name": "Four-Fold Knowing Gaze", - "description": "", - "effects": { - "Four-Fold Knowing Gaze": { - "name": "Four-Fold Knowing Gaze" - } - } - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Dark Vision": { - "name": "Dark Vision", - "description": "

The creature can see in the dark as daylight.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Stealthy": { - "name": "Stealthy", - "description": "

The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests.

", - "effects": { - "Stealthy": { - "name": "Stealthy" - } - } - }, - "Venom": { - "name": "Venom", - "description": "

The creature’s attacks are poisoned or envenomed. When it causes Wounds, its opponent gains a @Condition[Poisoned] Condition. If no Difficulty is marked to resist the Venom, it is assumed to be Challenging

", - "effects": { - "Venom": { - "name": "Venom" - } - } - }, - "Weapon (Fangs)": { - "name": "Weapon (Fangs)", - "description": "

The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Amphibious": { - "name": "Amphibious", - "description": "

The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water.

", - "effects": { - "Amphibious": { - "name": "Amphibious" - } - } - }, - "Arboreal": { - "name": "Arboreal", - "description": "

The creature is at home in the forests. In the woodlands, it adds its Agility Bonus to the SL of all Climb and Stealth Tests.

", - "effects": { - "Arboreal": { - "name": "Arboreal" - } - } - }, - "Hatred": { - "name": "Hatred", - "description": "

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "Magical": { - "name": "Magical", - "description": "

The creature is wreathed in magic. All its attacks count as Magical, meaning it can harm creatures only susceptible to magical attacks.

", - "effects": { - "Magical": { - "name": "Magical" - } - } - }, - "JsC9yUmjfb1FCR0O": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Swamp-strider": { - "name": "Swamp-strider", - "description": "

The creature is at home in a swamp. It suffers no Movement penalties for moving through boggy ground.

" - }, - "Stride": { - "name": "Stride", - "description": "

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

", - "effects": { - "Stride": { - "name": "Stride" - } - } - }, - "Bite": { - "name": "Bite", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Cold Blooded": { - "name": "Cold Blooded", - "description": "

The creature is cold-blooded and slow to react. It can reverse all failed Willpower Tests.

", - "effects": { - "Cold Blooded": { - "name": "Cold Blooded" - } - } - } - } - }, - "Griffon": { - "name": "Griffon", - "description": "

@UUID[JournalEntry.nzqpU0jMdQaclZsJ]{The First Expedition} @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.14CMfXS88yCs2LBU]{Griffon}

When surrounded on the ground, Griffon are quick to take to the air, circling to reengage their choice of foe on their own terms, often accompanied by an @UUID[.Item.w3f5TOUlW0Nl7BqM]{ear-splitting bloodroar}.

Optionally - remove Bestial - Add 20 Fel.

", - "items": { - "Piercing Cry": { - "name": "Piercing Cry", - "description": "

The shrieking bloodroar of an attacking Griffon is utterly devastating to hear.

", - "effects": { - "Piercing Cry": { - "name": "Piercing Cry" - } - } - }, - "Swiftsense": { - "name": "Swiftsense", - "description": "

A Griffon’s Talons have the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} Quality.

" - }, - "Armour (6)": { - "name": "Armour (6)", - "description": "

The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations

", - "effects": { - "Armour": { - "name": "Armour" - } - } - }, - "Bestial": { - "name": "Bestial", - "description": "

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

" - }, - "Flight": { - "name": "Flight", - "description": "

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

", - "effects": { - "Flying": { - "name": "Flying" - } - } - }, - "Grim": { - "name": "Grim", - "description": "

This creature is particularly dangerous, and fighting it means never truly being able to gain the upper hand.

If, at the beginning of its turn, this creature does not have at least Rating Advantage points, its Advantage pool immediately increases to Rating.

If the creature currently has a @Condition[Surprised], @Condition[Unconscious], or @Condition[Entangled] Condition, it does not gain this Advantage.

", - "effects": { - "Grim": { - "name": "Grim" - } - } - }, - "Night Vision": { - "name": "Night Vision", - "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

" - }, - "Size": { - "name": "Size", - "description": "

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Bite (Hooked Beak)": { - "name": "Bite (Hooked Beak)", - "description": "

On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already

", - "effects": { - "Bite": { - "name": "Bite" - } - } - }, - "Weapon (Talons)": { - "name": "Weapon (Talons)", - "description": "

Includes @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#fast]{Fast} Quality from @UUID[.MkvreV5hV3a1wOmw]{Swiftsense} Trait.

The creature carries a melee weapon, or uses teeth, claws, or similar in combat. The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)

" - }, - "Trained": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "sjefdrXQb4AVIrIc": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Gw0g97L1XlnjWK2a": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "SqokK0os9I0iDRM0": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "e2iT3wA4fWbqMAyk": { - "name": "Trained", - "description": "

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

", - "effects": { - "Trained": { - "name": "Trained" - } - } - }, - "Immunity to Psychology": { - "name": "Immunity to Psychology", - "description": "

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

" - }, - "Territorial": { - "name": "Territorial", - "description": "

This creature is protective of a particular area or location. It will fight to the death to protect it and will not normally pursue enemies if they flee this area.

" - } - } - } - } -} \ No newline at end of file