diff --git a/compendium/To Do/wfrp4e-dotr.actors.json b/compendium/To Do/wfrp4e-dotr.actors.json index 90caa86..49f919f 100644 --- a/compendium/To Do/wfrp4e-dotr.actors.json +++ b/compendium/To Do/wfrp4e-dotr.actors.json @@ -1,896 +1,26898 @@ { - "label": "Acteurs (Mort sur le Reik)", - "folders": { - "Adventure": "Aventure", - "Companion": "Compagnon" - }, - "mapping": { - "description": "system.details.biography.value", - "gmNotes": "system.details.gmnotes.value", - "items": { - "path": "items", - "converter": "bestiary_traits" - }, - "characteristics": { - "path": "system.characteristics", - "converter": "npc_characteristics" - } - }, - "entries": { - "Adalia Eisen": { - "name": "Adalia Eisen", - "description": "", - "gmNotes": "

Adalia est devenue patrouilleuse fluviale pour deux raisons précises : avoir une chance de servir l’Empire et son peuple, et éviter d’être pendue pour avoir volé une chèvre. Concernant son service à l’Empire, Adalia n’est pas certaine d’avoir accompli quoi que ce soit d’utile jusqu’à présent, pour chaque équipage de naufrageurs qu’ils enferment, un autre fait son apparition dans la semaine, mais au moins, personne n’a encore posé de question à propos de la chèvre. Adalia est une patrouilleuse fluviale assez pragmatique ; ainsi, elle accepte de fermer les yeux sur quelques paquets d’herbe à pipe de contrebande, du moment que son équipage se tient à carreau. Même si cette philosophie lui a valu la réputation d’être une personne assez juste, à qui l’on veut bien confier des tuyaux et autres informations utiles, ses supérieurs voient d’un mauvais œil ce qu’ils considèrent comme une attitude laxiste vis-à-vis du maintien de l’ordre.

" - }, - "Agrin Losburg": { - "name": "Agrin Losburg", - "description": "", - "gmNotes": "

Le sang du flagellant est celui de Sigmar

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L’espérance de vie d’un zélote n’est généralement guère bien longue, ce qui fait d’Agrin une sorte de curiosité. Approchant des 70 ans, mais aussi vigoureux qu’un homme ayant la moitié de son âge, Agrin aime raconter des anecdotes sur les pèlerinages de sa jeunesse. D’après lui, les jeunes d’aujourd’hui sont beaucoup moins dégourdis que ceux des années 2470(c’est à peine s’ils savent par quel bout il faut tenir un fléau !) Tandis que d’autres dans sa situation auraient sans doute pu s’élever à une position importante, Agrin s’est écarté de toutes ces tentations qu’il jugeait néfastes pour son humilité. Il ne connaît pas de plus grand bonheur que de s’accroupir devant un modeste feu de camp et de prier le grand Sigmar par le sacrifice de sa propre chair.

" - }, - "Alex Eisen": { - "name": "Alex Eisen", - "description": "", - "gmNotes": "

Ce marchand sociable et quelque peu rustre vient de vendre sa cargaison à un bon prix et offre à boire à quiconque veut bien écouter les récits fastidieux et emplis d’autosatisfaction de ses relations commerciales. Après-demain, il prévoit de descendre le fleuve jusqu’à Altdorf, où il amarrera son bateau et se rendra au nord, à Middenheim, pour le carnaval de la ville.

‘Vous ne connaissez pas le carnaval ? Mes amis, qu’attendez-vous ! À côté, la Schaffenfest de Bögenhafen est un spectacle de foire, je vous assure ! Une semaine entière de spectacles, d’expositions, de boissons, de jeunes créatures et de tout ce qui vous fait envie. Oui, je sais ce que vous allez me dire : les habitants du Middenland n’ont aucun sens de l’humour, et en temps normal, j’aurais été d’accord avec vous. Mais pendant le carnaval... c’est une tout autre paire de manches, voyez-vous ! Ma foi, il faut bien qu’ils se détendent d’une manière ou d’une autre, et ils le font lors de cette semaine de folie. Ils relâchent toute la pression pour être à nouveau prêts à passer le reste de l’année aussi impassibles qu’une statue de nain. Sans vouloir les vexer, très chers camarades. Une autre tournée ? Aubergiste !’

Tous les clients de l’auberge connaissent le carnaval de Middenheim, et la plupart d’entre eux partageront l’entrain d’Alex. Les aventuriers avaient déjà plusieurs raisons de se rendre à Middenheim, ils en ont maintenant une de plus.

" - }, - "Amoeba": { - "name": "Amibes", - "description": "

Les amibes sont des créatures simples et unicellulaires qui ressemblent à une substance gluante ou à de la gelée informe. Elles rampent lentement ou, pour se déplacer plus rapidement, déploient des pseudopodes qui peuvent atteindre la moitié de leur longueur. Elles se nourrissent de matière organiques, laissant de côté les métaux et minéraux. Elles sont inexorables, dépourvues d'esprit et existent simplement pour se déplacer et absorber de la nourriture, qu'il s'agisse de feuilles, d'animaux morts, de champignons, ou d'aventuriers endormis. Les amibes sont attirées par la chaleur, qu'elles associent à de la nourriture, mais fuient les températures extrêmes qui peuvent endommager leur membrane cellulaire. Elles sont par ailleurs dépourvues de sens.

", - "gmNotes": "" - }, - "Astrit": { - "name": "Astrit", - "description": "", - "gmNotes": "" - }, - "August Hauser": { - "name": "August Hauser", - "description": "", - "gmNotes": "

Cela fait plus d’une décennie qu’Hauser a dédié sa vie à la rivière, et il a toujours fait en sorte de naviguer sur des eaux où peu de gens le reconnaîtraient. Aimable, rigoureux dans son travail, et doté d’un penchant pour les paris aux enjeux excentriques, ce patrouilleur fluvial à la carrure robuste prend cependant une mine sombre lorsqu’on lui pose trop de questions sur son passé. C’était il y a quelques mois qu’il fit la rencontre, à sa grande surprise, d’une jeune femme portant une amulette de Bögenhauer en argent, l’ultime cadeau qu’il avait fait à sa femme avant de les quitter, elle et leur petite fille tout juste née. Hauser usa alors de son don pour les jeux d’argent, ainsi que d’un crochet du gauche, pour faire monter @UUID[Actor.kMZg1EbDjxYSQrWu]{Gertrud} à bord de son bateau de patrouille. Même s’il est bien trop tard pour réparer ses erreurs, Hauser nourrit quand même l’espoir de transmettre un peu de savoir utile à la jeune femme.

" - }, - "Avaloi Winesong": { - "name": "Avaloi Chantevin", - "description": "", - "gmNotes": "

Fille d’un prince marchand ruiné et devenu chef cuisinier assassiné, Avaloi s’est retrouvée seule et abandonnée de tous dans le Vieux Monde. Elle s’est mise à la seule chose qu’elle connaissait : l’art de son père, qu’elle a expérimenté dès son plus jeune âge. Aujourd’hui, surtout par curiosité, Avaloi vit dans les souvenirs de mets fins d’une époque révolue, tout en s’étouffant avec les ‘produits frais’ putrides de l’Empire et en priant pour le moment où elle s’habituera aux innombrables puanteurs qui infestent son nouveau ‘foyer’.

" - }, - "Aynjulls Isembeard": { - "name": "Aynjulls Isembart", - "description": "", - "gmNotes": "

La plupart du temps, Aynjulls porte une veste de cuir maculée de taches d’huile, des hauts-de-chausses écarlates et de grosses bottes de sécurité à clous. Elle est réputée pour son travail rapide et de qualité, ce dont elle tire une grande fierté. De caractère bourru et renfrogné, elle est tellement démunie face à la disparition de ses ouvriers qu’elle est prête à essayer n’importe quoi — même si elle doit faire appel à un elfe !

" - }, - "Bathilda Fischer": { - "name": "Bathilda Fischer", - "description": "", - "gmNotes": "

Dès son plus jeune âge, Bathilda a fait preuve d’une grande cruauté. Renvoyée emploi après emploi, les gens se lassant ou ayant peur de la jeune Reiklander, il était inévitable qu’elle finisse par rejoindre une organisation criminelle d’une manière ou d’une autre. Bathilda s’attendait à trouver des âmes sœurs parmi les naufrageurs, mais fut consternée d’apprendre qu’ils préféraient laisser leurs victimes en vie tant que celles-ci coopéraient. Depuis, elle observe attentivement le capitaine, certaine que si elle parvient à prendre sa place, elle montrera au Reik ce qu’est vraiment un naufrageur...…

" - }, - "Bella Hornwhistler": { - "name": "Bella Siffletdecorne", - "description": "", - "gmNotes": "

Comme sa mère le lui avait prédit, Bella commence déjà à regretter d’avoir quitté le Mootland. Depuis que l’expédition a pris le chemin du retour, la jeune étudiante a remarqué qu’une sorte de miasme infâme semble les avoir suivis. En tant que halfling, elle est elle-même dotée d’une résistance naturelle aux forces corruptrices du Chaos ; malheureusement, tous ses compagnons n’ont pas cette chance. Bella est certaine qu’au moins un de ses compagnons leur cache quelque chose, mais elle ne sait pas encore exactement qui. Elle a désespérément besoin d’aide, de quitter ce bateau, et d’une demi-douzaine des fameuses tourtes à l’anguille et aux épices de sa maman.

" - }, - "Bernhardt Dampfer": { - "name": "Bernhardt Dampfer", - "description": "", - "gmNotes": "

En temps normal, Bernhardt est un homme chaleureux et jovial, mais ces derniers temps, il est ravagé par l’inquiétude et la fatigue : il est clair qu’il tient beaucoup au bateau et à son équipage. Il s’inquiète particulièrement pour son fils, @UUID[Actor.5EI89gq14N3aYdg3]{Karl Dampfer}.

\n

Bernhardt pense qu’il a déjà affronté tout ce que le fleuve peut lui réserver, mais il n’a jamais eu affaire à un vampire avant ça. Il croit d’ailleurs que les histoires à leur sujet, du moins à notre époque, ne sont que des contes. Il refusera de prendre des mesures drastiques envers sa cargaison tant qu’il n’aura pas de preuve irréfutable de la nature vampirique du @UUID[Actor.NSfa2kFiXH3Wwtwe]{Graf Orlock}.

" - }, - "Boris Landsmaan": { - "name": "Boris Landsmaan", - "description": "", - "gmNotes": "

Boris a nettoyé des porcheries pendant douze ans. Un jour, alors qu’il transportait des porcs au marché avec sa barge, des pirates ont abordé, ont emmené les porcs, le peu d’argent qu’il possédait et Boris lui-même. Ils n’étaient pas méchants et avaient juste besoin de lui comme otage pendant qu’ils s’enfuyaient à quelques kilomètres en aval. Ils lui ont proposé de le déposer à Dunkelberg : il aurait pu rentrer à pied en quelques heures. Retrouver les porcs. Retrouver la soue. Il leur a dit de poursuivre la navigation. Dorénavant, Boris ne nettoie plus les porcheries.

" - }, - "Brunhilde Gratten": { - "name": "Brunhilde Gratten", - "description": "

Il y a cent vingt ans, Brunhilde servit d'éclaireur à l'expédition organisée par Dagmar von Wittgenstein pour trouver la malepierre. Après avoir découvert ce qu'il cherchait, Dagmar tua tous les membres de l'expédition : il poignarda Brunhilde à plusieurs reprises pendant qu'elle dormait et enterra les autres vivants dans une caverne non loin de là.

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Depuis ce jour, Brunhilde hante la région autour de @UUID[Scene.yP2ara84Sj86X6ZE]{La Cuvette du diable}, animée par la seule volonté que sa dépouille et celles de ses compagnons soient enfin convenablement enterrées . Elle racontera l’histoire de la trahison de Dagmar , comment il les mena dans ces collines verdoyantes pour trouver une météorite dont il avait calculé le point d’impact, et comment il changea une 63 fois celle -ci trouvée , adoptant d’abord un comportement mystérieux, puis meurtrier.

", - "gmNotes": "" - }, - "Brutagh The Mutant": { - "name": "Brutagh le Mutant", - "description": "

Brutagh était jadis bûcheron. Mais à cause de son exposition prolongée à la malepierre, il a perdu beaucoup de son humanité. Désormais, il est complètement fou, même s’il a de brefs moments de lucidité quand il se laisse aller à la mélancolie : ses yeux s’emplissent de larmes, et il divague sur son ancienne vie dans les bois. La plupart du temps, il rôde dans la grotte et ne sort que pour chercher de la nourriture. Brutagh ne doit pas être vu avant d’attaquer : il doit être une présence furtive, mystérieuse et insaisissable. Le tronc, les bras et la tête de Brutagh sont couverts d’une carapace verte et dure, qui lui confère 2 PA dans ces zones. Son cou extrêmement long peut serpenter au tournant d’un couloir. Des ventouses sur ses mains et ses pieds lui permettent de grimper sur les murs et au plafond.

", - "gmNotes": "" - }, - "Cannibal": { - "name": "Les mendiants de Wittgendorf", - "description": "

Ces malheureux ont terriblement souffert des expériences menées par @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte} et administrées par @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Chaque mendiant possède déjà 4 points de Corruption, et vous êtes invité à leur attribuer une ou deux mutations à déterminer en effectuant un ou deux lancers en vous basant sur le @Table[mutatephys]{tableau de corruption physique}. Même un bref contact physique compte comme une @Corruption[minor]{Exposition Mineure à la Corruption}.

", - "gmNotes": "" - }, - "Carlo": { - "name": "Carlo", - "description": "", - "gmNotes": "

@UUID[Actor.HoRIcFyhgSPLyrd0]{Luigi} ne va nulle part sans ses deux « petits » cousins, Carlo et @UUID[Actor.LskCuTumSjA0zyDs]{Furio}. Ces deux Tiléens colossaux au regard vide le suivent de près en permanence, prêts à pousser tout ce qui se trouve sur son chemin, vivant ou non. Même s’il ne s’agit pas des gardes du corps les plus malins, leur loyauté n’est plus à prouver, si l’on considère ce qui attend ceux qui déçoivent Il Signor Belladonna. Carlo fait d’ailleurs parfois des cauchemars au sujet de cloaques. Des cloaques, et des rats.

" - }, - "Castle Servant": { - "name": "Domestiques du château", - "description": "", - "gmNotes": "

Comme tous les autres occupants du château, les domestiques n’ont pas échappé aux effets de la malepierre. Ils portent chacun une Mutation mineure. Les domestiques ont envie de partir, mais ne veulent pas prendre de risques inutiles. Pour les convaincre de se battre, l’un des aventuriers doit faire un Test de Difficult (-10) Leadership. Un autre Test est requis chaque fois qu’un domestique est touché. Si le Test échoue, ils fuiront tous.

" - }, - "Chaotic Corpse": { - "name": "Le cadavre du Chaos", - "description": "", - "gmNotes": "" - }, - "Chaotic Organ": { - "name": "L'orgue du Chaos", - "description": "", - "gmNotes": "" - }, - "Corrobreth The Priest": { - "name": "Corrobreth le prêtre", - "description": "", - "gmNotes": "

Le visage de Corrobreth porte de profondes marques verticales sur chaque joue, qui se remarquent surtout quand il sourit. Il n’aime pas trop se joindre aux conversations banales ; lorsqu’il prend la parole, c’est souvent pour donner des conseils ou fournir des informations précieuses. Comme tous les adeptes de @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.dY6NZyY5pujNM5h8]{Rhya}, il évite autant que possible d’ôter la vie, sauf en cas de légitime défense ou pour sa subsistance. Par conséquent, il préfère éviter les conflits en usant de discrétion et de diplomatie plutôt qu’affronter le danger. Corrobreth est conscient des transformations causées par la météorite de malepierre. Il connaît la position de son cratère d’impact et sait qu’il est entouré de monolithes. Il n’a jamais eu de raison de s’y rendre lui-même, mais acceptera malgré tout de servir de guide aux aventuriers.

" - }, - "Crakatz": { - "name": "Crakatz", - "description": "", - "gmNotes": "" - }, - "Crot Scaback": { - "name": "Crap Raüdig", - "description": "

The Skaven

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Crap et ses compagnons sont venus dans cette région car ils ont été attirés par les résidus d’énergie de la malepierre. Leur instinct leur dit qu’un gros morceau de malepierre se trouvait là, mais qu’il n’y est plus. Ils observent les aventuriers depuis leur arrivée, et quand ceux-ci sont entrés dans les grottes, les skavens y ont vu une opportunité de les capturer et de les interroger.

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Crap Raüdig – Champion Skaven

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Crap mesure 1,80 m (ce qui est très grand pour un skaven) et son corps est recouvert d’une fourrure grise sale. Il possède une queue préhensile qu’il peut utiliser pour attaquer dans toutes les directions. Il est rusé et absolument sans pitié. Crap parle le Reikspiel avec maints couinements et de manière saccadée, répétant certains mots ou les joignant ensemble.

", - "gmNotes": "" - }, - "Dederick Ritter": { - "name": "Dederick Ritter", - "description": "", - "gmNotes": "

Peu d’entre eux ont opté volontairement pour la vie de naufrageur. Dederick n’a pas vraiment eu le choix après que la barge qu’il pilotait s’est accrochée à un récif, coulant avec les 3 000 Couronnes de la meilleure eau-de-vie de Kemperbad qu’il transportait pour l’entreprise commerciale Kliendorfer. Ce qui aurait dû être une simple affaire pour ses assureurs s’est transformé en une fuite nocturne jusqu’à Weissbruck, une auberge en flammes et trois corps laissés dans le sillage de Dederick. Aujourd’hui, il gagne sa vie comme il le doit, son ancien équipage et quelques nouvelles recrues, certaines plus désespérées que d’autres, tirant le meilleur parti de la situation en transmettant leur malheur aux autres.

" - }, - "Dumpling Hayfoot": { - "name": "Boulette Piedfoin", - "description": "", - "gmNotes": "

Cuisinière d'Etelka

Boulette sera très impressionnée par tout halfling qui n’est pas cuisinier, puisqu’elle n’en a jamais croisé un en dehors du Mootland qui ait choisi un autre métier. Elle sera soulagée de voir les aventuriers et leur demandera de l’escorter jusqu’à Grissenwald, « ou tout autre endroit où je pourrai prendre une diligence ou un bateau vers de meilleurs horizons. Ma Maîtresse se débrouillera. Je n’ai pas de scrupule à partir sans prévenir, étant donné la situation déplorable dans laquelle elle m’a laissée. »

Boulette est très heureuse de répondre aux questions des aventuriers, car selon elle, elle n’a plus à faire preuve de loyauté envers Etelka. Si quelqu’un l’insulte ou la menace, elle mettra les aventuriers dans le même panier que sa maîtresse et refusera de les aider.

Note : certaines de ces informations doivent être modifiées si, par exemple, Etelka a rencontré Heidlemann à Kemperbad au lieu de l’attendre ici.

" - }, - "Durak Dimholt": { - "name": "Durak Dimholt", - "description": "", - "gmNotes": "

Prospecteur Nain Blessé

\n

Durak est un personnage austère et obstiné qui est resté fidèle à son clan contre vents et marées, malgré l’envie de partir une fois la mine vendue. Il a été pris en embuscade par une patrouille de gobelins alors qu’il était sorti chasser. Si les joueurs le sauvent, Durak se montre très reconnaissant, et une fois complètement guéri, il serait prêt à rejoindre les aventuriers et quitter Khazid Slumbol. Cependant, si le groupe comprend ne serait-ce qu’un elfe, tous les joueurs doivent faire un Test de Hard (-20) Charm, sinon Durak refusera de les suivre.

" - }, - "Dwarf Engineer": { - "name": "Ingénieurs nains", - "description": "", - "gmNotes": "

Il reste six ingénieurs la première fois que les aventuriers rencontrent @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls}: Thingrim, Belegol, Kardak, Gundrun, Guzul and Minak. Ils sont tous désarçonnés et terrifiés par la mort mystérieuse de leurs collègues, mais ils tentent de ne rien laisser paraître.

" - }, - "Dwarf Gambler": { - "name": "Nain joueur", - "description": "", - "gmNotes": "

Apparence: Impeccable, bien habillé.

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Personnalité: Charmant, amusant.

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Motivations: Profit, amusement, sécurité personnelle.

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Exemple de dialogue: « Quelqu’un veut jouer honnêtement à un jeu de hasard ? » et « Souhaitez-vous votre revanche sur la partie d’hier ? »

" - }, - "Dwarf Miner": { - "name": "Mineurs nains", - "description": "", - "gmNotes": "" - }, - "Eberhardt Kleingeld": { - "name": "Eberhardt Kleingeld", - "description": "", - "gmNotes": "

Le rôle du commissaire de bord est d’être à la disposition des passagers lorsque le capitaine est occupé à autre chose. Il est responsable de la tenue des comptes du bateau, de la supervision de toutes les transactions en espèces et de la surveillance du contenu du coffre.

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Apparence: taille : 1,75 m, mince, cheveux gris ramenés en arrière, yeux bleus.

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Personnalité: correct, digne, amical.

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Motivations: rendre les passagers heureux et garder l’argent en sécurité, superviser l’équipe de régisseurs.

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Exemples de dialogue: « Merci d ’avoir porté cela à mon attention. Je m’en occupe immédiatement ».

" - }, - "Edgar ‘The Pike’ Ebrecht": { - "name": "Edgar ‘La Pique’ Ebrecht", - "description": "", - "gmNotes": "

Lorsqu’un répurgateur a commencé à donner des coups de botte pour enfoncer la porte qu’Edgar était chargé de garder, il a compris que sa chance avait finalement tourné. Edgar savait que le groupe qu’il servait était douteux, mais il avait choisi d’ignorer ce qui se tramait derrière ces portes fermées qu’il était payé pour surveiller. C’est cette ignorance qui l’a sauvé du bûcher, mais pas des chaînes de la servitude. Cependant, « La Pique » est un meilleur gladiateur qu’il n’était portier, et avec quelques victoires supplémentaires et une bonne dose de sa graisse de porc préférée — une astuce qu’il a apprise d’un nain plutôt étrange— il peut encore espérer regagner sa liberté.

" - }, - "Elderly Duchess": { - "name": "Duchesse âgée", - "description": "", - "gmNotes": "

Apparence: âgée, impeccable, légèrement frêle.

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Personnalité: impérieux, exigeant, snob.

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Motivations: inspirer le respect, terrifier les serviteurs, effrayer les roturiers.

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Etemple de dialogue: « Je déteste voyager. C’est si inconfortable. Une telle agitation ! » et « Certaines personnes n’ont aucune idée de la façon correcte de se comporter ».

" - }, - "Elias Answell": { - "name": "Elias Answell", - "description": "", - "gmNotes": "

Le bateau d’Elias, Je décline à regret, est autant une maison qu’un navire de commerce. Avec ses voiles rouge sang et son intérieur de cuivre rutilant, cette péniche de 12 m de long reflète toute l’excentricité de son capitaine. Elle se transmet de génération en génération aux membres de la famille Answell et a été réaménagée tellement de fois qu’elle ressemble de plus en plus à ce qui pourrait être la mise en pratique physique d’une expérience de pensée tiléenne au sujet de la nature de l’identité. Quant à Elias, c’est un homme calme et réfléchi ; son implacable honnêteté a fait de lui un négociant respecté de tous, malgré son goût immoderat pour le poisson mariné, à l’odeur particulièrement nauséabonde.

" - }, - "Ella Greendale": { - "name": "Ella Vertvallon", - "description": "", - "gmNotes": "

Premier pilote Ella Vertvallon

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Ella est chargée de la navigation quotidienne de l'Empereur Luitpold. Ayant grandi sur les rives de l’Aver dans le Mootland, Ella est fascinée par les rivières depuis son plus jeune âge. Elle a construit son premier bateau à l’âge de douze ans, et à vingt ans, ce qui est encore considéré comme l’enfance par la plupart des halflings, elle dirigeait déjà sa propre entreprise de transport fluvial local. Bien que le capitaine soit aux commandes, Ella considère l'Empereur Luitpold comme son propre navire et sa priorité est de veiller à sa sécurité.

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Apparence: taille : 1,20 m, forte carrure, cheveux bruns bouclés, yeux marrons.

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Personnalité: agréable, agitée, efficace.

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Motivations: éviter les dangers de la rivière, avancer dans la vie.

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Exemple de dialogue: « Les cartes c’est très bien, mais il faut connaître la rivière comme sa poche. Ce n’est pas le moment de se pencher sur une carte lorsqu’une rivière gonflée par la pluie te pousse sur un banc de sable et t’expédie des arbres tombés dans la foulée ».

" - }, - "Elvyra Kleinestun": { - "name": "Elvyra Kleinestun", - "description": "", - "gmNotes": "

La trentaine passée, les cheveux châtain clair et les yeux bleu foncé, Elvyra affiche une personnalité attachante et extravertie. Sous son apparente désinvolture se cachent un esprit affuté et un grand enthousiasme pour les médicaments, herbes et autres préparations médicales.

Elle peut parler boutique toute la journée ainsi qu’une grande partie de la nuit, toujours ravie de faire la connaissance de personnes partageant ses passions. Cependant, elle a tendance à considérer les médecins comme des rats de bibliothèque coincés avec peu de connaissances pratiques, et les partisans de Verena comme des idiots pleurnichards dont la foi supplante l’intelligence. Ainsi, les personnages qui en font partie doivent montrer qu’ils sont réellement intéressés, et de préférence bien informés, avant qu’elle ne s’ouvre à eux.

Elvyra habite à @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.sDCpxwZ4AINph6av]{Weissbruck} depuis deux ans. Originaire d’Altdorf, elle a déménagé peu de temps après avoir décidé qu’il était plus rentable d’escroquer les gens que de fabriquer et de vendre de véritables médicaments, bien qu’elle fournisse toujours de vrais produits à ses voisins et à ceux qu’elle apprécie. Les Personnages l’auront probablement rencontrée à Bögenhafen. 

" - }, - "Emaciated Mutant": { - "name": "Mutant Décharné", - "description": "", - "gmNotes": "" - }, - "Emelia Luneburg": { - "name": "Altgräfin Emelia Luneburg", - "description": "", - "gmNotes": "

L’altgräfin Luneburg est une femme au cœur juste, mais elle juge parfois utile de rappeler aux classes inférieures qui tient les rênes de l’Empire. Elle se plaît à formuler des requêtes fantaisistes, exigeant de ses serviteurs qu’ils lui apportent toutes sortes de choses, d’une simple pomme rouge véreuse à un recueil de cantiques bretonniens. Elle se soucie peu des détails et, la plupart du temps, elle n’inspecte même pas ce qu’on lui apporte : elle souhaite seulement constater qu’un effort a été fait, et que les égards dus à son rang ont été observés en tout point. Si tel est le cas, elle accorde une belle récompense aux personnes impliquées, d’au moins deux fois la valeur des biens qui lui ont été présentés. Dans le cas contraire, eh bien... Disons que l’Altgräfin cache sous ses jupons volumineux un tromblon chargé, et qu’elle est reconnue comme étant une tireuse hors pair.

" - }, - "Ernst Heidlemann": { - "name": "Ernst Heidlemann", - "description": "", - "gmNotes": "

Ernst est un homme sec et dégingandé au visage de fouine, aux cheveux châtains et au teint blafard. Il se fait passer pour un médecin récemment diplômé au service de @UUID[Actor.wXB3Bam0z0kp45Ht]{dame Etelka}, et entretient la supercherie en refusant de soigner qui que ce soit d’autre. Ernst est discret et réservé, il ne parle pas beaucoup, mais peut se montrer cinglant avec ceux qui lui déplaisent. Il est cruel et calculateur, et pendant la campagne, il n’hésitera pas à recruter des voyous pour effectuer ses basses besognes, afin de réserver ses pouvoirs jusqu’au moment le plus opportun.

Maladie débilitante: Ernst souffre d’une maladie débilitante qui le tue à petit feu. Ses maîtres lui ont fourni des potions pour en combattre les effets et il en conserve toujours sur lui. S’il n’en consomme pas, il perd 1 point d’Endurance toutes les 12 heures, et meurt quand il arrive à zéro.

" - }, - "Etelka Herzen": { - "name": "Etelka Herzen", - "description": "", - "gmNotes": "

Au premier abord, Etelka est une noble amicale, mais timide. Elle est de taille moyenne, ses cheveux blonds lui arrivent aux épaules, et ses yeux sont bleus. Derrière cette façade se cache une femme impitoyable et déterminée, qui ne laisse rien ni personne s’interposer entre elle et ses objectifs. Afin de maintenir son identité secrète, elle n’emploie la magie que lorsqu’elle est sûre qu’il n’y a aucun témoin (ou qu’il n’y aura aucun survivant). Quand on l’attaque, elle attend en général un ou deux Rounds avant de commencer à lancer des sorts. La présence d’Etelka est reconnaissable entre mille : la corruption qui émane d’elle est évidente. Sa peau émet une forte odeur âcre qu’elle recouvre avec de puissants parfums. Son odeur s’attarde parfois derrière elle jusqu’à 15 minutes après son départ. Toute personne entrant dans un lieu qu’elle a récemment quitté ne pourra que le remarquer.

" - }, - "Eusapia Balacañon": { - "name": "Eusapia Balacañon", - "description": "", - "gmNotes": "

La grâce et la sophistication de l’aristocratie estalienne associées à la présence et la stature de la noblesse de l’Empire font de Balacañon un membre respecté de la haute société. Et le fait qu’elle soit un sorcier la fait craindre à juste titre. Véritable machine de guerre, Balacañon combine son éducation avec les énergies primitives de Ghur pour se démarquer.

" - }, - "Experienced Broker": { - "name": "Experienced Broker", - "description": "", - "gmNotes": "

Apparance : âgé, aristocrate, bien habillé.

\n

Personnalité : exige le respect. Sympathique à moins d’être offensé.

\n

Motivations : profit, statut social.

\n

Exemple de dialogue : « Je ne voudrais pas voyager autrement » et « Vous ne vous souvenez probablement pas de la crise de 85 ».

" - }, - "Father Marcus": { - "name": "Father Marcus", - "description": "", - "gmNotes": "

Le père Marcus, tant par son air que par sa manière de s’exprimer (avec un léger accent middenlander), a tout du stéréotype de l’érudit distrait. Il est vif et perspicace, mais après n’avoir côtoyé que des prêtres et érudits pendant si longtemps, il a tendance à penser que tout le monde en sait autant que lui, et sa conversation peut rapidement devenir incompréhensible pour le profane. Il se montre parfois vague ou distant, mais il n’est pas malveillant, et il est difficile de ne pas l’apprécier.

" - }, - "Fishing Skiff": { - "name": "Esquif de pêche" - }, - "Brother Martin": { - "name": "Frère Martin", - "description": "", - "gmNotes": "

Martin et @UUID[Actor.8xYAPlRLgbNOq519]{Rolf} sont tous deux solidement bâtis et ont l’air de savoir se servir d’une épée. Ils parlent peu, surtout en présence du @UUID[Actor.bUxA8zyayMarTXP7]{Père Marcus}, et il est clair qu’ils éprouvent une immense admiration pour lui, qui s’apparente presque à de la vénération. Lorsque leur supérieur n’est pas présent, ils sont assez conviviaux ; ils ne sont jamais allés à Altdorf et laissent transparaître un enthousiasme discret à l’idée de se rendre en ville, interrogeant les Personnages au sujet de la capitale lorsque le père Marcus n’est pas là. Ils peuvent également mentionner qu’en plus d’être un érudit, le père Marcus est à la tête de leur monastère, et qu’il est par conséquent très haut placé.

" - }, - "Brother Rolf": { - "name": "Frère Rolf", - "description": "", - "gmNotes": "

@UUID[Actor.tCDLCDRYyPyNkFzB]{Martin} et Rolf sont tous deux solidement bâtis et ont l’air de savoir se servir d’une épée. Ils parlent peu, surtout en présence du @UUID[Actor.bUxA8zyayMarTXP7]{Père Marcus}, et il est clair qu’ils éprouvent une immense admiration pour lui, qui s’apparente presque à de la vénération. Lorsque leur supérieur n’est pas présent, ils sont assez conviviaux ; ils ne sont jamais allés à Altdorf et laissent transparaître un enthousiasme discret à l’idée de se rendre en ville, interrogeant les Personnages au sujet de la capitale lorsque le père Marcus n’est pas là. Ils peuvent également mentionner qu’en plus d’être un érudit, le père Marcus est à la tête de leur monastère, et qu’il est par conséquent très haut placé.

" - }, - "Frida Bismarck": { - "name": "Frida Bismarck", - "description": "", - "gmNotes": "

Cette commerçante à la petite semaine revient de Marienburg et sera intéressée par toute nouvelle en provenance de l’amont du fleuve. Selon elle, Marienburg est en pleine guerre des prix. Les factions marchandes s’affaiblissent mutuellement et peu de marchandises entrent dans la ville, car les commerçants fluviaux savent qu’ils n’obtiendront pas un prix correct tant que la guerre ne sera pas terminée.

\n

Si les aventuriers disent à Frida qu’ils transportent une cargaison à Marienburg pour le compte des Blucher, elle sera curieuse, car elle a demandé le matin même à un employé des Blucher s’ils avaient besoin d’un transporteur pour Marienburg, question à laquelle ils ont répondu par la négative. Les autres marchands considèrent Frida comme du menu fretin. Transporteuse indépendante et très intelligente, elle possède une barge de 7 mètres de long. Elle n’est pas du genre à créer des problèmes.

" - }, - "Fritz Carhingar": { - "name": "Fritz Carhingar", - "description": "", - "gmNotes": "

La partie inférieure du corps de Fritz a considérablement maigri après des années d’inactivité, et ses jambes ont l’air de deux bâtonnets. Le haut de son corps est émacié et sa grande barbe blanche est crasseuse. Son regard est perdu dans le vague, mais sa bouche esquisse un sourire amical.

\n

Fritz est « l’invité » de @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte} depuis son échec face à la maladie qui rongeait @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig}, il y a de cela cinq ans. Il a vu @UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} écarteler, découper, brûler et briser de nombreuses victimes, ce qui lui a fait perdre l’esprit. ‘Bien le bonjour, ’ dira-t-il. ‘Comment allez-vous ? Vous venez prendre le thé ? Je suis l’invité de dame Ingrid. C’est elle qui m’a offert cette belle chambre.’ Fritz caresse les barreaux de sa cage, ‘t Slagdarg veille sur moi depuis mon arrivée. Il va bientôt venir s’occuper de vous, ne vous en faites pas.

" - }, - "Fritz Carhingar (Alternative)": { - "name": "Fritz Carhingar (Alternatif)", - "description": "", - "gmNotes": "" - }, - "Frontier Commander": { - "name": "Commandant frontalier", - "description": "", - "gmNotes": "

Apparence: d’âge moyen, coriace, mal à l’aise dans des habits de cour.

\n

Personnalité: grincheux, asocial, terrifiant si on le croise.

\n

Motivations: en finir avec cette foutue affaire et retourner sur le terrain.

\n

Exemple de dialogue: ‘Je n’y connais pas grand-chose à ce sujet. J’ai été soldat toute ma vie » et « Celui-là ne tiendrait pas cinq minutes dans les collines.’

" - }, - "Furio": { - "name": "Furio", - "description": "", - "gmNotes": "

@UUID[Actor.HoRIcFyhgSPLyrd0]{Luigi} ne va nulle part sans ses deux « petits » cousins, @UUID[Actor.2IwkTzKIsxtjA4AG]{Carlo} et Furio. Ces deux Tiléens colossaux au regard vide le suivent de près en permanence, prêts à pousser tout ce qui se trouve sur son chemin, vivant ou non. Même s’il ne s’agit pas des gardes du corps les plus malins, leur loyauté n’est plus à prouver, si l’on considère ce qui attend ceux qui déçoivent Il Signor Belladonna. Carlo fait d’ailleurs parfois des cauchemars au sujet de cloaques. Des cloaques, et des rats.

" - }, - "Furry Mutant": { - "name": "Mutant à fourrure", - "description": "

Les attaquants du Bateau

\n

À tort ou à raison, la population de mutants de l’Empire est mise au ban de la société. Si certains cherchent simplement à se cacher, beaucoup se tournent vers la violence, soit pour survivre, soit pour punir la société qui les a abandonnés.

", - "gmNotes": "" - }, - "Armchair General": { - "name": "Général en pantoufles", - "description": "", - "gmNotes": "

Apparence: impeccable, d’âge moyen ou âgé.

\n

Personnalité: courtois, charmant, snob.

\n

Motivations: fréquenter des gens, raconter des histoires sans fin.

\n

Exemple de Dialogue: ‘La dernière fois que j’étais au palais... et e vous ai parlé de la bataille de Rogenburg ? J’étais sur le flanc gauche...

" - }, - "Georg Hegel": { - "name": "Georg Hegel", - "description": "

Hegel était capitaine de la garde avant son fâcheux trépas, il y a trois mois. Malheureusement, même sa mort ne l’a pas libéré de son travail : @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte} (qui ne fait pas totalement confiance à @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler}) l’a réanimé grâce à sa magie et une pincée de poudre de malepierre. Désormais, Hegel n’est rien de plus qu’un squelette coincé dans son armure, mais sa loyauté envers dame Margritte reste absolue. Il sait qu’il doit son existence actuelle à ses pouvoirs.

", - "gmNotes": "" - }, - "Gertrud Schützenberger": { - "name": "Gertrud Schützenberger", - "description": "", - "gmNotes": "

armi ceux qui ont connu Gertrud dans sa jeunesse, très peu auraient pu imaginer qu’elle rejoindrait la Patrouille fluviale un jour ; et pourtant, sa rencontre fortuite avec le patrouilleur fluvial @UUID[Actor.WwacZBjM7X2WLkp2]{August Hauser}, dans une auberge près de Kemperbad, résulta en un pari stupide, un nez cassé et une place sur le pont d’un bateau de patrouille. Depuis, la jeune femme a montré qu’elle avait un don pour flairer les ennuis, et ce malgré son nez cassé : son instinct a permis plus d’une fois d’arrêter des contrebandiers, des pirates, ou pire encore. Gertrud n’est pas encore sûre de vouloir consacrer sa vie à la Patrouille fluviale, mais pour le moment, son salaire lui permet de vivre, et Hauser s’est révélé être un mentor attentif.

" - }, - "Ghoul Champion": { - "name": "Champion goule", - "description": "

Cette funeste créature est l’une des dernières expériences de Dagmar. Elle garde la demeure vide de son créateur depuis sa mort, il y a des siècles. Elle survit grâce à sa sorcellerie ignoble et aux rats qu’elle trouve de temps en temps. Mais il lui en faut plus. Elle a faim.

", - "gmNotes": "" - }, - "Giant Bat (Wittgenstein)": { - "name": "Chauves-souris géante (Wittgenstein)", - "description": "", - "gmNotes": "" - }, - "Giant Leech": { - "name": "Sangsue Géante", - "description": "

Les sangsues géantes chassent dans les marais et près des rivières. Elles atteignent généralement une longueur de 30 à 90 cm. Elles peuvent détecter les vibrations, la chaleur et la lumière grâce à des organes sensoriels situés sur leur tête. Ce sont des prédateurs agressifs lorsqu’elles ne sont pas rassasiées.

La salive analgésique d’une sangsue géante peut être récoltée (avec précaution) sur un spécimen vivant. Transformée en @UUID[JournalEntry.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme} elle accorde +1 DR à tout Test de Guérison effectué pour traiter une blessure critique.

Sangsues-Caméléons

Les sangsues-caméléons possèdent des glandes près de leur tête qui sécrètent un puissant @UUID[Compendium.wfrp4e-dotr.items.rYgOZSGFwF3a7GBu]{hallucinogène}. Il n’affecte que les mammifères sensibles, qui sont en proie à des hallucinations de leurs plus grands désirs. Certains trouvent ces illusions addictives.

Sangsues Des arbres

Ces créatures possèdent le trait @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibie} et @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboricole} plutôt qu’Aquatique. Elles se dissimulent parmi les vignes et les feuillages suspendus des zones humides, attendant de tomber sur une source de chaleur corporelle qui passe par là.

", - "gmNotes": "" - }, - "Giant Rat (Wittgenstein)": { - "name": "Rat Géant (Wittgenstein)", - "description": "", - "gmNotes": "" - }, - "Goat Mutant": { - "name": "Mutant chèvre", - "description": "", - "gmNotes": "" - }, - "Goblin of the Twisted Maw": { - "name": "Gobelin de la Gueule Tordue", - "description": "

Les gobelins de la Gueule Tordue sont originaires des @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Mountagnes Grises}. Ils se sont séparés de leur tribu il y a quelques années de cela pour échapper au joug d’un puissant clan d’orcs. Ils se cachent depuis dans la forêt et se disputent les territoires et la nourriture avec les mutants et les hommes-bêtes.

\n

Leurs sentiments à l'égard d' @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} sont mitigés : ils la méprisent parce qu’elle est humaine, craignent ses pouvoirs magiques et sont jaloux de sa maison, de ses possessions, et du fait qu’elle soit libre de faire ce qu’elle veut. En son absence, ils ont inspecté sa demeure et profité de ce nouvel environnement.

", - "gmNotes": "" - }, - "Gorim Greathammer": { - "name": "Gorim Grandmarteau", - "description": "", - "gmNotes": "

Gorim est bien bâti avec une longue chevelure et d’une barbe assortie, chef des quelques nains restés à Khazid Slumbol. Pour empêcher son peuple de mourir de faim, il a vendu son marteau de guerre magique pour partager les gains au sein du clan. Comme les autres nains, Gorim est persuadé qu’@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} leur a dérobé une mine riche en or en les arnaquant sur le prix.

" - }, - "Graf Orlok": { - "name": "Graf Orlok", - "description": "

Bien qu’il n’ait pas connu l’Âge des Trois Empereurs, « Graf » Orlok, comme il aime être appelé, affirme que sa lignée remonte à cette période de guerre et de conflits dans l’Empire, et non à sa naissance il y a 257 ans. Orlok a abandonné son ancienne vie dans les montagnes (un château en ruines, une poignée de domestiques empotés, et les peurs quotidiennes des paysans du coin) dans l’espoir de trouver un nouvel environnement plus stimulant, qui lui fera oublier l’ennui de ses longues, longues années. Si les aventuriers le dérangent pendant la nuit, il s’avérera être un adversaire redoutable, mais des promesses de distractions assez amusantes ou de services utiles pourraient le pousser à couvrir ses crocs (du moins pendant un temps). Évidemment, il reste un prédateur aux besoins sanguinaires, et il ne lui faudra pas longtemps avant de devoir repartir à la chasse.

", - "gmNotes": "" - }, - "Great Wolf": { - "name": "Loup Géant", - "description": "", - "gmNotes": "" - }, - "Green Furred Mutant": { - "name": "Mutant à fourrure verte", - "description": "", - "gmNotes": "" - }, - "Grissenwald Villager": { - "name": "Villageois humains", - "description": "", - "gmNotes": "" - }, - "Grugor Lustig": { - "name": "Grugor Lustig", - "description": "", - "gmNotes": "

La vie d’un escroc professionnel n’est pas chose aisée, mais Grugor a porté l’art de l’escroquerie à des niveaux encore jamais vus. Il s’investit corps et âme dans les produits douteux qu’il essaie de vendre à une clientèle peu méfiante. Une série de peintures qu’il a créées à Nuln est en fait devenue une sorte de mode lorsque l’on a découvert qu’il s’agissait de faux. Une poignée de critiques ont même admis en privé qu’ils préféraient les œuvres de Lustig aux originaux. Sa brève carrière de brasseur a donné lieu à plusieurs fûts de Bugman XXXXXX qui ont failli tromper un certain nombre de nains à moitié ivres, et en effet, à l’insu de Lustig, au moins un d’entre eux a prêté le Serment du Tueur à cause de cet incident. À présent, Lustig s’est mis en tête de créer les « potions magiques les plus authentiques ». Cependant, fidèle à lui-même, une poignée de ses « fausses » potions présentent des propriétés magiques, même si elles ne produisent pas l’effet escompté...

" - }, - "Grundar (Castle Wittgenstein)": { - "name": "Grundar (Château Wittgenstein)", - "description": "", - "gmNotes": "

Comme tous les autres occupants du château, les domestiques n’ont pas échappé aux effets de la malepierre. Ils portent chacun une Mutation mineure. Les domestiques ont envie de partir, mais ne veulent pas prendre de risques inutiles. Pour les convaincre de se battre, l’un des aventuriers doit faire un Test de Difficult (-10) Leadership. Un autre Test est requis chaque fois qu’un domestique est touché. Si le Test échoue, ils fuiront tous.

" - }, - "Guard Sergeant": { - "name": "Sergent de la Garde", - "description": "", - "gmNotes": "

Les gardes du château étaient autrefois humains, mais le fait d’avoir vécu si près de la malepierre les a quelque peu transformés. Sous leur cotte de mailles et leur casque intégral se cache un corps en putréfaction. Quiconque aperçoit le visage ou le corps d’un garde devra faire un Test de Peur 2 ou rester pétrifié. En plus de ça, l’odeur de pourriture et de saleté est telle que quiconque se trouve dans un rayon de 2 mètres doit réussir un Test de Challenging (+0) Endurance, sous peine d’un malus de -10 à la CC. 

Voir la mutation @UUID[.Item.5TYShpZL7umAIBns]{Chair en putréfaction} pour appliquer le malus de CC et de Peur.

" - }, - "Gurda": { - "name": "Gurda", - "description": "", - "gmNotes": "" - }, - "Gutbag Stoat Throttler": { - "name": "Gutbag Tueur-de-Fouines", - "description": "

Chef des Gobelins

\n

Gutbag, un gobelin un peu (à peine) plus intelligent que la moyenne, a pris @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} pour modèle et a décidé de devenir sorcier à son tour. Il ne sait absolument pas comment s’y prendre, mais en attendant d’y voir plus clair, il la copie sous tous les aspects : il porte ses vêtements, ses bijoux, et même son parfum. L’une de ces étranges habitudes doit bien être la source de son pouvoir, non ?

\n

GGutbag a un côté comique. La robe de bal rouge d’Etelka est trop longue d’au moins 60 cm pour lui, et elle traîne au sol, menaçant à chaque pas de le faire trébucher. Une tiare scintille sur sa tête. Face aux aventuriers, il fait de grands mouvements de bras théâtraux et scande des inepties d’une voix puissante. Lorsque rien ne se passe après 1 Round d’incantations, il hausse les épaules d’un air fataliste et dégaine son épée avant de charger.

\n

Si les choses tournent au vinaigre, il essaiera de s’enfuir, et en cas de capture, il suppliera d’être épargné, en rejetant la faute sur la société qui l’a façonné.On nous a forcés, d’abord ! On était une gentille tribu, nous, on a jamais nui à personne, on a rien fait de mal. On s’en est pris à nous, on nous a fait quitter les montagnes, c’est la faute des... des trolls. Ouais ! Des grands trolls. Si vous nous laissez partir, on arrêtera les bêtises.

", - "gmNotes": "" - }, - "Hannes (Fellow Travellers)": { - "name": "Hannes (Compagnons de Voyage)", - "description": "", - "gmNotes": "

Le pillage de tombes n’est pas une vocation pour la plupart des gens, mais @UUID[Actor.2fsU3gUUNfv86mhk]{Hans} et Hannes se sont découvert une passion commune pour cette activité. Leur première incursion s’est faite tout à fait par hasard : ils sont tombés sur un cimetière isolé où un prêtre de Morr négligent s’était endormi à mi-chemin des derniers préparatifs, et ils se sont servis dans les affaires du cadavre. Depuis lors, ils ont découvert que le cadavre lui-même a souvent plus de valeur que les bagues que l’on peut enlever à des doigts froids et les plombages en or arrachés à des crânes pourris. À leur manière, ils font progresser les connaissances médicales, ou du moins, c’est ce qu’ils pensent.

" - }, - "Hans (Fellow Travellers)": { - "name": "Hans (Compagnons de Voyage)", - "description": "", - "gmNotes": "

Le pillage de tombes n’est pas une vocation pour la plupart des gens, mais Hans et @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes} se sont découvert une passion commune pour cette activité. Leur première incursion s’est faite tout à fait par hasard : ils sont tombés sur un cimetière isolé où un prêtre de Morr négligent s’était endormi à mi-chemin des derniers préparatifs, et ils se sont servis dans les affaires du cadavre. Depuis lors, ils ont découvert que le cadavre lui-même a souvent plus de valeur que les bagues que l’on peut enlever à des doigts froids et les plombages en or arrachés à des crânes pourris. À leur manière, ils font progresser les connaissances médicales, ou du moins, c’est ce qu’ils pensent.

" - }, - "Hans Sauber": { - "name": "Hans Sauber", - "description": "", - "gmNotes": "

Maître d’équipage Hans Sauber

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Si le @UUID[Actor.qmyTFgfbGqPl1cT9]{capitaine Willendorf} est le gant de velours, bien qu’elle soit tout sauf tendre, alors Sauber est la main de fer. Ses fonctions consistent à superviser l’équipage de bagnards rameurs et à maintenir l’ordre à bord. Bien qu’il soit aussi poli que les normes sociales l’exigent, il ne faut pas prendre sa courtoisie pour de la servilité. Même les jeunes nobles les plus obtus se rendent bien compte qu’il n’est pas le genre d’homme qu’il faut traiter à la légère, bien que de temps en temps quelqu’un essaye de tester ses limites. Ces vauriens finissent toujours par être débarqués du navire, soit au port suivant, soit directement dans la rivière.

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Apparence: taille : 1,85 m, forte carrure, cheveux blond foncé, yeux bleus, visage marqué de cicatrices.

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Personnalité: agressif, professionnel, bourru.

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Motivations: empêcher l’équipage de se relâcher et les passagers de devenir ingérables.

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Exemple de dialogue: « METTEZ-Y DU VÔTRE ! »

" - }, - "Hans Vollrat": { - "name": "Hans Vollrat", - "description": "", - "gmNotes": "

Les canotiers de la  Maria Borger  sont des hommes amicaux et affables avec la plupart des gens qu’ils croisent sur le fleuve, mais ils gardent toujours une arbalète à portée de main. @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} et @UUID[Actor.5EI89gq14N3aYdg3]{Karl} ont une vingtaine d’années, et se préparent à reprendre l’entreprise familiale. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} est plus âgé et expérimenté que les deux fils Dampfer : ça fait presque dix ans qu’il travaille avec leur père. À cause du travail nécessaire à l’entretien et au bon fonctionnement de la barge, sans parler de son inquiétude pour ses camarades malades, Reiner n’a pas une minute à lui. Il fera de son mieux pour assister les aventuriers, mais ses corvées sur le bateau occuperont le plus clair de son temps.

" - }, - "Hans-Peter Schiller": { - "name": "Hans-Peter Schiller", - "description": "", - "gmNotes": "

Hans Peter est un homme mince de taille moyenne aux cheveux noirs et bouclés et aux yeux marron. Il a l’air plutôt détendu, bien que sous cette façade se cache une grande soif de connaissance... et donc de pouvoir. 

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Il se forme aux côtés d’@UUID[Actor.j3XNhduYwpEeBcOk]{Heironymous} depuis environ deux ans, et a l’air plutôt satisfait de sa vie d’apprenti. En vérité, ce n’est pas le cas, et il passe le plus clair de son temps libre à espionner Hieronymus pour apprendre ses secrets, mais sans grand succès. Sa soif de pouvoir se manifeste par des accès de jalousie contre les autres apprentis, qu’il considère comme des rivaux, et avec lesquels il serait incapable de se lier d’amitié. Selon lui, une vie d’aventurier n’est pas aussi précieuse qu’une vie studieuse passée à travailler dur et à nourrir de grandes ambitions. Les autres apprentis se rendront peut-être compte que Hans Peter ne prend pas en considération, voire sabote leur travail. Après tout, c’est lui l’apprenti préféré d’Hieronymus. 

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Hieronymus est conscient des défauts de caractère et de l’ambition de son élève, et le surveille donc de près.

" - }, - "Hanse": { - "name": "Hanse", - "description": "", - "gmNotes": "" - }, - "Harold": { - "name": "Harold", - "description": "", - "gmNotes": "

Harold et @UUID[Actor.0fjPbArcl7uXDEnT]{Stefan}, quand ils ne sont pas occupés à récurer les casseroles dans les cuisines du @UUID[JournalEntry.w5rvSKCXvivjnTVU.JournalEntryPage.PTqp6A7lC9v8x7uu]{Col du Cygne}, prennent un malin plaisir à botter les fesses des ivrognes, des profiteurs, des fauteurs de troubles, des troubadours et des mimes. Leur taille et leur réputation leur permettent d’éviter la plupart des problèmes, mais on peut toujours compter sur eux pour se jeter corps et âme dans n’importe quelle situation impliquant la boisson.

" - }, - "Heironymous Blitzen": { - "name": "Hieronymous Blitzen", - "description": "", - "gmNotes": "

Hieronymus est un personnage à l’air particulièrement excentrique. Ses cheveux gris sont souvent en pagaille et ses yeux bleus pétillent en permanence d’une lueur de folie. Il est richement vêtu, dans un style évoquant la noblesse de campagne, et prend suffisamment soin de lui pour que tout cela lui aille bien. Mais il y aura toujours quelque chose qui cloche. Porter des chaussures dépareillées ne le gêne aucunement, par exemple, ni le fait de porter des couleurs qui ne vont vraiment pas ensemble. Les trivialités du monde ne l’intéressent pas toujours, et il sait bien que les gens seraient déçus de rencontrer un sorcier qui ne soit pas un minimum étrange. Il a souvent l’air perplexe et ses mouvements sont saccadés, voire maladroits, mais contrôlés. Il fait exprès d’avoir l’air distrait et légèrement irritable, mais en général, il écoute attentivement tout ce qu’on lui dit. Il a tendance à opter pour des réponses courtes qui vont droit au but, ce qui révèle son côté organisé derrière cette façade chaotique.

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Il garde en général sur lui environ 10 CO, mais peut avoir accès à bien plus.

" - }, - "Herbert Marcuse": { - "name": "Herbert Marcuse", - "description": "", - "gmNotes": "

Herbert est aubergiste à @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.kAXCwOUU0oL8j10u]{L’Étoile Filante} depuis deux décennies. Ayant perdu sa famille dans un incident survenu deux ans plus tôt, il est normal qu’il paraisse un peu renfrogné.

" - }, - "Hilda Eysenck": { - "name": "Hilda Eysenck", - "description": "", - "gmNotes": "

Hilda est l’agent secret des hors-la-loi à Wittgendorf. Elle vit avec son grand-père vieillissant, Hans, et ils gagnent péniblement leur vie en tant que meuniers du village. Elle a réussi à cacher ses liens avec les hors-la-loi aux gardes du château, mais elle est prête à risquer sa couverture pour emmener les aventuriers au campement des hors-la-loi. Elle est courageuse, mais reste prudente. Après avoir mené les Personnages au camp,elle les accompagnera dans leur reconnaissance du château, mais seulement si on le lui demande.

" - }, - "Hilma Bootschlecht": { - "name": "Hilma Bootschlecht", - "description": "", - "gmNotes": "

Hilma Bootschlecht sait que certaines personnes se retirent plus tôt que d’autres lorsqu’une bagarre se prépare dans un bar, mais que Sigmar l’emporte si elle comprend un jour pourquoi. Le craquement d’un nez qui se casse, le choc d’un bon coup de pied dans un ventre rempli de bière, ou encore le fracas agréable d’un tabouret de bar qui se brise sur le dos de quelqu’un sont autant de choses qui font que la vie vaut la peine d’être vécue. Elle ne comprend vraiment pas pourquoi certaines personnes essaient d’éviter cela. Alors, oui, la gueule de bois peut être un problème, et la majeure partie de son salaire sert à payer la bière et les amendes, mais à quoi peut bien servir l’argent si ce n’est à être dépensé ? Et si jamais elle est vraiment ric-rac, les Kliendorfer sont toujours prêts à payer un petit supplément pour que quelqu’un débarque une petite cargaison d’une barge à l’abri des regards des inspecteurs fiscaux...

" - }, - "Beastman – Gor": { - "name": "Homme-Bête – Gor", - "description": "", - "gmNotes": "" - }, - "Ingrid von Wittgenstein": { - "name": "Dame Ingrid von Wittgenstein", - "description": "", - "gmNotes": "

La peau pâle et les cheveux blancs de dame Ingrid la font paraître moribonde. Ses beaux vêtements sont recouverts de poils de chat et tachés d’empreintes de pattes, surtout au niveau de ses cuisses. Elle dirige cette famille depuis la métamorphose de son mari Ludwig (voir @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}). Bien qu’elle ne montre aucun signe extérieur de mutation, la souillure du Chaos a atteint les tréfonds de son âme. Ces dernières années, sa folie a empiré, et elle passe désormais ses journées à dorloter ses chats mutants.

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Les meubles de dame Ingrid ont été dégradés et lacérés par d’innombrables griffes. Les rideaux sont en lambeaux et toutes les surfaces en bois sont profondément marquées par des griffures.

" - }, - "Jean Rousseaux": { - "name": "Jean Rousseaux", - "description": "", - "gmNotes": "

Rousseaux est en surpoids, ses vêtements sont légèrement trop petits et recouverts du tabac en poudre dont il est excessivement friand. Il n’a pas échappé aux effets de la malepierre : le contact quotidien a provoqué une desquamation de sa peau et il a pris l’habitude de se plâtrer le visage avec de la poudre blanche pour la cacher. S’il est vu la nuit sans son maquillage, Rousseaux offre un spectacle hideux. Voir son vrai visage compte comme une @Corruption[minor]{Exposition Mineure à la Corruption}.

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Jean Rousseaux est né en Bretonnie. Après avoir commencé une carrière d’étudiant en médecine, il a décidé qu’il pourrait gagner plus d’argent en tant que charlatan et s’est mis à voyager à travers l’Empire avant de s’établir à Wittgendorf, il y a dix ans. Il s’est établi comme médecin, vendant aux villageois des « médicaments » inefficaces, mais créant une dépendance. En utilisant ses compétences médicales limitées, il a pu guérir des affections mineures et détourner tout soupçon de charlatanisme.

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La poudre de malepierre ayant eu des effets néfastes sur le village, Rousseaux a cessé d’utiliser ses compétences de guérison. Au lieu de cela, il demande simplement à @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt} de distribuer son @UUID[Compendium.wfrp4e-dotr.items.zQBh7HQBBaTL9rRb]{tord-boyaux} aux paysans. Il est épris de @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte} réalise tous ses souhaits. C’est elle qui lui fournit la malepierre qu’il ajoute ensuite au tord-boyaux. Rousseaux en surveille les effets et en rend compte à dame Margritte, mais il ne sait pas que la poudre est en réalité de la malepierre et serait très choqué de l’apprendre.

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En raison de la pénurie de nourriture qui a suivi la maletempête, Rousseaux s’est mis à manger des cadavres. L’un d’eux se trouve dans sa cave, mais s’il est découvert, il prétendra qu’il est là uniquement à des fins scientifiques de dissection. Un regard plus attentif révélera des couverts de qualité à proximité du cadavre.

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Rousseaux s’intéresse de près aux aventuriers, les interroge sous couvert de conversation polie et rapporte chaque détail à dame Margritte au château. Selon lui, les malformations observées chez les villageois seraient le résultat inévitable de la consanguinité au sein d’une communauté isolée : ‘J’aide du mieux que je peux ’, explique-t-il, ‘mais il n’y a pas grand- chose à faire’. Il parle en bien de la famille Wittgenstein et est impatient que les aventuriers rencontrent dame Margritte lors du dîner organisé chez lui.

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Il ne mentionne pas la source du tord-boyaux que boivent les mendiants, mais ne démentira pas ses activités si on lui présente des preuves. Selon lui : ‘C’est seulement pour aider ces pauvres malheureux. Quels que soient les effets secondaires, cet alcool dilue leur souffrance’. Si les aventuriers contestent, il se vexe. ‘Bien évidemment,’ dit-il avec sarcasme, ‘vous autres, voyageurs bien éduqués, en savez plus sur la médecine que les médecins et les professeurs de la meilleure académie de toute la Bretonnie. Suis-je bête d’avoir pensé le contraire.’

" - }, - "Johanna Schnee": { - "name": "Johanna Schnee", - "description": "", - "gmNotes": "

Doktor Schnee vient d’entrer dans l’âge mûr et était auparavant titulaire à Hugeldal. Schnee est un médecin itinérant qui tente de rassembler des informations pour une grande thèse qu’elle espère présenter à l’Université d’Altdorf. Fascinée par la propagation des maladies et déterminée à combattre leur pestilence partout où elle se rend, elle a connu à la fois un grand succès et une profonde frustration. Nombreux sont ceux qui, dans son domaine, la considèrent comme un génie, alors que beaucoup d’autres la voient comme une arriviste arrogante, aux théories farfelues sur les ‘poisons invisibles’, les ‘germes’, et autres balivernes de ce genre.

" - }, - "Josef Quartjin": { - "name": "Josef Quartjin", - "description": "", - "gmNotes": "

Plutôt grand, Josef mesure 1 m 77, et est doté d’une bonne musculature sous une couche généreuse de gras. Il fait remarquer avec amusement, à voix basse et avec un fort accent de classe ouvrière d’Altdorf, que sa forte corpulence le protège du froid, le soir sur la rivière. Sa longue barbe hirsute épouse la courbe de son énorme ventre. Josef affiche un tempérament jovial qui se lit dans ses yeux marron, et il aime être en bonne compagnie, surtout si cette compagnie lui offre à boire.

" - }, - "Karl Dampfer": { - "name": "Karl Dampfer", - "description": "", - "gmNotes": "

Les canotiers de la  Maria Borger  sont des hommes amicaux et affables avec la plupart des gens qu’ils croisent sur le fleuve, mais ils gardent toujours une arbalète à portée de main. @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} et @UUID[Actor.5EI89gq14N3aYdg3]{Karl} ont une vingtaine d’années, et se préparent à reprendre l’entreprise familiale. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} est plus âgé et expérimenté que les deux fils Dampfer : ça fait presque dix ans qu’il travaille avec leur père. À cause du travail nécessaire à l’entretien et au bon fonctionnement de la barge, sans parler de son inquiétude pour ses camarades malades, Reiner n’a pas une minute à lui. Il fera de son mieux pour assister les aventuriers, mais ses corvées sur le bateau occuperont le plus clair de son temps.

" - }, - "Kidnappers": { - "name": "Ravisseur", - "description": "", - "gmNotes": "" - }, - "Kitchen Staff": { - "name": "Personnel de cuisine", - "description": "", - "gmNotes": "

Le fait que chaque repas soit servi à l’heure et selon les normes de qualité les plus élevées témoigne des compétences et du niveau de commandement de @UUID[Actor.JgMiudqnXlYViAOG]{Max}. De nombreux passagers ont même exprimé leur incrédulité lorsqu’ils ont appris que tout ceci était réalisé par le seul chef et un personnel de cuisine composé de deux personnes. Cela demande un travail acharné du matin au soir, une planification magistrale et une préparation minutieuse, mais Max n’a jamais failli à la tâche. Les cuisiniers qu’il a formés ont par la suite travaillé dans certains des hôtels et restaurants les plus prestigieux de l’Empire, et plus d’une fois il a dû faire preuve de beaucoup de tact pour empêcher un riche passager de les emmener avec lui.

" - }, - "Klaus": { - "name": "Klaus", - "description": "", - "gmNotes": "

Selon certaines rumeurs, Klaus, qui mesure près de 2 mètres, serait à moitié ogre, mais il les déteste car il craint qu’elles ne soient fondées. Il parle doucement, mais n’a pas besoin de jouer les gros bras : quand il parle, les gens l’écoutent. Klaus est à la tête du groupe de débardeurs des @UUID[Actor.FTT9hoFswIqAW9do]{Blucher} ; il supervise le chargement et le déchargement des bateaux et s’assure que les gens obéissent aux Blucher. Les débardeurs le craignent tout autant qu’ils le respectent, mais ils ont surtout peur de lui. Klaus est loyal envers les Blucher et l’idée de les trahir ne lui a jamais traversé l’esprit.

" - }, - "Klaus Jager": { - "name": "Klaus Jager", - "description": "", - "gmNotes": "

Comme tant de chasseurs avant lui, Klaus a commencé sa vie en tant que braconnier, chassant le gibier partout où il pouvait en trouver, y compris dans la réserve privée des von Bildhofen. Il a finalement été capturé après une longue poursuite à travers les landes, mais le Graf fut si impressionné par les rapports de son garde-chasse sur ce chasseur rusé qu’il fit une proposition très simple à Klaus : un travail ou un nœud coulant. Inutile de préciser que Klaus a choisi la première option et a gagné la confiance de la famille.

" - }, - "Kratz, Sergeant Of The Guard": { - "name": "Kratz, Sergent de la garde", - "description": "", - "gmNotes": "

Le sergent Kratz est un homme grand et musclé à l’air menaçant. Il porte une armure noire et ne retire jamais son casque (son visage est si putréfié qu’il en arrive à apprécier lui- même l’effet que son apparence produit sur les autres résidents du château). Kratz adore persécuter les villageois, et il verra dans un premier temps les aventuriers comme de potentielles nouvelles victimes de son sens de l’humour particulier. Kratz ne se limite pas à de l’intimidation, il n’hésitera pas à mettre ses menaces à exécution et à attaquer quiconque s’oppose à lui. Il frappera ceux qui l’agacent avec son coup-de-poing, mais face à quelqu’un de déterminé à lui résister, il sortira son fléau. Kratz n’est toutefois pas stupide et battra en retraite s’il se rend compte qu’il n’a aucune chance de vaincre.

" - }, - "Krazold Ironhand": { - "name": "Krazold Poignefer", - "description": "", - "gmNotes": "

UArborant une attitude étrangement décontractée pour une naine, Kraz, comme elle préfère qu’on l’appelle, est devenue nautonière après que sa propre barge s’est échouée sur un banc de sable. Kraz habite encore aujourd’hui à côté de cette barge échouée, dont la vue n’inspire que peu de confiance à ceux qui souhaiteraient potentiellement l’engager pour guider leurs bateaux. Cependant, Kraz connaît bien son banc, et l’accident avec son propre bateau fut le dernier qu’elle ait jamais eu. Elle a dit à sa famille, qui habite Grissenwald, qu’elle économisait pour faire tirer son bateau hors de la rivière et le faire réparer ; mais Kraz n’a entendu que des mauvaises choses à propos des conditions de vie à Grissenwald, et n’a donc aucune intention d’y retourner pour le moment.

" - }, - "Kurt Kutzmann": { - "name": "Kurt Kutzmann", - "description": "", - "gmNotes": "

Kurt passe la plupart de ses journées à s’occuper de l’alambic et à distribuer du tord-boyaux aux paysans. Ses mains sont couvertes d’une tache brune et ses doigts épais et boudinés commencent à ressembler à des gourdin. Kurt boit lui-même du tord-boyaux et est presque complètement dérangé. Ses paroles ont peu de sens et on l’entend souvent se chanter des absurdités en travaillant. La nuit, il verrouille la salle de distillation et va dormir dans sa chambre. C’est un fidèle fanatique de @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux}, à qui il obéit sans discuter.

" - }, - "Kurt von Wittgenstein": { - "name": "Kurt von Wittgenstein", - "description": "", - "gmNotes": "

Kurt est complètement fou et passe son temps à préparer et empailler des cadavres de tous types. Il adore ses « amis » naturalisés et leur parle comme s’ils étaient encore en vie. Il avoue sans problème qu’il aimerait que tous les habitants du château (non, du monde entier !) deviennent ses « amis », et l’idée provoque en lui une excitation perturbante. Les domestiques refusent depuis peu d’entrer dans son atelier, puisque la dernière à avoir osé se trouve désormais accrochée au dos de la porte. Elle n’apporte plus ses repas, mais Kurt juge que leurs conversations sont désormais bien plus intéressantes.

" - }, - "Lady Margritte von Wittgenstein": { - "name": "Dame Margritte von Wittgenstein", - "description": "", - "gmNotes": "

Dame Margritte est jeune et jolie, mais ses recherches en nécromancie ont eu de lourdes conséquences sur son apparence. Son obsession pour la mort et les cadavres a fini par déteindre sur elle : sa peau d’une extrême pâleur commence à se tendre sur ses os. Elle masque ce problème avec du maquillage et elle a réussi jusque-là à maintenir une apparence quasi normale.

La Grande Expérience

Dame Margritte est la fille d'@UUID[Actor.ySbdLyidudlMwGhU]{Ingrid} et @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig}, mais c’est aussi et surtout l’arrière-arrière-petite-fille de Dagmar von Wittgenstein. Elle a pris la suite des expériences de son aïeul et son nouveau projet consiste à se servir de la malepierre pour créer le mort-vivant idéal, une créature qui ne soit pas @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Instable} et qui soit capable de se passer de supervision, ainsi que de mener et contrôler d’autres morts-vivants. Elle se sert également de @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} (see @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.W7qHxIXBRPthzGHY]{La Maison du Médecin}) pour étudier les effets de la poudre de malepierre sur les êtres vivants.

Dame Margritte a utilisé des cadavres de villageois et de mendiants imprégnés de malepierre pour se fabriquer un être composite dont elle espère faire le chef d’une armée de morts-vivants. Son projet a mis du temps à arriver à terme, mais son monstre est désormais prêt. Il ne lui manque plus que la touche finale : l’étincelle de vie, une impulsion électrique tirée d’un éclair, qu’elle lui insuffle au moment où les aventuriers entrent dans son laboratoire. Gorgée de vie, la créature obéira à tous ses ordres, tant que dame Margritte sera à même de lui donner des instructions lorsqu’elle se « réveillera ».

" - }, - "Large Barge": { - "name": "Grande Barge" - }, - "Lashworm": { - "name": "Ver fouetteur", - "description": "

Les vers fouetteurs sont de petites créatures carnivores qui vivent dans des fissures qu’ils camouflent avec des décombres. Ils ne laissent qu’un « déclencheur » fin comme un cheveu à l’extérieur. Un Test de Hard (-20) Perception est nécessaire pour détecter leur présence, en plus d’un Test de Difficult (-10) Lore (Beasts) pour savoir qu’elle appartient à un ver fouetteur. Ce test peut être ajusté si l’aventurier qui le réalise a déjà été confronté à des vers fouetteurs par le passé.

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Quand le déclencheur détecte du mouvement dans un rayon de 5 mètres, un organe fin, couvert de dents aiguisées comme des lames de rasoir, jaillit de son trou, arrache un morceau de chair à sa victime, et se rétracte presque instantanément. Les Personnages doivent réussir un Test de Difficult (-10) Cool ou subir l'état @Condition[Surpris]. Le ver fouetteur passera les quatre prochaines heures à digérer son repas, et n’attaquera plus pendant ce temps.

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Les vers fouetteurs sont incroyablement rapides, et attaquent toujours en premier, même quand leur cible a conscience de leur présence..

", - "gmNotes": "" - }, - "Lesser Daemon Of Slaanesh": { - "name": "Démon mineur de Slaanesh", - "description": "

La démonette mesure un mètre cinquante, possède une peau crémeuse et de très grands yeux ronds vert foncé. Son visage et sa silhouette sont similaires à ceux d’une humaine, à l’exception de ses bras qui se terminent par des griffes puissantes aux allures de pinces de crabe.

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Elle essayera de distraire les aventuriers en leur parlant afin de pouvoir s’approcher suffisamment d’eux et lancer le sort @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Consentement}. Elle leur demandera pourquoi ils ne dansent pas ou ne s’adonnent pas à d’autres plaisirs. Pourquoi ont-ils l’air si malheureux ? Lorsqu’on l’attaque, la démonette frappe en retour et a l’air ravie de se battre tant qu’elle semble en position de force. Puisqu’elle n’a aucune envie que son âme soit renvoyée dans son Royaume du Chaos et couverte de honte, elle disparaîtra dans un nuage de fumée rose s’il ne lui reste plus que 5 Points de Blessure ou moins.

", - "gmNotes": "" - }, - "Liza Sauber": { - "name": "Liza Sauber", - "description": "", - "gmNotes": "

Liza porte une simple blouse et se déplace pieds nus. Elle aime beaucoup @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra} et fera tout ce qu’elle peut pour l’aider.

" - }, - "Ludwig von Wittgenstein": { - "name": "Ludwig von Wittgenstein", - "description": "", - "gmNotes": "

Ludwig est un individu raffiné et cultivé, qui apprécie la littérature, l’art et la sculpture. Contrairement aux autres membres de sa famille, il est chaleureux et accueillant. Depuis sa transformation en cafard il y a une dizaine d’années, il quitte rarement sa chambre. Il se console par la musique et la lecture, et apprécie de plus en plus la compagnie de ses millions d’« amis » cafards. On ne peut pas dire qu’il soit satisfait de son sort, mais il s’en contente du mieux qu’il peut.

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Ludwig déplore le comportement de sa famille, qu’il attribue à ‘la malédiction des Wittgenstein’‘Tout a commencé avec Dagmar von Wittgenstein,’  explique-t-il.  ‘C’était mon arrière- grand-père, celui qui a construit l’observatoire près de Grünburg. Il est devenu obnubilé par une étoile filante. Il n’avait qu’une seule idée en tête : la retrouver. C’est ce qu’il a fini par faire. Alors il l’a ramenée ici. Depuis, tout va de mal en pis pour nous.’

" - }, - "Luigi Belladonna": { - "name": "Luigi Belladonna", - "description": "", - "gmNotes": "

Luigi est de taille moyenne et a les cheveux gris. Il affiche également un léger embonpoint, mais personne n’a jamais pu le lui faire remarquer deux fois. Ses bajoues semblent toujours garder un peu de nourriture en réserve, voire une paire de chaussettes, et ses yeux bruns lui donnent un regard schwerwiegend et impitoyable. Son discours n’est qu’un murmure rauque, ce qui force ses interlocuteurs à se pencher vers lui pour entendre ce qu’il leur raconte. Luigi ne se répète jamais, et n’élève jamais la voix. Il n’en a pas besoin : c’est à son audience de prêter l’oreille. Il choisit bien ses mots et parle de manière formelle, signe d’une éducation et de pensées complexes qu’on ne s’imagine pas forcément retrouver chez un criminel. Ses vêtements sont composés des plus belles soies et laines, et ses cheveux sont élégamment gominés. Ses petits doigts potelés sont ornés de bagues en or et en diamant. Il a l’air en tous points d’un marchand prospère, jouissant d’une fortune gagnée et non héritée.

\n

Cela fait des années que Luigi n’est plus un voyou. Avec le temps, il a appris à persuader les autres de faire le sale boulot à sa place, et s’attend à être obéi sans discussion. Le fait que son commerce soit du mauvais côté de la loi laisse Luigi de marbre : à ses yeux, seuls l’argent, l’autorité et l’influence comptent. 

" - }, - "Matthias Blucher": { - "name": "Matthias Blucher", - "description": "", - "gmNotes": "

Malgré les apparences, la personne importante dans cette interaction n’est pas @UUID[Actor.q7DYHbjxedEeX2WN]{Max} mais son patron, Matthias Blucher. Malgré son jeune âge, Matthias a l’instinct d’un marchand et le sang des Blucher. Il est déjà à la tête des activités commerciales de la famille sur cette partie du Reik.

" - }, - "Maw": { - "name": "La Gueule", - "description": "

La gueule est grande ouverte, révélant des rangées de dents couvertes d’un pus sanguinolent et verdâtre. Les Personnages qui se sont fait tirer sur 6 m sont à portée de morsure : faites un jet d’attaque normal. Tout Personnage réduit à 0 Point de Blessure est avalé au Round suivant.

", - "gmNotes": "" - }, - "Max Wagner": { - "name": "Max Wagner", - "description": "", - "gmNotes": "

Max Wagner est au moins deux fois plus âgé que @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, mais il sait qu’il ne sera jamais un aussi bon marchand que son jeune maître. Les compétences de Max résident dans les détails de la logistique, la manipulation des chiffres sur le papier et la structuration des transactions pour tirer le maximum de profit. Il a un énorme respect pour Matthias et l’ensemble de la famille Blucher et ne fera rien pour les trahir, même s’il est mal à l’aise avec la façon dont Matthias fait parfois affaire.

" - }, - "Maximillian ‘Max’ Berryhill": { - "name": "Maximillian ‘Max’ Vallonbaie", - "description": "", - "gmNotes": "

Chef cuisinier Maximillian 

\n

Aucun cadre de luxe, qu’il s’agisse d’un château, d’un hôtel ou d’un bateau, n’est totalement complet sans un cuisinier halfling pour offrir une cuisine de classe mondiale aux clients les plus exigeants. Max est à bord de l'Emperor Luitpold depuis plus longtemps que n’importe quel autre membre de l’équipage, à l’exception du commissaire de bord @UUID[Actor.JxoG6n49gRjNg6kR]{Purser Kleingeld}, et certains reviennent sur le bateau de croisière simplement pour déguster sa cuisine.

\n

Apparence: Taille : 1,15 m, corpulence forte, cheveux roux bouclés, yeux marrons.

\n

Personnalité: bavard, sociable, perfectionniste.

\n

Motivations: fournir aux passagers la meilleure nourriture du Vieux Monde.

\n

Exemple de dialogue: ‘BARBARES ! Vous ne pouvez pas servir ça tiède !’ et ‘Je suis tout à fait d’accord, monsieur. Trop d’origan gâcherait normalement le goût, mais...’

" - }, - "Maximillian Schnippmesser": { - "name": "Maxmillian Schnippmesser", - "description": "", - "gmNotes": "

Max est un grand homme dégingandé aux yeux gris pâle et dont les cheveux gris arrivent aux épaules. Il a des bras relativement longs et porte presque toujours un ciré crasseux qui lui descend aux mollets, ainsi qu’un chapeau à calotte haute qui se balance dangereusement sur sa tête. Max parle d’une voix fluette et nasillarde, et bute constamment sur ses mots. Tout ceci, complété par un nez busqué et une carrure toute en angles, lui donne souvent l’air d’un étourneau nerveux quelque peu dépenaillé. Ses manches sont souvent tachées de sang, mais mis à part ce détail, il s’agit, à sa manière, de quelqu’un de très méticuleux.

\n

Il donne l’impression d’être impatient, incisif et méprisant, mais cerne très bien les gens qu’il rencontre, et est loin d’être aussi dur qu’il aime le prétendre. Vif d’esprit et intelligent, il est bien conscient qu’il pourrait faire fortune en se mettant au service de riches hypocondriaques, mais il préfère venir en aide à ceux qui ont réellement besoin de lui, sans se soucier de leur potentiel manque d’argent. Aux yeux de certains, il est donc devenu un dangereux dissident.

" - }, - "Mia Answell": { - "name": "Mia Answell", - "description": "", - "gmNotes": "

Mia Answell a deux buts précis dans la vie : obtenir une situation confortable en faisant le moins d’efforts possible, et hériter du bateau de son père, le Je décline à regret. Parce que son @UUID[Actor.USyqhyNdCSObjPB4]{père} est une bonne pâte, Mia est parvenue à accomplir le premier de ses deux objectifs avec brio. Malheureusement pour lui, cette victoire douteuse a rendu Mia encore plus impatiente de réaliser le second. Si un groupe de parfaits bons à rien venait à croiser sa route, Mia inventerait toutes sortes d’histoires au sujet de son père pour les convaincre de l’aider à faire d’elle le nouveau capitaine du Je décline à regret Qu’un tel groupe soit tout aussi bien capable de s’emparer du bateau est une idée qui risque de ne pas lui venir à l’esprit avant qu’il ne soit trop tard.

" - }, - "Monstrous Leech": { - "name": "Sangsue Monstrueuse", - "description": "", - "gmNotes": "" - }, - "Big Eared Mutant": { - "name": "Mutant à grandes oreilles", - "description": "", - "gmNotes": "" - }, - "Mutant Bees": { - "name": "Abeilles Mutantes", - "description": "", - "gmNotes": "" - }, - "Mutant Cat": { - "name": "Chat mutant", - "description": "

Les chats sont très différents les uns des autres, mais ils ont au moins tous une mutation visible. Certains arborent de grandes oreilles ou une grande queue, d’autres ont un pelage aux couleurs étranges (tigré bleu, rouge et jaune vifs), d’autres encore possèdent des mains humaines, ou de longs crocs, voire même plusieurs yeux ou pattes. N’hésitez pas à décrire tous les types de mutations qui vous viennent à l’esprit. Ces chats ont été terriblement gâtés par dame Ingrid. Les autres résidents du château essayent de les éviter parce qu’ils peuvent se montrer vicieux. Les domestiques du château redoutent ces créatures qui les attaquent fréquemment, et qui sont nombreuses à avoir développé un penchant pour le sang de victimes plus grosses que des souris et de petits oiseaux.

", - "gmNotes": "" - }, - "Beak-Face Mutant": { - "name": "Mutant Doté d'un bec", - "description": "

Les attaquants du Bateau

\n

A tort ou à raison, la population de mutants de l'Empire est msie au ban de la société. Si certains cherchent simplement à se cacher, beaucoup se tournent vers la violence, soit pour survivre, soit pour punir la société qui les a abandonnées.

", - "gmNotes": "" - }, - "Naiad": { - "name": "Naïade", - "description": "

Les naïades sont des esprits de la nature, belles et insaisissables, qui habitent certaines rivières du Vieux Monde. Elles se présentent généralement sous la forme de femmes élancées, à l’allure elfique, au teint pâle et bleuté, aux cheveux et aux yeux blancs ou bleus, mais elles sont naturellement métamorphes et peuvent prendre la forme de guerrières terrifiantes. Les naïades préfèrent l’isolement et défendent férocement leur territoire contre les menaces perçues. Ce sont des créatures impénétrables aux passions profondes qui se déchaînent sans prévenir.

", - "gmNotes": "" - }, - "Oarsmen": { - "name": "Rameur", - "description": "", - "gmNotes": "

Les rameurs font avancer l'Emperor Luitpold lorsque le vent est insuffisant pour les voiles. La majorité d’entre eux sont d’anciens détenus de la prison pour débiteurs, le Donjon Mundsen d’Altdorf, qui a conclu un accord avec les Lignes Hindelin selon lequel les condamnés les plus forts et les mieux éduqués peuvent travailler à la rame sur les bateaux de la compagnie pour rembourser leurs dettes. Bien que ce travail ne soit pas de tout repos, les rameurs dorment sur leurs rames et doivent être prêts à ramer à toute heure du jour et de la nuit, leur sort est bien meilleur que celui de simples galériens : ils sont nourris régulièrement, encouragés à rester propres et traités correctement par le maître d’équipage.

" - }, - "Organ Tentacles": { - "name": "Les tentacules", - "description": "

Il est possible de sectionner un tentacule si l’attaque fait au moins 4 Points de Blessure, qu’elle a été infligée par une arme tranchante et en un seul coup. Tous les autres dégâts sont absorbés par sa capacité de régénération.

", - "gmNotes": "" - }, - "Otto Boormann": { - "name": "Comte Otto Boormann", - "description": "", - "gmNotes": "

Le comte Otto est un homme d’âge mûr, plutôt replet, avec des cheveux gris et clairsemés toujours coupés avec soin. Au premier abord, il n’est qu’un petit noble guindé et mesquin, qui se croit au-dessus du commun des mortels et insiste pour être traité avec le plus de courbettes possible. Sous cette façade, c’est un homme politique compétent et un excellent juge de caractère ; bien sûr, son snobisme n’est pas feint, mais il est exagéré. Otto a compris qu’il y a bien des avantages à être sous-estimé.

" - }, - "Otto Gerber": { - "name": "Otto Gerber", - "description": "", - "gmNotes": "

Cet austère marchand du Nord remontait le fleuve lorsque son bateau et sa cargaison lui ont été volés par des pirates fluviaux. Il essaie maintenant d’accomplir les missions qui s’offrent à lui afin de rentrer à bon port. Il proposera ses services en tant que « consultant commercial », présentant différentes personnes les unes aux autres en échange d’un pourcentage pour tout accord conclu. Il est à l’affût de la possibilité de se rendre en aval du fleuve à un bon prix (ou gratuitement). Il parlera aux aventuriers de la famille Blucher en échange de quelques pistoles, mais insistera pour échanger dans l’un des boxes à rideaux, où personne ne pourra les entendre ni profiter gratuitement de son expérience.

\n

Otto a fait affaire avec les Blucher à plusieurs reprises et pense que ce sont des hommes d’affaires fiables.. @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} est peut- être jeune, mais il dirige brillamment l’exploitation locale (il n’a même pas fait de pause après son mariage). Les Blucher donnent également dans le commerce d’armes, en particulier d’armes fabriquées par des nains qu’ils transportent des Montagnes Noires à Marienburg, bien qu’ils ne le crient pas sur tous les toits. Otto pense que si cela venait à se savoir, aucun elfe ne traiterait plus avec les Blucher.

" - }, - "Outlaw": { - "name": "Hors-la-loi", - "description": "", - "gmNotes": "

@UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} est à la tête d’un groupe d’anciens villageois qui ont préféré devenir hors-la-loi plutôt que de continuer à subir le règne schwerwiegend et insensé de la famille Wittgenstein. Il y a dix- huit mois, son mari a été emmené au château et personne n’a plus jamais entendu parler de lui. Pour se venger, Sigrid a tué un garde et s’est enfuie dans la forêt, refusant de se soumettre à la justice des Wittgenstein. D’autres hommes et femmes ont fui le village pour la rejoindre ; sa bande compte actuellement trente hors-la-loi.

" - }, - "Patrol Boat": { - "name": "Bateau de Patrouille" - }, - "Birdfolk": { - "name": "Peuple Oiseaux", - "description": "

Tous les hommes-oiseaux possèdent un bec crochu, des serres, et des ailes. Même si leur corps et leur tête conservent une forme humaine, ils sont recouverts de plumes colorées. Certains ressemblent à des grives, d'autres à des canaris, à des perroquets, ou d'autres espèces encore. Leur taille varie d'un individu à l'autre : quelques-uns sont de taille humaine, mais la plupart ne sont pas plus grands que des halflings.

\n

Les hommes-oiseaux sont capables de parler une version simplifiée du reikspiel, et sont assez heureux, malgré leur cage pas si dorée. 

", - "gmNotes": "" - }, - "Pig Headed Mutant": { - "name": "Mutant à tête de porc", - "description": "", - "gmNotes": "" - }, - "Purple Hand Cultist": { - "name": "Adepte de la Main Pourpre", - "description": "

Tous les adeptes de la Main Pourpre portent un vêtement de cette couleur : tunique, cape, ceinture ou autre. Après trois ou quatre rencontres avec des adeptes, commencez à effectuer des Tests Challenging (+0) Intelligence secrets pour que les aventuriers repèrent ces éléments de couleur pourpre. De plus, tous les adeptes ont un petit tatouage violet représentant une main ouverte quelque part sur le corps. Bien qu’ils disposent d’une variété de professions leur fournissant une couverture plausible, ils ont tous un certain nombre de Compétences en commun énumérées ci-dessous. Ils disposent également de toutes les Compétences hors combat cohérentes avec leur couverture et la situation dans laquelle ils se trouvent.

", - "gmNotes": "" - }, - "Quick-witted Dealmaker": { - "name": "Négociateur vif d’esprit", - "description": "", - "gmNotes": "

Apparence: tout âge et toute carrure. Bien habillé sans trop en faire.

\n

Personnalité: observateur, diplomate, aimable.

\n

Motivations:profiter, s’amuser, établir des contacts utiles.

\n

Exemple de dialogue: ‘Restons en contact. Nous pourrions faire affaire un jour’.

" - }, - "Rat Swarm (Castle Wittgenstein)": { - "name": "Horde de rats(Château Wittgenstein)", - "description": "", - "gmNotes": "" - }, - "Regina Willendorf": { - "name": "Regina Willendorf", - "description": "", - "gmNotes": "

Capitaine Regina Willendorf

En plus d’être aux commandes de l'@UUID[JournalEntry.0VspKmtULhucmZCl]{Empereur Luitpold}, avec une autorité qui n’a d’égal que celle de l’Empereur lui-même, le capitaine Willendorf est le visage public de la compagnie des Lignes Hindelin et doit être une hôte aimable aussi bien qu’un chef inflexible. Son principal devoir social est de dîner tous les soirs à la table du capitaine et de faire la conversation avec les passagers les plus distingués du bateau de croisière, mais il peut également arriver qu’elle doive arbitrer des différends entre les passagers sans offenser aucune des parties. Il s’agit d’un rôle exigeant, mais elle possède à la fois les compétences en matière de navigation et de relations sociales pour le mener à bien et occupe l’un des postes les plus convoités de la vie fluviale.

Apparence: taille : 1,75 m, athlétique, cheveux châtain clair, yeux bleus.

Personnalité: formelle, polie, ponctuelle, efficace.

Motivations: un voyage sans problème et des passagers satisfaits.

Exemple de dialogue: ‘Vous profitez bien du voyage ?’

" - }, - "Reginhard Vieth": { - "name": "Reginhard Vieth", - "description": "", - "gmNotes": "

Reginhard Vieth a fait enfermer plus de @UUID[JournalEntry.tYjAPDY7d9Hu5lt1.JournalEntryPage.NA0PooQSdYnBPi6K]{pirates} que la plupart des gens n’en verront jamais, les traînant dans les cellules sous le château Reikguard ou laissant la rivière emporter leurs corps. Pourquoi n’aurait-il pas été autorisé à garder un peu de leur butin pour lui ? Le salaire d’un patrouilleur fluvial était une somme dérisoire comparée à l’argent et aux marchandises qu’il pouvait dérober à ses proies. De telles pensées rongeaient Reginhard, jusqu’à ce qu’un marchand ingrat de trop soit témoin de la nouvelle vie de Vieth et de ses plus loyaux officiers : ils étaient bien déterminés à commencer une nouvelle vie de l’autre côté de la loi. Aujourd’hui, Vieth est la terreur de son tronçon des voies navigables de l’Empire et la honte de ses camarades patrouilleurs fluviaux.

Vieth ne se sépare jamais de son chapeau, fabriqué avec la peau d’un requin qui a failli lui arracher la jambe. Cependant, ce couvre-chef a un autre but qu’afficher fièrement son exploit, car il cache ses mutations : un aileron de requin et des branchies qui ont poussé dans son cou et son dos. Grâce à elles, Vieth est capable de respirer sous l’eau et de nager avec une habileté surnaturelle.

" - }, + "label": "Actors (Death on the Reik)", + "folders": { + "Adventure": "Adventure", + "Companion": "Companion", + "Chapter 1: Bögenhafen To Altdorf": "Chapter 1: Bögenhafen To Altdorf", + "Deleted Scenes": "Deleted Scenes", + "Chapter 2: Altdorf to Kemperbad": "Chapter 2: Altdorf to Kemperbad", + "River Navigation": "River Navigation", + "The Imperial River Patrol": "The Imperial River Patrol", + "Chapter 3: Kemperbad to Black Peaks": "Chapter 3: Kemperbad to Black Peaks", + "Chapter 4: Grissenwald to the Barren Hills": "Chapter 4: Grissenwald to the Barren Hills", + "Fellow Travellers": "Fellow Travellers", + "Chapter 6: Wittgendorf": "Chapter 6: Wittgendorf", + "Riverfolk": "Riverfolk", + "Chapter 7: Castle Wittgenstein": "Chapter 7: Castle Wittgenstein", + "Wreckers, Smugglers & Pirates": "Wreckers, Smugglers & Pirates", + "A River Bestiary": "A River Bestiary", + "Chapter 8: A Stop Along the Way": "Chapter 8: A Stop Along the Way", + "Appendix": "Appendix", + "The Emperor Luitpold": "The Emperor Luitpold", + "Vengeance of the Gravelord": "Vengeance of the Gravelord" + }, + "entries": { "Reik Eel": { - "name": "Anguille du Reik", - "description": "

L’anguille du Reik se trouve dans le Reik et ses nombreux affluents. Elle atteint généralement une longueur de 3 à 5 mètres et possède une crête sur toute la longueur de son dos vert-gris. Certaines peuvent atteindre des tailles vraiment terrifiantes, et il existe des récits, à peine exagérés, d’anguilles du Reik avalant des barques entières.

\n

Les Anguilles du Reik de Taille Énorme étoufferont généralement leurs victimes @UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]{Empêtré} avant de tenter de les entraîner sous l’eau pour les noyer.

", - "gmNotes": "" - }, - "Reiner Dampfer": { - "name": "Reiner Dampfer", - "description": "", - "gmNotes": "

Les canotiers de la  Maria Borger  sont des hommes amicaux et affables avec la plupart des gens qu’ils croisent sur le fleuve, mais ils gardent toujours une arbalète à portée de main. @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} et @UUID[Actor.5EI89gq14N3aYdg3]{Karl} ont une vingtaine d’années, et se préparent à reprendre l’entreprise familiale. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} est plus âgé et expérimenté que les deux fils Dampfer : ça fait presque dix ans qu’il travaille avec leur père. À cause du travail nécessaire à l’entretien et au bon fonctionnement de la barge, sans parler de son inquiétude pour ses camarades malades, Reiner n’a pas une minute à lui. Il fera de son mieux pour assister les aventuriers, mais ses corvées sur le bateau occuperont le plus clair de son temps.

" - }, - "Reiner Petersen": { - "name": "Reiner Petersen", - "description": "", - "gmNotes": "

Second pilote Reiner Petersen 

\n

Reiner prend le relais lorsqu’Ella se repose ou sert de paire d’yeux supplémentaire sur les tronçons traîtres de la rivière. Il apprend encore le métier de nautonier. Mais un second pilote sur un bateau de croisière de classe impériale équivaut à un pilote en chef presque partout ailleurs.

\n

Apparence : taille : 1,70 m, mince, cheveux bruns flottants, yeux noisette.

\n

Personnalité : calme, studieux, sérieux.

\n

Motivations : éviter les dangers de la rivière, apprendre le métier.

\n

Exemple de dialogue : ‘ Étrange... Vous voyez cette forme à la surface ? Deux cents mètres, à l’avant bâbord. Il y a quelque chose là-bas qui ne se trouve pas sur les cartes, un morceau de bois, probablement. Pourrez-vous jeter un coup d’œil d’en haut quand nous passerons à côté ? J’aimerais savoir si j’ai vu juste’.

" - }, - "Renate Hausier": { - "name": "Renate Hausier", - "description": "", - "gmNotes": "

Jeune femme très indépendante et autonome, Renate est souvent prise pour une Strigany. Elle préfère les vêtements aux couleurs vives aux motifs complexes, et porte généralement un foulard rouge sur ses cheveux noir corbeau, ainsi que deux grands anneaux en or aux oreilles. Renate est d’un naturel prudent (les joueurs auront peut-être un autre mot pour la définir) et entretient une aversion plutôt saine pour le danger. Elle essaiera toujours de trouver un moyen non violent d’échapper au danger, par exemple, en bluffant, en se cachant ou en fuyant. Elle aime voyager et voir des endroits différents. Plutôt qu’un amour particulier pour l’aventure, c’est cette raison qui l’a motivée à embrasser la vie itinérante de colporteuse. Si les aventuriers l’invitent à les rejoindre, elle le fera volontiers, car elle sait qu’elle est plus en sécurité avec eux que seule.

" - }, - "River Patrol Captain": { - "name": "Capitaine de la patrouille fluviale", - "description": "", - "gmNotes": "

Le bateau de patrouille fluviale a un équipage de [[/r 2+D10]] @UUID[Actor.Az8G5vd6t6lQk1hU]{patrouilleurs fluviaux}, dont un capitaine. Ce sont généralement des individus sérieux qui prennent leurs devoirs à cœur, et qui ont tendance à traiter les autres Riverains avec impartialité.

" - }, - "River Patrol Crew": { - "name": "Équipage de la patrouille fluviale", - "description": "", - "gmNotes": "

Le bateau de patrouille fluviale a un équipage de [[/r 2+D10]] @UUID[Actor.Az8G5vd6t6lQk1hU]{patrouilleurs fluviaux}, dont un capitaine. Ce sont généralement des individus sérieux qui prennent leurs devoirs à cœur, et qui ont tendance à traiter les autres Riverains avec impartialité.

" - }, - "River Troll": { - "name": "Troll des rivières", - "description": "

Les Trolls sont décrits de manière générale @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{ici}. TLa description et les règles suivantes peuvent être utilisées pour les trolls des rivières.

\n

Les trolls des rivières sont rares dans l’Empire, mais pas inconnus. On les trouve le plus souvent dans les sources reculées des grandes rivières de l’Empire, et quelques-uns sont connus pour habiter les lacs des montagnes. De temps en temps, un troll des rivières apparaît inopinément dans une zone plus peuplée, attendant les passants sous un pont ou dans une grotte en bord de rivière. Un Troll des rivières ressemble un peu au fond d’une rivière, surtout si ce lit est particulièrement recouvert de sédiments, de vase, de végétation en décomposition, de carcasses de poissons et d’autres détritus. Son odeur a été comparée (assez défavorablement) à celle d’une vasière couverte de détritus à marée basse.

", - "gmNotes": "" - }, - "Roland ‘The Horse’ Bruckesel": { - "name": "Roland ‘Le Cheval’ Bruckesel", - "description": "", - "gmNotes": "

Bruckesel n’est sûr que de deux choses : la quantité minimale d’impact nécessaire pour fendre un crâne humain, et que le @UUID[Actor.3K8n0EmzIvvO8CaK]{Baron Sigismund} n’a jamais tort. Ces deux certitudes lui ont bien servi dans la vie.

" - }, - "Row Boat": { - "name": "Barque" - }, - "Ruairi Roddy": { - "name": "Ruairi Roddy", - "description": "", - "gmNotes": "

Ruairi est un homme robuste qui a fait fortune dans le commerce du crin de cheval. Connaisseur de tous les sujets, mais expert dans peu de domaines, il aime régaler quiconque veut bien l’écouter. ‘Vous voulez savoir qui a fait ça aux Wittgenstein ? Je vais vous le dire, moi. C’est les nains. Non. Enfin... Tout ce que je dis, c’est que j’y étais, moi, il y a cinq ans, et j’ai vu ce petit gars incroyable, vous voyez, et il portait une pelle. Vous me suivez ? Et les nains, ils construisent des tunnels, n’est-ce pas ? Et je pense, je dis ça comme ça, qu’ils ont peut-être creusé un très gros trou. Un gros trou, vous voyez ? Ils ont creusé en dessous du château, alors il est tombé. C’est logique. Vous me suivez ?’

\n

Si les aventuriers ne ‘le suivent pas’, Ruairi partira dédaigneusement à la recherche d’un meilleur faire-valoir avec qui partager sa sagesse, pour revenir plus tard, encore plus ivre. ‘Alors, donc, ce château ? J’ai bien réfléchi. Et je sais qui a fait ça, vous voyez ? Les hommes-bêtes, vous me suivez ? Tout ce que je veux dire, c’est qu’on entend beaucoup parler des hommes-bêtes, mais jamais des hommes-poissons. C’est pas vrai ? C’est sûr qu’il y a des hommes-poissons. Enfin, je veux dire, c’est logique. C’est les hommes-poissons. Ils ont grignoté la rive. C’est logique...’

" - }, - "Sailing Crew": { - "name": "Équipage", - "description": "", - "gmNotes": "

Sous l’œil attentif du @UUID[Actor.6455iMweyeMpYj9T]{maître d’équipage}, un équipage réduit, mais compétent, s’occupe des voiles du bateau de croisière et le fait avancer, tant que le vent est favorable.

" - }, - "Self Made, Obnoxious Trader": { - "name": "Marchand autodidacte et odieux", - "description": "", - "gmNotes": "

Apparence: d’âge moyen, en surpoids. Vêtement ostentatoire, peu d’allure.

\n

Personnalité: flatteur envers les personnes socialement supérieures, insultant envers les personnes inférieures. Vain, arrogant, lâche, avare. Bruyant, sans tact, souvent vulgaire.

\n

Motivations: avidité, besoin d’impressionner.

\n

Exemple de dialogue: ‘e n’avais rien quand j’ai commencé .’ et ‘ls n’ont jamais travaillé de leur vie, eux’.

" - }, - "Sentry": { - "name": "Sentinelle", - "description": "", - "gmNotes": "

Les gardes du château étaient autrefois humains, mais le fait d’avoir vécu si près de la malepierre les a quelque peu transformés. Sous leur cotte de mailles et leur casque intégral se cache un corps en putréfaction. Quiconque aperçoit le visage ou le corps d’un garde devra faire un Test de Peur 2 ou rester pétrifié. En plus de ça, l’odeur de pourriture et de saleté est telle que quiconque se trouve dans un rayon de 2 mètres doit réussir un Test de Challenging (+0) Endurance, sous peine d’un malus de -10 à la CC. 

Voir la mutation @UUID[.Item.5TYShpZL7umAIBns]{Chair en putréfaction} pour appliquer le malus de CC et de Peur.

" - }, - "Shadow The Cat": { - "name": "Ombre, le chat", - "description": "

Le chat noir d'@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka}, Ombre, l’accompagne partout où elle va. Même si Ombre a l’air doué d’intelligence, et que ses yeux pétillent comme ceux d’un humain, c’est un chat noir tout ce qu’il y a de plus ordinaire.

", - "gmNotes": "" - }, - "Shif Doppler": { - "name": "Shif Doppler", - "description": "", - "gmNotes": "

Doppler est cruel, vaniteux, et la torture lui procure un immense plaisir. Pour cacher son visage en putréfaction, il porte un masque lui donnant l’apparence d’un beau jeune homme. L’effet de ce masque très réaliste est gâché par les plaies qui lui couvrent le cou. Le courage de Doppler repose sur la présence de ses gardes. Si on le surprend seul, il se rendra immédiatement, mais tentera de faire tomber les aventuriers dans un piège. Il pourrait très bien leur offrir des informations précieuses, mais il mentira toujours si on lui demande où se trouve le reste des gardes, sauf s’il craint réellement pour sa vie.

" - }, - "Sigfrida Junker": { - "name": "Sigfrida Junker", - "description": "", - "gmNotes": "

Une vie d’idylle et d’excès aurait pu être le lot de Sigfrida, si elle l’avait souhaité. Malheureusement, cette possibilité a été écartée lorsqu’elle a assisté à un duel à la poudre noire dans les rues de Nuln. Les mots du noble, le bruit de la poudre, le sang qui gicle... Elle a trouvé toute cette situation extrêmement excitante. Depuis, elle a décidé de se tourner vers une vie d’aventure et d’excès. Elle a quitté Nuln la saison suivante et, jusqu’à présent, la chance de Sigfrida et son objectif sont restés stables.

" - }, - "Sigismund von der Bahr": { - "name": "Sigismund von der Bahr", - "description": "", - "gmNotes": "

Le bon baron a vécu une tout autre vie autrefois, mais peu de choses durent éternellement, comme von der Bahr le sait si bien. Aujourd’hui, il se distrait en parcourant les auberges et les tavernes de l’Empire, à la recherche d’une conversation exaltante ou d’un partenaire d’entraînement pour @UUID[Actor.7a5vHhRxCI7ZsI09]{Roland}, ce qui pourrait produire un combat intéressant.

" - }, - "Sigrid Sommerfeld": { - "name": "Sigrid Sommerfeld", - "description": "

Apparence et personnalité

\n

 ‘Bien sûr, j’entre la première. Ça ne peut pas être pire que le château Wittgenstein...’

\n

Sigrid a de longs cheveux sombres, et une expression sérieuse constamment ancrée sur le visage. Mais quand elle parvient à oublier ses soucis, on devine sous ce masque l’ancienne initiée de Rhya, rêveuse et idéaliste. Ces derniers temps, elle se méfie de la plupart des gens, surtout des nobles de l’Empire, qu’elle soupçonne de prendre part à quelque complot maléfique. Elle n’accorde sa loyauté que rarement, mais une fois gagnée, elle est quasiment inébranlable. Elle est prête à tout pour protéger ceux qui comptent pour elle.

\n

Sigrid est une femme déterminée qui protège les hors-la- loi sous son commandement. Alors qu’ils attaquent souvent les patrouilles de garde, elle est contre un assaut direct sur le château, sachant pertinemment que la seule issue possible est la défaite. Elle aidera les aventuriers à atteindre le château, mais ne permettra pas à ses partisans de se risquer à une attaque, à moins que les aventuriers ne leur ouvrent la voie, par exemple, en s’infiltrant dans le château par la grotte secrète et en lançant des cordes depuis le haut des murs, ou en ouvrant les portes principales.

\n

Historique

\n

Sigrid s’est installée à Wittgendorf, et aurait été heureuse d’y finir sa vie si les Wit- tgenstein n’avaient pas capturé son mari. Elle est très dévouée envers Brandt, pour qui elle a même quitté son ordre religieux. Elle s’est juré de lui venir en aide. Elle s’est élevée contre le château et ses habitants bien avant l’arrivée des aventuriers, et il est certain qu’elle a joué un rôle majeur dans le renversement final des Wittgenstein.

\n

Le château Wittgenstein était un endroit dangereux, et il est tout à fait possible qu’un des personnages y ait trouvé la mort. Si c’est le cas, Sigrid peut faire un excellent personnage joueur, surtout si son allégeance a été acquise avant l’attaque du château. Après de brèves retrouvailles avec son mari, celui-ci décédera à la suite de son exposition à la malepierre. Les bandits de Sigrid reprendront leur vie (ou ce qu’il en reste) à Wittgendorf. Sigrid n’a donc plus grand-chose pour la retenir dans ce village maussade, et peut tout à fait se joindre aux personnages avant leur départ. D’ailleurs, s’ils ont mentionné qu’ils s’opposent régulièrement aux terribles machinations des Puissances de la Ruine, Sigrid aura particulièrement envie de leur prêter ses forces.

\n

Secrets

\n

Commencez avec 1d10 pistoles d’argent en plus par secret choisi.

\n", - "gmNotes": "" - }, - "Sigrund Dopplewasser": { - "name": "Sigrund Dopplewasser", - "description": "", - "gmNotes": "

Il fut un temps où Sigrund savait très bien que ses remèdes miracles ne guérissaient personne, mais ce temps est désormais révolu. Il a suffi de quelques guérisons heureuses, d’un peu de bidouillage avec ses propres concoctions et de l’éternelle crédulité d’un public désespéré de trouver du secours pour qu’il adopte le surnom de ‘Sigrund Dopplewasser, Médecin d’illustre renommée’, et qu’il ne réfère plus à sa personne d’une autre manière. Sigrund est convaincu que ses potions, baumes et autres remèdes sont vraiment efficaces, et même lorsqu’il apparaît évident que ce n’est pas du tout le cas, il trouve toujours une excuse. Peut-être que les plumes de coquelet n’ont pas été obtenues en plumant l’oiseau tout en étant tourné vers le sud, ou peut-être que les crottes de souris en poudre étaient en fait des crottes de rat ? Toujours à la recherche de nouveaux remèdes fantastiques, Sigrund a récemment fait l’acquisition d’une bouteille de la célèbre panacée du village de Wittgendorf, et il a terriblement hâte de l’essayer.

" - }, - "Simone L’escalier": { - "name": "Simone L’Escalier", - "description": "", - "gmNotes": "

Il peut être difficile de vivre en Bretonnie quand on est une jeune libre-penseuse cherchant à se faire une place dans le monde, et Simone trouve que les mœurs relativement libérales de l’Empire, en particulier celles des riverains, sont une véritable bouffée d’air frais. Certes, la plupart des habitants de l’Empire se contentent encore d’élever des porcs, mais même cela ne la répugne pas. La jeune troubadour serait presque entièrement insouciante. Mais, il y a quelques mois de cela, Simone a ‘fait l’acquisition’ d’une harpe, un magnifique instrument de bois aux cordes d’argent auprès d’un elfe distrait. Depuis elle n’a eu de cesse d’avoir l’impression qu’on l’observe depuis la rive.

" - }, - "Skaven Warrior": { - "name": "Guerrier Skaven", - "description": "

Les skavens

\n

@UUID[Actor.VdK2FAqQTqT0Y19Q]{Crap} et ses compagnons sont venus dans cette région car ils ont été attirés par les résidus d’énergie de la malepierre. Leur instinct leur dit qu’un gros morceau de malepierre se trouvait là, mais qu’il n’y est plus. Ils observent les aventuriers depuis leur arrivée, et quand ceux-ci sont entrés dans les grottes, les skavens y ont vu une opportunité de les capturer et de les interroger.

", - "gmNotes": "" - }, - "Skeleton": { - "name": "Squelette", - "description": "

en raison des circonstances de leur mort, ces squelettes ne sont pas Instables, et peuvent se déplacer librement. Si les Personnages fuient, les squelettes les poursuivront jusqu’à être détruits ou jusqu’à ce que les Personnages meurent.

", - "gmNotes": "" - }, - "Skeleton (Castle Wittgenstein)": { - "name": "Squelette (Château Wittgenstein)", - "description": "", - "gmNotes": "" - }, - "Skysoarer": { - "name": "Graulich le corbeau", - "description": "

@UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} a entraîné Graulich pour qu’il lui serve d’éclaireur : il peut voler dans une direction donnée et descendre en piqué pour indiquer la position de personnes ou de créatures plus grandes que lui. Quand il ne sert pas d’éclaireur à Corrobreth, Graulich reste généralement perché sur son épaule.

", - "gmNotes": "" - }, - "Slagdarg": { - "name": "Slagdarg", - "description": "

Du haut de ses 3 m 20,Slagdarg est d’un vert vif parsemé de poils orange au niveau de ses bras musclés. Les têtes de quelques- unes de ses dernières victimes pendent à la grande ceinture qui lui enserre la taille. Il aime les maintenir en vie aussi longtemps que possible et leur pose toujours les deux mêmes questions : ‘Où est l’argent ? ’ et ‘ Qui sont tes complices ?’ Peu importe le crime de sa victime, que ce soit de l’évasion fiscale ou avoir marché sans faire exprès devant la calèche de @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte}, il pose toujours ces deux questions, et ne pas y répondre justifie de faire tourner le levier du chevalet d’un cran supplémentaire. Slagdarg n’est pas très malin, même pour un ogre, et ne se posera pas de question sur la présence des aventuriers dans ses cachots. Cependant, il sentira les potentielles ‘entourloupes’, comme la libération des prisonniers, et tentera de les empêcher. Il a obtenu ce poste suite à une erreur du tortionnaire précédent, qui avait écorché un des cousins de dame Margritte, venu lui rendre visite. Tant qu’il ne saura pas qui sont les aventuriers, il n’usera de la violence qu’en dernier recours.

", - "gmNotes": "" - }, - "Slurd The Butler": { - "name": "Slurd le majordome", - "description": "", - "gmNotes": "

Slurd a au moins 90 ans, mais personne ne connaît son âge exact, et lui non plus. Il a toujours été là, d’aussi loin qu’on se souvienne, et il a toujours été vieux. Slurd marche le dos voûté, si bien que son chef ridé et grisâtre pointe toujours vers le sol. Sa voix est rocailleuse et il penche toujours la tête sur le côté quand il parle. Sa main gauche a muté en serre d’oiseau, ce qui explique pourquoi il la cache dès que possible. En cas d’attaque, il tentera de griffer le visage de son adversaire. Slurd est sénile et se contente de répéter quelques actions simples. Il n’est pas une source sûre puisqu’il ne fait que répéter les paroles et les gestes imposés par son poste de majordome, encore et encore, sans réellement en comprendre le sens.

" - }, - "Sofia Fischer": { - "name": "Sofia Fischer", - "description": "", - "gmNotes": "

Le petit bateau de pêche de Sofia, le Six pieds sous l’onde, est à la fois un rêve d’enfant devenu réalité, l’opportunité de gagner sa vie grâce à la rivière, et un témoignage de sa méconnaissance du fonctionnement des prêts à intérêts. Même si la vie de pêcheuse qu’elle mène sur les eaux du Reik s’est avérée aussi passionnante qu’elle l’avait imaginée, il n’y a tout simplement pas assez de truites dans le Reik pour rembourser sa dette grandissante. Si Sofia ne ferre pas rapidement une prise de valeur, une bonne prise de rougets barbus, par exemple, elle peut être certaine de perdre son bateau, ou même sa tête.

" - }, - "Sophie van Haagen": { - "name": "Sophie van Haagen", - "description": "", - "gmNotes": "

Sorte de vilain petit canard de sa famille, Sophie est issue de l’illustre (et excessivement riche) famille van Haagen, l’une des dix maisons décisionnaires de Marienburg et l’une des principales puissances de Bögenhafen. Cependant, Sophie considère que l’accent mis par sa famille sur les produits de luxe standard est contraire à son propre esprit d’entreprise, c’est pourquoi elle s’est lancée sur les routes de l’Empire à la recherche de produits réellement exotiques. Bien sûr, ils ont tendance à être fournis par les pires personnes, mais cela ne semble pas déranger Sophie.

" + "name": "Reik Eel", + "description": "

The Reik Eel is found in river Reik and its many tributaries. It commonly grows up to 12–15 feet in length and has a ridge down the length of its green-grey back. Some can grow to truly terrifying sizes, and there are tales — only a little exhaggerated, of Reik Eels swallowing entire row boats.

\n

Reik Eels of size Enormous will typically @UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]{Constrict} their victims before attempting to drag them beneath the water to drown.

", + "items": { + "Aquatic": { + "name": "Aquatic", + "description": "

The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.

" + }, + "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.

" + }, + "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 (Razor Sharp Teeth)": { + "name": "Weapon (Razor Sharp 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)

" + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "QBuO1jS77NGHFu55": { + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + } + } }, "Stefan": { "name": "Stefan", - "description": "", - "gmNotes": "

@UUID[Actor.J2cgcgVT1mCOPKaQ]{Harold} et Stefan, quand ils ne sont pas occupés à récurer les casseroles dans les cuisines du @UUID[JournalEntry.w5rvSKCXvivjnTVU.JournalEntryPage.PTqp6A7lC9v8x7uu]{Col du Cygne}, prennent un malin plaisir à botter les fesses des ivrognes, des profiteurs, des fauteurs de troubles, des troubadours et des mimes. Leur taille et leur réputation leur permettent d’éviter la plupart des problèmes, mais on peut toujours compter sur eux pour se jeter corps et âme dans n’importe quelle situation impliquant la boisson.

" + "items": { + "Other weapons at GM’s discretion.": { + "name": "Other weapons at GM’s discretion." + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Club": { + "name": "Club" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "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}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Une équipe d’une douzaine de serveurs fait la navette entre les cuisines, prend les commandes et veille au confort et à la satisfaction des passagers.

" + "Kratz, Sergeant Of The Guard": { + "name": "Kratz, Sergeant Of The Guard", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Melee (Flail)": { + "name": "Melee (Flail)", + "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}" + }, + "Doomed": { + "name": "Doomed", + "description": "

A Longer Blade Thou Hast Not Known

\n

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.

" + }, + "Reversal": { + "name": "Reversal", + "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", + "effects": { + "Reversal": { + "name": "Reversal" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Flail": { + "name": "Flail" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Full Face Helmet": { + "name": "Full Face Helmet", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Mail Chausses": { + "name": "Mail Chausses" + }, + "Sleeved Mail Shirt": { + "name": "Sleeved Mail Shirt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "MSaAyvOKR8WyyAn3": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + } + } }, - "Stirpike": { - "name": "Brochet du Stir", - "description": "

Bien que le ‘brochet du Stir’ tacheté de gris et de vert, ait presque disparu du Stirland, on le trouve encore dans certains lacs et rivières ailleurs dans l’Empire. C’est l’un des plus grands prédateurs d’eau douce du Vieux Monde, capable d’atteindre une longueur de 6 mètres et un poids de plus de 1,8 tonne. Il dévore tous les êtres assez inconscients pour croiser son chemin, mais se nourrit principalement d’un mélange de poissons, d’anguilles et de sangsues. Les jeunes brochets du Stir, appelés brochetons, sont réputés pour leurs qualités médicinales et sont donc très recherchés.

", - "gmNotes": "" + "Maximillian Schnippmesser": { + "name": "Maximillian Schnippmesser", + "items": { + "Medical Instruments in Battered Case": { + "name": "Medical Instruments in Battered Case" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Surgery": { + "name": "Surgery", + "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

", + "effects": { + "Surgery": { + "name": "Surgery" + } + } + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "Lore (Anatomy)": { + "name": "Lore (Anatomy)", + "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}" + }, + "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}" + }, + "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" + } + } + }, + "Deadeye Shot": { + "name": "Deadeye Shot", + "description": "

You always hit an opponent right between the eyes… or wherever else you intended to hit. Instead of reversing the dice to determine which Hit Location is struck with your ranged weapons, you may pick a location.

", + "effects": { + "Deadeye Shot": { + "name": "Deadeye Shot" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Compassion Shall Bring a Slow End

\n

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.

" + }, + "Etiquette (Scholar)": { + "name": "Etiquette (Scholar)", + "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" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "Field Dressing": { + "name": "Field Dressing", + "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", + "effects": { + "Field Dressing": { + "name": "Field Dressing" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "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" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Throwing Knife": { + "name": "Throwing Knife" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Faites une autre arme à feu’, qu'ils disent. ‘C’est toujours utile, les armes à feu.’ La Guilde des ingénieurs de Middenheim, n’ayant accès à aucune étendue d’eau, ne s’est jamais montrée très enthousiasmée par les plans de bateaux de Sven. Qu’importe si le mécanisme de propulsion était astucieux, ou qu’il avait réalisé des calculs de flottabilité très précis, qu’importe la vitesse maximale supposée du bateau, la Cité a toujours refusé de lui accorder les fonds nécessaires. Sven est donc parti pour le Reikland où, au moins, on sait apprécier un bon bateau. Si seulement son prototype d’hydrofreins avait survécu au voyage...

" + "Cannibal": { + "name": "Cannibal", + "description": "

These unfortunates have suffered terribly under the experiments arranged by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and administered by @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Each Beggar already has 4 Corruption points, and you should make one or two rolls on the @Table[mutatephys]{table} to determine what mutations they bear. Even brief physical contact counts as a @Corruption[minor]{Minor Exposure to Corruption}.

", + "items": { + "Assorted Crutches": { + "name": "Assorted Crutches" + }, + "Hand Carts": { + "name": "Hand Carts" + }, + "Lice": { + "name": "Lice" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Panhandle": { + "name": "Panhandle", + "description": "

You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour.

", + "effects": { + "Panhandle": { + "name": "Panhandle" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Rags": { + "name": "Rags" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } }, - "Tentacled Mutant": { - "name": "Mutant à tentacules", - "description": "

Les attaquants du Bateau

\n

À tort ou à raison, la population de mutants de l’Empire est mise au ban de la société. Si certains cherchent simplement à se cacher, beaucoup se tournent vers la violence, soit pour survivre, soit pour punir la société qui les a abandonnés.

", - "gmNotes": "" - }, - "The Beggars Of Wittgendorf": { - "name": "The Beggars Of Wittgendorf", - "description": "

Ces malheureux ont terriblement souffert des expériences menées par @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte} et administrés par @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Chaque mendiant possède déjà 4 points de Corruption, et vous êtes invité à leur attribuer une ou deux mutations à déterminer en effectuant un ou deux lancers en vous basant sur le tableau @Table[mutatephys]{de Corruption physique}. Même un bref contact physique compte comme une @Corruption[minor]{Exposition Mineure à la Corruption}.

", - "gmNotes": "" - }, - "The Carrion": { - "name": "Charognard", - "description": "

Les charognards sont rares dans le Vieux Monde, bien qu’il y en ait eu quelques-uns qui accompagnèrent les armées de Néhékhara dans leurs campagnes de conquête, il y a fort longtemps, et qu’on peut parfois en apercevoir dans les régions les plus reculées des Montagnes du Bord du Monde. Ces grands oiseaux morts-vivants sont de redoutables combattants, mais ils sont trop petits pour être chevauchés par une créature de la taille d’un humain.

", - "gmNotes": "" - }, - "The Thing In The Pit": { - "name": "La Chose dans la Fosse", - "description": "", - "gmNotes": "" - }, - "The Wittgenstein Monster": { - "name": "Le Monstre de Wittgenstein", - "description": "

Le monstre, quant à lui, mesure près de deux mètres cinquante et son corps est un patchwork de cicatrices. Sa peau, d’un blanc cadavérique, est décolorée en taches vertes sur les joues ainsi que sur la partie inférieure de sa mâchoire.

", - "gmNotes": "" - }, - "Thierry Ostend": { - "name": "Thierry Ostend", - "description": "", - "gmNotes": "

Ce Wastelander rusé vit pour se quereller, et il est très doué pour cela. Il n’y a rien de mieux pour terminer sa soirée qu’aborder avec un étranger la question de la législation sur l’arbalète à Altdorf ou les implications de la déclaration de l’Empereur selon laquelle les mutants ne doivent pas être mis au bûcher. Ce qui est véritablement agaçant, c’est qu’il peut débattre avec n’importe quel point de vue. Il lui arrive même de changer de camp en plein milieu de la discussion, sans jamais admettre que ses propos ont alterné et en argumentant de façon si experte que personne ne pourra le prouver. Pour faire simple, il est insupportable.

\n

Ostend est l’un des affréteurs locaux des Blucher. @UUID[Actor.q7DYHbjxedEeX2WN]{Max} lui a demandé de garder un œil sur les aventuriers et de lui rapporter à qui ils parlent et ce qu’ils demandent. Il se présentera à Max sur les quais tôt le lendemain matin. Les autres marchands de l’auberge savent qu’il est proche des Blucher, alors ils lui parlent, même si peu d’entre eux l’apprécient. Plus tard, il sera aperçu en train de se disputer violemment avec @UUID[Actor.AUpwf9ZR5IMVgyHm]{Ruairi Roddy}.

" - }, - "Three Eyed Mutant": { - "name": "Mutant à trois yeux", - "description": "", - "gmNotes": "" - }, - "Typical Barge": { - "name": "Barge moyenne" + "Carlo": { + "name": "Carlo", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Club": { + "name": "Club" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Taunt)": { + "name": "Entertain (Taunt)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Tilean)": { + "name": "Language (Tilean)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Combat Reflexes": { + "name": "Combat Reflexes", + "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", + "effects": { + "Combat Reflexes": { + "name": "Combat Reflexes" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + }, + "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" + } + } + }, + "0hn6UaKq8CoZP2za": { + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "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" + } + } + }, + "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

" + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "2ds0VExKu7u8CSiM": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } }, "Ulfhednar The Destroyer": { - "name": "Ulfhednar le Destructeur", - "description": "

Ulfhednar est à la tête d’une bande de mutants et d’hommes- bêtes dans la Grande Forêt. Ayant eu vent de la réputation de la famille Wittgenstein, il a voyagé jusqu’au @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{château Wittgenstein} pour obtenir le soutien de @UUID[Actor.ySbdLyidudlMwGhU]{dame Ingrid}. Ulfhednar espère faire de ce lieu un terrain d’entraînement pour des armées du Chaos et de s’en servir comme une base pour permettre à ses forces de frapper le cœur de l’Empire. Pour l’instant, dame Ingrid n’a pas montré de signe d’intérêt pour ce plan, mais si elle venait à passer le flambeau, Ulfhednar pense que @UUID[Actor.fmUd7AtbJckbiWo6]{dame Margritte} serait davantage disposée à l’écouter. En tant que fidèle de Tzeentch, Ulfhednar ne comprend pas pourquoi un château rempli de mutants refuserait de rejoindre sa cause.

", - "gmNotes": "" + "name": "Ulfhednar The Destroyer", + "description": "

Ulfhednar leads a band of mutants and Beastmen in the Great Forest. Having heard of the family’s reputation, he has journeyed to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} to gain @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid’s} support. Ulfhednar hopes to use the castle as a training ground for Chaos troops, and as a base from which his forces could strike at the Empire’s heartlands. So far, Lady Ingrid has not shown much interest in his scheme, but if she were removed, Ulfhednar thinks @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} may be more amenable. A follower of Tzeentch, Ulfhednar does not understand why a castle full of mutants would not willingly join his cause.

", + "items": { + "Melee (Two-handed)": { + "name": "Melee (Two-handed)", + "description": "

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

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", + "effects": { + "Clever": { + "name": "Clever", + "changes": { + "system.characteristics.int.initial": 20, + "system.characteristics.i.initial": 10 + } + } + } + }, + "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" + } + } + }, + "Fast": { + "name": "Fast", + "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", + "effects": { + "Fast": { + "name": "Fast", + "changes": { + "system.details.move.value": 1, + "system.characteristics.ag.initial": 10 + } + } + } + }, + "Tough": { + "name": "Tough", + "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", + "effects": { + "Tough": { + "name": "Tough", + "changes": { + "system.characteristics.t.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Chaos Armour": { + "name": "Chaos Armour", + "description": "

Cannot be removed, decorated with the skin of a dire wolf

" + }, + "Greatsword": { + "name": "Greatsword" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } }, - "Unseen Ghost": { - "name": "Fantôme invisible", - "description": "", - "gmNotes": "" + "Hans (Fellow Travellers)": { + "name": "Hans (Fellow Travellers)", + "items": { + "Dead Body": { + "name": "Dead Body" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Wake not the sleeper/ Your right hand shalt betray you

\n

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.

" + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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" + } + } + }, + "Crowbar": { + "name": "Crowbar" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Hooded Cloak": { + "name": "Hooded Cloak" + }, + "Hammer": { + "name": "Hammer" + }, + "2d10 Coffin Nails": { + "name": "2d10 Coffin Nails" + } + } + }, + "Giant Rat (Wittgenstein)": { + "name": "Giant Rat (Wittgenstein)", + "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

" + }, + "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" + } + } + }, + "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 @UUID[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.

" + }, + "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

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Johanna Schnee": { + "name": "Johanna Schnee", + "items": { + "3d10 Silver Shilling": { + "name": "3d10 Silver Shilling" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Surgery": { + "name": "Surgery", + "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

", + "effects": { + "Surgery": { + "name": "Surgery" + } + } + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Language (Strigany)": { + "name": "Language (Strigany)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "Lore (Anatomy)": { + "name": "Lore (Anatomy)", + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Trade (Barber)": { + "name": "Trade (Barber)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Doomed": { + "name": "Doomed", + "description": "

By thy own art undone

\n

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.

" + }, + "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" + } + } + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + }, + "Book, Medicine": { + "name": "Book, Medicine", + "description": "

Medical texts can either be scribed or press-printed, depending on the authoring physician’s prestige. Illuminations are common, and usually include detailed autopsy drawings and procedural diagrams.

" + }, + "Trade Tools (Medicine)": { + "name": "Trade Tools (Medicine)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "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" + } + } + } + } + }, + "Mutant Bees": { + "name": "Mutant Bees", + "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

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Swarm*": { + "name": "Swarm*", + "description": "

The bees @Fear[,Fire] fire, but are immune to all other psychology rules.

\n

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": { + "name": "Weapon", + "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)

" + } + } + }, + "Sigismund von der Bahr": { + "name": "Sigismund von der Bahr", + "items": { + "Retinue of Guards and Servants": { + "name": "Retinue of Guards and Servants" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Three drops of blood will end you

\n

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.

" + }, + "Linguistics": { + "name": "Linguistics", + "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", + "effects": { + "Linguistics": { + "name": "Linguistics" + } + } + }, + "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.

" + }, + "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." + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Courtly Garb": { + "name": "Courtly Garb", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Fine Sapphire Ring": { + "name": "Fine Sapphire Ring", + "description": "

 

\n

 

" + }, + "Rapier with Fine Silver Filigree": { + "name": "Rapier with Fine Silver Filigree" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Patrol Boat": { + "name": "Patrol Boat", + "items": { + "Armour Plating (Bronze)": { + "name": "Armour Plating (Bronze)", + "description": "

A thin sheet of bronze or iron adds 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.

Bronze: 1 AP; must be scraped at least once every three months or oxidation reaches a point where the surface becomes pitted and riddled with river weed, increasing drag and reducing manoeuvrability (M −1, Boat Handling Tests −10). This does not affect armour value.

This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.

", + "effects": { + "Bronze Armour Plating": { + "name": "Bronze Armour Plating" + } + } + }, + "Ram (Small River Boat)": { + "name": "Ram (Small River Boat)", + "description": "

A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.

" + } + } + }, + "Reiner Petersen": { + "name": "Reiner Petersen", + "items": { + "River Charts": { + "name": "River Charts" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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 (Local)": { + "name": "Lore (Local)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Bewarned a Fish to Hook you!

\n

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.

" + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Sigfrida Junker": { + "name": "Sigfrida Junker", + "items": { + "Unbearably Detailed Travel Journal": { + "name": "Unbearably Detailed Travel Journal" + }, + "3d10 Gold Crown": { + "name": "3d10 Gold Crown" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Play (Lute)": { + "name": "Play (Lute)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

Lead Astray by Stray Lead

\n

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." + }, + "Rapier": { + "name": "Rapier" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Sturdy Boots": { + "name": "Sturdy Boots" + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Riding Horse with Tack": { + "name": "Riding Horse with Tack", + "description": "

" + } + } + }, + "Grundar (Castle Wittgenstein)": { + "name": "Grundar (Castle Wittgenstein)", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + } + } + }, + "Karl Dampfer": { + "name": "Karl Dampfer", + "items": { + "2d10 Silver Shilling": { + "name": "2d10 Silver Shilling" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Gutbag Stoat Throttler": { + "name": "Gutbag Stoat Throttler", + "description": "

Goblin Leader

\n

A little (very little) brighter than the average Goblin, Gutbag has been inspired by his acquaintance with @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, and has decided to become a wizard himself. He has no idea how to achieve this, but until he has a better idea he is copying her in as many ways as he can, even wearing her clothes, jewellery, and perfume. One of these strange habits must surely be the source of her power, after all.

\n

Gutbag presents a comical sight. He wears a red ball gown of Etelka’s that is at least two feet too long for him, and it drags on the ground and constantly threatens to trip him. His head is adorned with a glittering tiara. When confronting the adventurers, he waves his arms theatrically, chanting gibberish at the top of his voice. When nothing happens after a Round of chanting, he shrugs fatalistically, draws his sword, and charges.

\n

If things go badly he will try to flee, begging for mercy if caught and blaming his actions on the society that raised him. ‘We wus forced inta this ya know! We wus a nice ‘n’ peaceful tribe, nevva did any ’arm, didn’t caws no trubble. But we wus picked on and forced outta da mountains by erm... trolls. Yeah! Big trolls it wus... Hey, if ya let us go, I wun’ caws no more trubble.’

", + "items": { + "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}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "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" + } + } + }, + "Elite": { + "name": "Elite", + "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", + "effects": { + "Elite": { + "name": "Elite", + "changes": { + "system.characteristics.ws.initial": 20, + "system.characteristics.bs.initial": 20, + "system.characteristics.wp.initial": 20 + } + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Leader": { + "name": "Leader", + "description": "

The creature is a practiced leader. It receives a bonus of +10 to Fellowship and Willpower. \r\rNote: this Trait cannot be taken by creatures with the Bestial Trait.

", + "effects": { + "Leader": { + "name": "Leader", + "changes": { + "system.characteristics.fel.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + }, + "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.

" + }, + "Sword": { + "name": "Sword" + }, + "Shortbow": { + "name": "Shortbow" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Roughrider": { + "name": "Roughrider", + "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", + "effects": { + "Roughrider": { + "name": "Roughrider" + } + } + }, + "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" + } + } + }, + "yqr58ye09GlUxxRf": { + "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" + } + } + }, + "Sleeved Mail Shirt": { + "name": "Sleeved Mail Shirt" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Dwarven Shield": { + "name": "Dwarven Shield", + "description": "

Gutbag’s shield was stolen from an ambushed Dwarf before the Goblins left the Grey Mountains. The shield is crudely painted with the Goblins’ emblem, but the original device of a large dwarf axe can be found underneath. In addition to being a useful and sturdy shield, anyone wielding it gains +1 AP to all locations. When held by a Dwarf in good standing with their clan, the shield no longer counts as having the Undamaging Weapon Quality.

", + "effects": { + "Dwarven Shield": { + "name": "Dwarven Shield" + } + } + }, + "Red ball gown": { + "name": "Red ball gown", + "description": "

Worn over Gutbag's mail shirt

" + }, + "Diamond Tiara": { + "name": "Diamond Tiara", + "description": "

Worn ontop of Gutbag's helmet

" + }, + "Key": { + "name": "Key" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Eusapia Balacañon": { + "name": "Eusapia Balacañon", + "items": { + "Wizard’s Robes": { + "name": "Wizard’s Robes" + }, + "Magical License": { + "name": "Magical License" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Channelling (Ghur)": { + "name": "Channelling (Ghur)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Language (Estalian)": { + "name": "Language (Estalian)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Magic)": { + "name": "Lore (Magic)", + "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}" + }, + "Melee (Polearm)": { + "name": "Melee (Polearm)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Arcane Magic (Ghur)": { + "name": "Arcane Magic (Ghur)", + "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.

" + }, + "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" + } + } + }, + "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" + } + } + }, + "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." + }, + "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" + } + } + }, + "Quarterstaff": { + "name": "Quarterstaff" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Courtly Garb": { + "name": "Courtly Garb", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Light Warhorse with Saddle and Harness": { + "name": "Light Warhorse with Saddle and Harness", + "description": "

" + }, + "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

" + }, + "Careful Step": { + "name": "Careful Step", + "description": "

The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.

\n\n Lore: None

" + }, + "Dart": { + "name": "Dart", + "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

" + }, + "Beast Tongue": { + "name": "Beast Tongue", + "description": "

You can commune with all creatures possessing the @UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial} Trait. Ghur clogs your throat, and your language comes out as snarls, hisses, and roars as befits the beasts to whom you talk. While the creatures are not compelled to answer you, or do as you bid, most will be curious enough to hear you out. You gain +20 on all Charm Animal and Animal Training Tests While this spell is active, you may only speak with beasts — you may not speak any civilized tongues, and can only communicate with your party using gestures or Language (Battle). Note, this also means you cannot cast any spells, or dispel, while Beast Tongue is active.

Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", + "effects": { + "Beast Tongue": { + "name": "Beast Tongue" + } + } + }, + "Warning": { + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" + }, + "Bolt (Beasts)": { + "name": "Bolt (Beasts)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

" + }, + "Dark Vision (Beasts)": { + "name": "Dark Vision (Beasts)", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision} Creature Trait

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", + "effects": { + "Dark Vision (Beasts)": { + "name": "Dark Vision (Beasts)" + } + } + }, + "Terrifying (Beasts)": { + "name": "Terrifying (Beasts)", + "description": "

You gain the @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror (1)} Creature Trait.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", + "effects": { + "Terrifying (Beasts)": { + "name": "Terrifying (Beasts)" + } + } + }, + "Ward (Beasts)": { + "name": "Ward (Beasts)", + "description": "

You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", + "effects": { + "Ward (Beasts)": { + "name": "Ward (Beasts)" + } + } + }, + "Beast Master": { + "name": "Beast Master", + "description": "

Your breath steams and your eyes take on a shining amber sheen as Ghur suffuses you. Your gaze and words convince 1 creature possessing the Bestial trait that you are its pack master, and it will fight to the death to protect you. While subject to your mastery it will follow your instructions, instinctively understanding simple instructions. If the creature is released from the spell — through the duration running out, or the spell being dispelled — it will retain enough residual respect and fear not to attack you, unless compelled to. Your allies may not be so fortunate.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

" + }, + "Flock of Doom": { + "name": "Flock of Doom", + "description": "

You call down a murder of crows or similar local bird to assail your foes.

\n

The flock attacks everyone in the Area of Effect who does not possess the Arcane Magic (Beasts) Talent ferociously, inflicting a +7 Damage hit at the end of the Round. The flock remains in play for the duration of the spell. For your Action you may make an Average (+20) Charm Animal Test to move the flock to another target within range. While within the Area of Effect, all creatures gain +1 @Condition[Blinded] Condition.

\n\n Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", + "effects": { + "Flock of Doom": { + "name": "Flock of Doom" + } + } + }, + "The Amber Spear": { + "name": "The Amber Spear", + "description": "

You hurl a great spear of pure Ghur in a straight line. This is a Magic Missile with a Damage of +12. It strikes the first creature in its path, ignoring APs from armor made of leather and furs. If the target suffers any Wounds, also inflict +1 Bleeding Condition, after which the spear continues on its path, striking each target in the same manner, but at –1 Damage each time. If the spear fails to inflict any Wounds, its progress is stopped and the spell comes to an end. The Amber Spear only inflicts the minimum 1 Wound on the first target it strikes.

Lore: Whenever you successfully cast a spell from the Lore of Beasts, you may also gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Creature Trait for the next [[/r 1d10]] Rounds.

", + "effects": { + "The Amber Spear": { + "name": "The Amber Spear" + } + } + } + } + }, + "Hans Sauber": { + "name": "Hans Sauber", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "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}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Riverways)": { + "name": "Lore (Riverways)", + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Doomed": { + "name": "Doomed", + "description": "

The whip asks, the fresh answers

\n

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.

" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Rapid Reload": { + "name": "Rapid Reload", + "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", + "effects": { + "Rapid Reload": { + "name": "Rapid Reload" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Uniform": { + "name": "Uniform" + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are a jaded veteran who has survived more than one hail of shots from Blackpowder weapons. You need only take a Cool Test to resist a Broken Condition if you are successfully wounded by a Blackpowder weapon, not just if you are shot at 

", + "effects": { + "Unshakable": { + "name": "Unshakable" + } + } + } + } + }, + "Pig Headed Mutant": { + "name": "Pig Headed Mutant", + "items": { + "Armour (Thorny Scales)": { + "name": "Armour (Thorny Scales)", + "description": "

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

", + "effects": { + "Armour": { + "name": "Armour" + } + } + }, + "Spear": { + "name": "Spear" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Bestial Face (Pig)": { + "name": "Bestial Face (Pig)", + "description": "

You feel an irresistible urge to fall to your knees and howl. As your jaw is forced to its maximum extension, you begin to choke uncontrollably as a thickly furred snout forces its way through your face. Your Human nose, lips, and teeth slough off, nothing more than relics of your former existence, replaced by the snarling face of a dog.

\n

Lose 20 Fellowship and 10 Intelligence. Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent.

", + "effects": { + "Bestial Face (Dog)": { + "name": "Bestial Face (Dog)", + "changes": { + "system.characteristics.fel.modifier": -20, + "system.characteristics.int.modifier": -10 + } + } + } + }, + "Acute Sense (Smell)": { + "name": "Acute Sense (Smell)", + "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" + } + } + } + } + }, + "Lashworm": { + "name": "Lashworm", + "description": "

Lashworms are small, carnivorous creatures that live in fissures, which they disguise with debris, leaving only a hair-like ‘trigger’ outside. A Hard (-20) Perception Test is required to see the Lashworm’s lair, and a Difficult (-10) Lore (Beasts) Test is required to identify it as the lair of a Lashworm. This test may be modified at your discretion if the Character has encountered Lashworms before.

\n

When the ‘trigger’ senses any movement within 5 yd, a thin, saw-toothed organ whips out, grasping a shred of its victim’s flesh, then retracting into the crevice almost instantly. Characters must make a Difficult (-10) Cool Test or gain a @Condition[Surprised] condition. The Lashworm will spend the next 4 hours digesting this meal, and will not attack again in that time.

\n

Lashworms are incredibly fast, and always attack first, even if their target is aware of their presence.

", + "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

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Typical Barge": { + "name": "Typical Barge" + }, + "Grugor Lustig": { + "name": "Grugor Lustig", + "items": { + "A Plan to Skip Town": { + "name": "A Plan to Skip Town" + }, + "Forged Documents": { + "name": "Forged Documents" + }, + "Selection of 'Potions'.": { + "name": "Selection of 'Potions'." + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Art (Painting)": { + "name": "Art (Painting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Trade (Brewer)": { + "name": "Trade (Brewer)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Work a feather, prosper never

\n

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.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + } + } + }, + "Birdfolk": { + "name": "Birdfolk", + "description": "

Each one of the birdfolk has a hooked beak, clawed feet, and feathered wings. Although their bodies and faces remain human, they are covered in bright feathers. Some look like thrushes, some canaries, some parrots, and so on. Their size also varies, and a few are of human proportions, but most are the size of a Halfling.

\n

The birdfolk can speak a sort of pidgin Reikspiel, and are quite happy in their not-so-gilded cage. 

", + "items": { + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Flight*": { + "name": "Flight*", + "description": "

*Lady Ingrid keeps their wings clipped. If their flight feathers have a chance to grow back, this will change to Flight 60.

\n

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" + } + } + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Roland ‘The Horse’ Bruckesel": { + "name": "Roland ‘The Horse’ Bruckesel", + "items": { + "Unwavering Faith in Baron Sigismund": { + "name": "Unwavering Faith in Baron Sigismund" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Melee (Two-Handed)": { + "name": "Melee (Two-Handed)", + "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}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Three frogs, a spoon, your doom!

\n

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.

" + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "Strong Legs": { + "name": "Strong Legs", + "description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping", + "effects": { + "Strong Legs": { + "name": "Strong Legs" + } + } + }, + "Warhammer": { + "name": "Warhammer" + }, + "Quarterstaff": { + "name": "Quarterstaff" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Mailed Coat": { + "name": "Mailed Coat" + } + } + }, + "The Wittgenstein Monster": { + "name": "The Wittgenstein Monster", + "description": "

The monster stands 8 ft tall, and its body is a patchwork of scars. It has dead-white skin with green discolouration on the cheeks and lower jaw.

", + "items": { + "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.

\n

*Despite being immunite to Psychology, the Monster is energised by the lightening strike and lashes out with a terrible, vibrant rage.

" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "Construct": { + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "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" + } + } + }, + "Weapon (Fists)": { + "name": "Weapon (Fists)", + "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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Battle Rage": { + "name": "Battle Rage", + "description": "You are better able to control your Frenzy in combat. You can end your Frenzy with a successful Cool Test at the end of the round.", + "effects": { + "Battle Rage": { + "name": "Battle Rage" + } + } + }, + "oZbprd1coSPpbm32": { + "name": "Battle Rage", + "description": "You are better able to control your Frenzy in combat. You can end your Frenzy with a successful Cool Test at the end of the round.", + "effects": { + "Battle Rage": { + "name": "Battle Rage" + } + } + }, + "UXrsA4zHwKfjayxu": { + "name": "Battle Rage", + "description": "You are better able to control your Frenzy in combat. You can end your Frenzy with a successful Cool Test at the end of the round.", + "effects": { + "Battle Rage": { + "name": "Battle Rage" + } + } + } + } + }, + "Dederick Ritter": { + "name": "Dederick Ritter", + "items": { + "Wrecker Crew": { + "name": "Wrecker Crew" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "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 (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "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" + } + } + }, + "Pilot": { + "name": "Pilot", + "description": "You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment.", + "effects": { + "Pilot": { + "name": "Pilot" + } + } + }, + "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" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Boat Hook": { + "name": "Boat Hook" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard (-30) Strength Test.

" + }, + "Bolt": { + "name": "Bolt" + }, + "The Frederika II": { + "name": "The Frederika II", + "description": "

Riverboat

" + } + } + }, + "Great Wolf": { + "name": "Great Wolf", + "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.

" + }, + "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 (Mount)": { + "name": "Trained (Mount)" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + } + } + }, + "Gurda": { + "name": "Gurda", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Brother Rolf": { + "name": "Brother Rolf", + "items": { + "Drink": { + "name": "Drink" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Sword": { + "name": "Sword" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Lore (Theology)": { + "name": "Lore (Theology)", + "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}" + }, + "Pray": { + "name": "Pray", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Thou Art Thy Brother’s Keeper

\n

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.

" + }, + "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." + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Robes": { + "name": "Robes" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Counts as ‘worn’ when strapped to your back. 

" + }, + "Formal Robes": { + "name": "Formal Robes" + } + } + }, + "Green Furred Mutant": { + "name": "Green Furred Mutant", + "items": { + "Hand Weapon (Club)": { + "name": "Hand Weapon (Club)" + }, + "Armour (Fur)": { + "name": "Armour (Fur)", + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Club": { + "name": "Club" + } + } + }, + "‘Wet’ Wilgryn Augenlos": { + "name": "‘Wet’ Wilgryn Augenlos", + "items": { + "Patrol Boat (The Wastrel’s End)": { + "name": "Patrol Boat (The Wastrel’s End)" + }, + "Seal of Rank": { + "name": "Seal of Rank" + }, + "1d10 Gold Crown": { + "name": "1d10 Gold Crown" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Law)": { + "name": "Lore (Law)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Commanding Presence": { + "name": "Commanding Presence", + "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", + "effects": { + "Commanding Presence": { + "name": "Commanding Presence" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

What the river birthed, the earth reclaims

\n

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.

" + }, + "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" + } + } + }, + "Sea Legs": { + "name": "Sea Legs", + "description": "You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness.", + "effects": { + "Sea Legs": { + "name": "Sea Legs" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Mail Coat": { + "name": "Mail Coat" + }, + "Uniform": { + "name": "Uniform" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Lantern": { + "name": "Lantern", + "description": "

Provides illumination for 20 yards.

" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Lantern Oil": { + "name": "Lantern Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Shield": { + "name": "Shield" + } + } + }, + "Watch Recruit": { + "name": "Watch Recruit", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "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}" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Club": { + "name": "Club" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

The cats vary greatly, but each has at least one visible mutation. Some have long ears or long tails, some are strangely coloured (bright blue, red and yellow stripes), others have human-like hands, or long fangs, or multiple limbs or eyes. You should feel free to describe any kind of mutation that comes to mind. These cats have been thoroughly spoilt by Lady Ingrid. The other residents of the castle try to avoid them, as they can be quite vicious. The creatures are dreaded by the servants of the castle, whom they have been known to attack, and more than one of the beasts has developed a taste for blood that goes beyond mice and small birds.

", + "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

" + }, + "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 + } + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Ruairi Roddy": { + "name": "Ruairi Roddy", + "items": { + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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 + } + } + } + }, + "Merchant": { + "name": "Merchant", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" + } + } + }, + "River Patrol Crew": { + "name": "River Patrol Crew", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "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 + } + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Uniform": { + "name": "Uniform" + }, + "Sword": { + "name": "Sword" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Naiads are beautiful and elusive nature spirits that inhabit some rivers of the Old World. They usually appear as slender, elfin-looking women with pale, blue-tinged flesh and white or blue hair and eyes — but they are natural shapeshifters and can assume a terrifying war-form. Naiads prefer seclusion and defend their territory ferociously from perceived threats. They are inscrutable creatures, with deep passions that are quick to rise without warning.

", + "items": { + "Naiad War-Form": { + "name": "Naiad War-Form", + "description": "

The Naiad can change into a fearsome creature of living water, a personification of a river’s malice. Doing so is a free action and confers the Fear 2 and Armour 2 Traits. The latter Trait represents weapons passing through the Naiad’s watery body, rather than physical armour.

\n

When in their war-form, Naiads fluctuate wildly, one moment appearing still, the next a frothing mass of turbulent rage. Each Round, a Naiad may choose one of the following aspects, always changing with each new Round.

\n

Flood: The Naiad’s watery body swells and ripples, appearing as if it may burst. The Naiad gains +1 SL to any test involving Strength or Toughness, and the damage of its Weapon Trait increases to +10.

\n

Meandering: The Naiad weaves unpredictably to the left and right, making it very hard to predict her movements. The Naiad gains +2 SL to any roll involving its WS.

\n

Rapids: White froth whips across the surface of the Naiad’s form as she becomes a whirlpool of foaming activity. The Naiad's Movement increases to 10, and it gains +1 SL when using its Agility score to Dodge incoming attacks.

\n

Still Water: The Naiad’s watery flesh becomes calmed and nearly featureless as she turns cold and dispassionate. The Naiad gains the @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology} Trait.

", + "effects": { + "Naiad War-Form: Rapids": { + "name": "Naiad War-Form: Rapids", + "changes": { + "system.details.move.value": 10 + } + }, + "Naiad War-Form: Flood - Weapon": { + "name": "Naiad War-Form: Flood - Weapon" + }, + "Naiad War-Form: Flood - Bonus": { + "name": "Naiad War-Form: Flood - Bonus" + }, + "Naiad War-Form: Meandering": { + "name": "Naiad War-Form: Meandering" + } + } + }, + "Capricious": { + "name": "Capricious", + "description": "

The creature’s temper swings from one extreme to the other. When any creature makes a Fellowship Test in dealing with the creature, roll on the following table:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1d10]]Result
1Subtract 2 from SL
2-3Subtract 1 from SL
4-7Use indicated SL
8-9Add 1 to SL
10Add 2 to SL
" + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Cunning": { + "name": "Cunning", + "description": "

The creature is exceptionally cunning. It receives +10 Fellowship, Intelligence, and Initiative.

", + "effects": { + "Cunning": { + "name": "Cunning", + "changes": { + "system.characteristics.fel.initial": 10, + "system.characteristics.int.initial": 10, + "system.characteristics.i.initial": 10 + } + } + } + }, + "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" + } + } + } + } + }, + "Bella Hornwhistler": { + "name": "Bella Hornwhistler", + "items": { + "Mootish Book (Staying Far Away - Anecdotes of the Ruinous Powers)": { + "name": "Mootish Book (Staying Far Away - Anecdotes of the Ruinous Powers)" + }, + "A Nameless Dread": { + "name": "A Nameless Dread" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "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." + }, + "Writing Kit": { + "name": "Writing Kit" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Resistance (Chaos)": { + "name": "Resistance (Chaos)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Chaos)": { + "name": "Resistance (Chaos)" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Goat Mutant": { + "name": "Goat Mutant", + "items": { + "Acute Sense (Smell)": { + "name": "Acute Sense (Smell)", + "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" + } + } + }, + "Armour (Fur)": { + "name": "Armour (Fur)", + "description": "

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

", + "effects": { + "Armour": { + "name": "Armour" + } + } + }, + "Animalistic Legs": { + "name": "Animalistic Legs", + "description": "

+1 Movement; this mutation can only be hidden by clothing; Difficult (–10) Athletics Test to walk with a normal gait

", + "effects": { + "Animalistic Legs": { + "name": "Animalistic Legs", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "Spear": { + "name": "Spear" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Bestial Face (Goat)": { + "name": "Bestial Face (Goat)", + "description": "

You feel an irresistible urge to fall to your knees and howl. As your jaw is forced to its maximum extension, you begin to choke uncontrollably as a thickly furred snout forces its way through your face. Your Human nose, lips, and teeth slough off, nothing more than relics of your former existence, replaced by the snarling face of a dog.

\n

Lose 20 Fellowship and 10 Intelligence. Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent.

", + "effects": { + "Bestial Face (Dog)": { + "name": "Bestial Face (Dog)", + "changes": { + "system.characteristics.fel.modifier": -20, + "system.characteristics.int.modifier": -10 + } + } + } + }, + "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).

" + } + } + }, + "Sigrund Dopplewasser": { + "name": "Sigrund Dopplewasser", + "items": { + "'Medical' supplies": { + "name": "'Medical' supplies" + }, + "Bottle of Wittgendorf Rotgut": { + "name": "Bottle of Wittgendorf Rotgut" + }, + "3d10 Brass Penny": { + "name": "3d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Physician, Fool Thyself

\n

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.

" + }, + "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." + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Counts as ‘worn’ when strapped to your back. 

" + } + } + }, + "Kurt von Wittgenstein": { + "name": "Kurt von Wittgenstein", + "items": { + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Ambidextrous": { + "name": "Ambidextrous", + "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", + "effects": { + "Ambidextrous": { + "name": "Ambidextrous" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Row Boat": { + "name": "Row Boat" + }, + "Hannes (Fellow Travellers)": { + "name": "Hannes (Fellow Travellers)", + "items": { + "Dead Body": { + "name": "Dead Body" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Your right hand shalt betray you

\n

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.

" + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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" + } + } + }, + "Crowbar": { + "name": "Crowbar" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Hooded Cloak": { + "name": "Hooded Cloak" + }, + "Hammer": { + "name": "Hammer" + }, + "2d10 Coffin Nails": { + "name": "2d10 Coffin Nails" + } + } + }, + "Ella Greendale": { + "name": "Ella Greendale", + "items": { + "River Charts": { + "name": "River Charts" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "River Guide": { + "name": "River Guide", + "description": "

You know all the tricks for navigating dangerous rivers. You don’t need to Test for passing through dangerous stretches of water until the Difficulty for doing so is –10 or lower — you automatically pass all Tests easier than this. Further, if you have the appropriate Lore (Local) Skill, you need never Test for navigating dangerous waters — you are assumed to know the route through.

", + "effects": { + "River Guide": { + "name": "River Guide" + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "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" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Vine": { + "name": "Vine", + "items": { + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Grapple": { + "name": "Grapple", + "description": "

Successful attacks @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{grapple} the victim, but cause no damage. Instead, the victim is pulled 2 yards closer to the maw for each @Condition[Entangled] Condition. While grappling a victim, a vine counts as a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#helpless-targets]{Helpless} target.

" + } + } + }, + "Slurd The Butler": { + "name": "Slurd The Butler", + "items": { + "Stained and dirty butler’s livery with a faded-yellow cravat.": { + "name": "Stained and dirty butler’s livery with a faded-yellow cravat." + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

*Morr Calls To Thee When Life’s Beat Falters

\n

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.

" + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Weapon (Claw Hand)": { + "name": "Weapon (Claw Hand)", + "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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Vorster the Elder": { + "name": "Vorster the Elder", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Thy Death Shall Be Unknown To Thee

\n

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.

" + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "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." + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Melee (Two-Handed)": { + "name": "Melee (Two-Handed)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Woodsman's Axe": { + "name": "Woodsman's Axe" + }, + "Attractive": { + "name": "Attractive", + "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + } + } + }, + "Matthias Blucher": { + "name": "Matthias Blucher", + "items": { + "Fashionable Clothes": { + "name": "Fashionable Clothes" + }, + "Silver Hip-Flask": { + "name": "Silver Hip-Flask", + "description": "

Full of strong brandy

" + }, + "Usually attended by at least one retainer, servant, or employee": { + "name": "Usually attended by at least one retainer, servant, or employee" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Reikland)": { + "name": "Lore (Reikland)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Rapier)": { + "name": "Melee (Rapier)", + "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}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Thou Perish So Another May Flourish

\n

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.

" + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "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." + }, + "Rapier": { + "name": "Rapier" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

The Skaven

\n

@UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot} and his followers have been drawn to this area by the traces of warpstone that remain here. Their instincts tell them that a large piece of warpstone was here, but has been removed. They have been watching the adventurers since they arrived, and when they enter the caves, the Skaven see a chance to capture and question them.

", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "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" + } + } + }, + "Mail Coat": { + "name": "Mail Coat" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Shieldsman": { + "name": "Shieldsman", + "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", + "effects": { + "Shieldsman": { + "name": "Shieldsman" + } + } + }, + "Sword": { + "name": "Sword" + }, + "cOhHlMP2rfEtcKJO": { + "name": "Shieldsman", + "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", + "effects": { + "Shieldsman": { + "name": "Shieldsman" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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" + } + } + }, + "Skittish": { + "name": "Skittish", + "description": "

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

" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Blood Drain": { + "name": "Blood Drain", + "description": "

If the leech scores a wounding blow it becomes attached to its victim, inflicting 1 @Condition[Bleeding] condition until killed or gorged. To see whether it is gorged, roll a [[/r 1d10]] each Round: if the result is a 9 or 10 it drops off, otherwise it keeps feeding. Fire or some irritants (salt, acid, etc.) will cause it to release its hold and try to flee. Simply pulling it off inflicts 1 @Condition[Bleeding] condition.

", + "effects": { + "Blood Drain": { + "name": "Blood Drain" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Aquatic*": { + "name": "Aquatic*", + "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.

\n

* Out of water, M = 1 and all tests suffer -2 SL.

", + "effects": { + "Amphibious": { + "name": "Amphibious" + } + } + }, + "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" + } + } + }, + "Dark Vision**": { + "name": "Dark Vision**", + "description": "

The creature can see in the dark as daylight.

\n

**Relies on vibrations in the water rather than sight, so some tests will need to be amended accordingly.

" + }, + "Swamp-strider": { + "name": "Swamp-strider", + "description": "

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

" + }, + "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" + } + } + } + } + }, + "Fritz Carhingar (Alternative)": { + "name": "Fritz Carhingar (Alternative)", + "items": { + "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" + } + } + }, + "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 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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Unending Malice": { + "name": "Unending Malice", + "effects": { + "Unending Malice": { + "name": "Unending Malice" + } + } + }, + "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" + } + } + } + } + }, + "Brunhilde Gratten": { + "name": "Brunhilde Gratten", + "description": "

A hundred and twenty years ago, Brunhilde was a scout for Dagmar von Wittgenstein’s expedition to find the warpstone meteorite. After finding what he sought, Dagmar murdered his whole party, stabbing Brunhilde repeatedly while she slept and burying the rest alive in the nearby cavern.

\n

Since then Brunhilde has haunted the area around @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, yearning for a proper burial for herself and her companions. She will tell the tale of Dagmar’s betrayal — of how he led them into the lush hills to find a meteorite that he calculated had landed here, and of how he changed when he found it, becoming first secretive and then murderous.

", + "items": { + "Dark Vision": { + "name": "Dark Vision", + "description": "

The creature can see in the dark as daylight.

" + }, + "Ethereal": { + "name": "Ethereal", + "description": "

The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.

", + "effects": { + "Ethereal": { + "name": "Ethereal" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

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

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

" + } + } + }, + "Giant Bat (Wittgenstein)": { + "name": "Giant Bat (Wittgenstein)", + "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

" + }, + "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

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dark Vision*": { + "name": "Dark Vision*", + "description": "

The creature can see in the dark as daylight.

\n

*Relies on sound rather than sight, so some tests will need to be amended accordingly.

" + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + } + } + }, + "Luigi Belladonna": { + "name": "Luigi Belladonna", + "items": { + "Expensive Clothing": { + "name": "Expensive Clothing" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Club": { + "name": "Club" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "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}" + }, + "Language (Tilean)": { + "name": "Language (Tilean)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

" + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Thy Death Hides in Celebration

\n

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.

" + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "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" + } + } + }, + "Fearless (Watchmen)": { + "name": "Fearless (Watchmen)", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "Iron Will": { + "name": "Iron Will", + "description": "You have an indomitable will of iron, and will never willingly bow down before another. Use of the Intimidate skill does not cause Fear in you, and will not stop you speaking out against the intimidating party.", + "effects": { + "Iron Will": { + "name": "Iron Will" + } + } + }, + "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" + } + } + }, + "Resistance (Poison)": { + "name": "Resistance (Poison)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Poison)": { + "name": "Resistance (Poison)" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Broad-brimmed Hat": { + "name": "Broad-brimmed Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "Gold Ring": { + "name": "Gold Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Hans-Peter Schiller": { + "name": "Hans-Peter Schiller", + "items": { + "Fashionable Clothes": { + "name": "Fashionable Clothes" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Doomed": { + "name": "Doomed", + "description": "

A Dark Door Conceals Thine End

\n

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.

" + }, + "Linguistics": { + "name": "Linguistics", + "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", + "effects": { + "Linguistics": { + "name": "Linguistics" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "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 + } + } + } + }, + "Sharp": { + "name": "Sharp", + "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", + "effects": { + "Sharp": { + "name": "Sharp", + "changes": { + "system.characteristics.i.initial": 5 + } + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Open Lock": { + "name": "Open Lock", + "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" + }, + "Sleep": { + "name": "Sleep", + "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", + "effects": { + "Sleep": { + "name": "Sleep" + } + } + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + }, + "Sly Hands": { + "name": "Sly Hands", + "description": "

You teleport a small object — no bigger than your fist — from about your person into your hand.

\n\n Lore: None

" + } + } + }, + "Goblin of the Twisted Maw": { + "name": "Goblin of the Twisted Maw", + "description": "

The Goblins of the Twisted Maw are originally from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, but this group left the tribe a few years ago rather than submit to a dominant tribe of orcs. Ever since, they have been hiding in the forest, competing with mutants and Beastmen for food and territory.

\n

They regard @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} with mixed feelings: contempt because she is a Human, fear because of her magical powers, and jealousy because of her house and possessions, and her freedom to do as she pleases. In her absence, they have been exploring her house and enjoying themselves in the surrounds.

", + "items": { + "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}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "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" + } + } + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Shield": { + "name": "Shield" + }, + "Shortbow": { + "name": "Shortbow" + }, + "Sword": { + "name": "Sword" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "iFRSknwtbjFEkUok": { + "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" + } + } + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Hatred (Dwarfs)": { + "name": "Hatred (Dwarfs)", + "description": "

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", + "effects": { + "Hatred (Dwarfs)": { + "name": "Hatred (Dwarfs)" + } + } + } + } + }, + "Hanse": { + "name": "Hanse", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Harold": { + "name": "Harold", + "items": { + "Other weapons at GM’s discretion.": { + "name": "Other weapons at GM’s discretion." + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Club": { + "name": "Club" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "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}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Personality and Appearance

\n

 ‘Of course I'll go in first. Can't be any worse than Castle Wittgenstein...’

\n

Sigrid has long, dark hair, and a perpetually serious expression. In those moments when she forgets her worries, however, something of the starry-eyed initiate of Rhya returns. She is wary of most people these days, and of the Empire's nobility in particular, whom she now suspects all harbour some secret corruption. Her loyalty, though rarely given, is almost unshakeable, and Rhya will go to great lengths to protect those who are important to her.

\n

Sigrid is a determined woman who protects the outlaws under her command. While the outlaws often attack guard patrols, she is against a direct assault on the castle, knowing that it will only end in defeat. She will help the adventurers reach the castle, but will not allow her followers to risk a direct assault unless the adventurers clear the way — for example, by infiltrating the castle through the secret cave and lowering ropes from the walls, or opening the main gates.

\n

Background

\n

Sigrid made her home in Wittgendorf, and would have been happy to live out her life there were it not for the Wittgenstein's kidnapping of her husband. She was devoted to Brandt, having left the priesthood to marry him, and swore to rescue him. She opposed the castle and its wardens long before the Characters arrived, and quite likely played an instrumental part in overthrowing the Wittgensteins for good.

\n

Castle Wittgenstein was a dangerous place, and it is quite possible that one of the existing Characters met their end their. If this is the case, Sigrid would make an excellent player character, especially if her allegiance was gained before the assault on the castle. Her husband will pass away from the effects of exposure to warpstone after a brief reunion, and Sigrid's surviving bandits will return to what is left of their lives in Wittgendorf. This leaves Sigrid with little tying her to the sullen village, and good reason to join the Characters as they depart. Especially so, in fact, if they reveal to Sigrid that this is not the first time they have opposed the terrible machinations of the Ruinous Powers.

\n

Secrets

\n

Begin with an additional [[/r 1d10]] silver shillings per secret chosen.

\n", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Initiate of Rhya": { + "name": "Initiate of Rhya", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Pray": { + "name": "Pray", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

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

As a Curse Overlooks, An Arrow Spies

\n

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.

" + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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" + } + } + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Bow": { + "name": "Bow" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Plate Helm": { + "name": "Plate Helm", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Tent": { + "name": "Tent" + }, + "Shield": { + "name": "Shield" + }, + "Clothing": { + "name": "Clothing" + }, + "Lore (Reikland)": { + "name": "Lore (Reikland)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Outlaw Chief": { + "name": "Outlaw Chief", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw}

" + } + } + }, + "Josef Quartjin": { + "name": "Josef Quartjin", + "items": { + "The Berebeli": { + "name": "The Berebeli", + "description": "

Josef's vessel is the Berebeli, a standard, sailed Reik barge of a type common across the Empire. The Berebeli is home to Josef's crew, Wolmar and Gilda (both boat-hands), and their baby daughter, Elsa. Wolmar and Gilda have worked for Josef for two years, and get along very well with him. They are extremely loyal to the bargemaster, who fished them out of the river after their boat sank, and are friendly towards any friends of his.

" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Lore (Rivers)": { + "name": "Lore (Rivers)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail (Barge)": { + "name": "Sail (Barge)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Trade (Boatbuilding)": { + "name": "Trade (Boatbuilding)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Doomed": { + "name": "Doomed", + "description": "

An Unquenchable Thirst Shall Drown Thee

\n

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.

" + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "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 + } + } + } + }, + "Axe": { + "name": "Axe" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Wine, bottle": { + "name": "Wine, bottle" + } + } + }, + "Maximillian ‘Max’ Berryhill": { + "name": "Maximillian ‘Max’ Berryhill", + "items": { + "Exotic Herbs and Spices": { + "name": "Exotic Herbs and Spices" + }, + "Kitchen Tools": { + "name": "Kitchen Tools" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Secret Signs (Guilder)": { + "name": "Secret Signs (Guilder)", + "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}" + }, + "Trade (Cook)": { + "name": "Trade (Cook)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Acute Sense (Taste)": { + "name": "Acute Sense (Taste)", + "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.

" + }, + "Master Tradesman (Cook)": { + "name": "Master Tradesman (Cook)", + "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", + "effects": { + "Master Tradesman": { + "name": "Master Tradesman" + } + } + }, + "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." + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Cleaver": { + "name": "Cleaver" + } + } + }, + "Hilda Eysenck": { + "name": "Hilda Eysenck", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

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

By Thy Trust Undone

\n

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.

" + }, + "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" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Shortbow": { + "name": "Shortbow" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Outlaw Camp": { + "name": "Outlaw Camp", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Mia Answell": { + "name": "Mia Answell", + "items": { + "Outrageous Sense of Entitlement": { + "name": "Outrageous Sense of Entitlement" + }, + "3d10 Brass Penny": { + "name": "3d10 Brass Penny" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Doomed": { + "name": "Doomed", + "description": "

Thy tears shall salt the Reik

\n

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.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Sailing Crew": { + "name": "Sailing Crew", + "items": { + "Various": { + "name": "Various" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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 (Riverways)": { + "name": "Lore (Riverways)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "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 + } + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Boat Hook": { + "name": "Boat Hook" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Dagger": { + "name": "Dagger" + } + } + }, + "Eberhardt Kleingeld": { + "name": "Eberhardt Kleingeld", + "items": { + "Accounts Books": { + "name": "Accounts Books" + }, + "1d10 Gold Crown": { + "name": "1d10 Gold Crown" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (The Emperor Luitpold)": { + "name": "Stealth (The Emperor Luitpold)", + "description": "

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

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "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." + }, + "Resistance (Poison)": { + "name": "Resistance (Poison)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Poison)": { + "name": "Resistance (Poison)" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Etiquette (Nobility)": { + "name": "Etiquette (Nobility)", + "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" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Fine Clothes": { + "name": "Fine Clothes", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Quality Livery": { + "name": "Quality Livery" + } + } + }, + "The Carrion": { + "name": "The Carrion", + "description": "

Carrion are seldom seen in the Old World, although some accompanied the armies of Nekehara in their ancient campaigns of conquest and a few can be found in the remoter parts of the Worlds Edge Mountains. These great undead birds are powerful fighters, even though they are too small to carry a human-sized rider.

", + "items": { + "Unstable*": { + "name": "Unstable*", + "description": "

*The Carrion are not Unstable while they are under Gräber’s control.

\n

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’.

" + }, + "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" + } + } + }, + "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.

" + }, + "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.

" + }, + "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 @UUID[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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Fast": { + "name": "Fast", + "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", + "effects": { + "Fast": { + "name": "Fast", + "changes": { + "system.details.move.value": 1, + "system.characteristics.ag.initial": 10 + } + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } }, "Uwe Wasserhund": { "name": "Uwe Wasserhund", - "description": "", - "gmNotes": "

UeUwe et ses amis ne se lassent jamais de ‘cabrioler’, selon leur expression, sur les voies fluviales de l’Empire. Cette pratique consiste à piloter un bateau de course, rapide et onéreux, de manière à frôler les embarcations plus petites pour les faire dangereusement vaciller sur l’eau, faisant ainsi basculer par- dessus bord les passagers peu méfiants. À la fin de la nuit, celui qui a fait tomber le plus de victimes à l’eau est déclaré vainqueur. Uwe ne se rend vraiment pas compte des désagréments que ces ‘cabrioles’ causent aux riverains, il pense honnêtement que ‘’est juste pour rire, mon vieux !’. Malgré son attitude bravache, Uwe s’est récemment trouvé ébranlé par sa rencontre avec une certaine @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}; cette femme avait quelque chose de perturbant, et depuis ce jour, les jeux que ses camarades nobles affectionnent tant ne lui ont plus paru aussi insouciants...

" + "items": { + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "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}" + }, + "Doomed": { + "name": "Doomed", + "description": "

In fine scents he choked

\n

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.

" + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "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." + }, + "Foil": { + "name": "Foil" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + } + } }, - "Vine": { - "name": "Liane grimpante", - "description": "", - "gmNotes": "" + "Tentacled Mutant": { + "name": "Tentacled Mutant", + "description": "

The Boat Attackers

\n

Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away,  many turn to violence — either to survive, or to punish the society that abandoned them.

", + "items": { + "2 Tentacles": { + "name": "2 Tentacles", + "description": "

The creature has a number of tentacles equal to #.

\n " + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Enormous Eye": { + "name": "Enormous Eye", + "effects": { + "Enormous Eye": { + "name": "Enormous Eye" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "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" + } + } + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } }, - "Vorster the Elder": { - "name": "Vorster le doyen", - "description": "", - "gmNotes": "

Vorster est doyen depuis 12 ans, il est aimé et respecté de tout le @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.YMz2qRfYwqkfavWD]{village}. C’est un homme gentil et sympathique qui adore recevoir des invités. Il fait beaucoup d’efforts pour garantir leur confort, mais toujours de telle manière que son attitude paraisse naturelle et non forcée.

" + "Furio": { + "name": "Furio", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Club": { + "name": "Club" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Taunt)": { + "name": "Entertain (Taunt)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Tilean)": { + "name": "Language (Tilean)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Combat Reflexes": { + "name": "Combat Reflexes", + "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", + "effects": { + "Combat Reflexes": { + "name": "Combat Reflexes" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + }, + "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" + } + } + }, + "0hn6UaKq8CoZP2za": { + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "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" + } + } + }, + "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

" + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "NCVFu4lGoFfH0wbe": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } }, - "Watch Recruit": { - "name": "Recrue de la Garde", - "description": "", - "gmNotes": "" + "Sven Stoutbeard": { + "name": "Sven Stoutbeard", + "items": { + "Engineer’s book (Ceaseless Travails on Watere II)": { + "name": "Engineer’s book (Ceaseless Travails on Watere II)" + }, + "2d10 Silver Shilling": { + "name": "2d10 Silver Shilling" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "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": { + "name": "Trade Tools" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Repeater Pistol": { + "name": "Repeater Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + } + } + }, + "Avaloi Winesong": { + "name": "Avaloi Winesong", + "items": { + "Apron": { + "name": "Apron" + }, + "1d10 Silver Shillings": { + "name": "1d10 Silver Shillings" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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.

" + }, + "Craftsman (Cook)": { + "name": "Craftsman (Cook)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "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" + } + } + }, + "Nimble Fingered": { + "name": "Nimble Fingered", + "description": "You gain a permanent +5 bonus to your starting Dexterity (this does not count towards your Advances).", + "effects": { + "Nimble Fingered": { + "name": "Nimble Fingered", + "changes": { + "system.characteristics.dex.initial": 5 + } + } + } + }, + "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 + } + } + } + }, + "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" + } + } + }, + "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." + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Trade Tools (Cook)": { + "name": "Trade Tools (Cook)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Cleaver": { + "name": "Cleaver" + } + } + }, + "Castle Servant": { + "name": "Castle Servant", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Quick-witted Dealmaker": { + "name": "Quick-witted Dealmaker", + "items": { + "Discerning Gaze": { + "name": "Discerning Gaze" + }, + "Respectable Clothing": { + "name": "Respectable Clothing" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sword": { + "name": "Sword" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Tilean)": { + "name": "Language (Tilean)", + "description": "

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

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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." + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } }, "Watch Sergeant": { - "name": "Sergent de la Garde", - "description": "", - "gmNotes": "" + "name": "Watch Sergeant", + "items": { + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Law)": { + "name": "Lore (Law)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Sword": { + "name": "Sword" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Etiquette (Soldiers)": { + "name": "Etiquette (Soldiers)", + "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" + } + } + }, + "Fearless (Criminals)": { + "name": "Fearless (Criminals)", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Plate Breastplate": { + "name": "Plate Breastplate" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + } + } }, - "‘Wet’ Wilgryn Augenlos": { - "name": "Wilgryn Augenlos dit 'Le Trempé'", - "description": "", - "gmNotes": "

Wilgryn a vécu toute sa vie sur la rivière ; ce n’est pas une exagération de dire que ses semelles ont plus souvent connu le bois d’un pont de bateau que la terre ferme. Il fit une brève pause dans sa carrière de patrouilleur fluvial pour poursuivre son rêve de devenir marchand, mais quand une entreprise de commerce rivale brûla sa péniche dans le but d’évincer la concurrence, Wilgryn se trouva ramené de force à la vie qu’il avait presque laissée derrière lui. Ce qu’il fit cette nuit-là à Kemperbad donna naissance à une véritable légende, dont l’histoire ne fait que gagner en extravagance avec chaque nouvelle génération de recrues. Aujourd’hui, Wilgryn est un maître abordeur chevronné et respecté de tous, avec sous son commandement une petite flotte de bateaux de patrouille. Il voit d’un très mauvais œil les pratiques commerciales douteuses, et on raconte que plus d’un extorqueur serait « tombé » par- dessus bord pour être jugé directement par Grand-père Reik.

" + "Graf Orlok": { + "name": "Graf Orlok", + "description": "

Though not himself a relic of the Time of Three Emperors, ‘Graf ’ Orlok, as he styles himself, claims a noble lineage dating far beyond his own 257 years and to that time of strife and war in the Empire. Orlok has left behind the trappings of his unlife in the mountains - a crumbling castle, a handful of bumbling servants, and the quotidian fears of rural peasants - in hope of finding new stimulation to relieve the boredom of his long, long years. Should the Character’s happen to disturb Orlok by night he will prove a fearsome foe indeed, though promises of a suitably entertaining distraction or willing service might stay his fangs for a little while. Still, the graf is a creature of animal need, and before long he will seek blood from any suitable source.

", + "items": { + "Coffins of Unhallowed Earth": { + "name": "Coffins of Unhallowed Earth" + }, + "Grossly Indeterminate Accent": { + "name": "Grossly Indeterminate Accent" + }, + "Solid Gold Seal of The House of Orlok": { + "name": "Solid Gold Seal of The House of Orlok" + }, + "3d10 Gold Crown": { + "name": "3d10 Gold Crown" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

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

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

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

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

" + }, + "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.

" + }, + "Vampiric": { + "name": "Vampiric", + "description": "

The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal.

", + "effects": { + "Vampiric": { + "name": "Vampiric" + } + } + }, + "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)

" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + } + } + }, + "Ernst Heidlemann": { + "name": "Ernst Heidlemann", + "items": { + "Vial of Red Liquid": { + "name": "Vial of Red Liquid" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Traveling Case": { + "name": "Traveling Case" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Language (Magick)": { + "name": "Language (Magick)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Magick)": { + "name": "Lore (Magick)", + "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}" + }, + "Sword": { + "name": "Sword" + }, + "Acute Sense (Smell)": { + "name": "Acute Sense (Smell)", + "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.

" + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

\n

Thy Death Shall Go Unwitnessed

" + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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 + } + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Lore (Reikland)": { + "name": "Lore (Reikland)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\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" + } + } + }, + "Magic Flame": { + "name": "Magic Flame", + "description": "

You kindle a small flame that flickers to life in the palm of your hand. It will not burn you, but will emit heat and set flammable objects alight, like a natural flame.

\n\n Lore: None

" + }, + "Purify Water": { + "name": "Purify Water", + "description": "

You purify all water within a receptacle, such as a water flask, stein, or jug. All non-magical impurities, such as poison or contaminants are removed, leaving crisp, clear, potable water. If the vessel contained another liquid that is predominantly water – such as ale, or wine – this is also purified, turning into delicious, pure, non-alcoholic water.

\n\n Lore: None

" + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + }, + "Warning": { + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" + } + } + }, + "Bernhardt Dampfer": { + "name": "Bernhardt Dampfer", + "items": { + "Maria Borger": { + "name": "Maria Borger" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Lore (Riverways)": { + "name": "Lore (Riverways)", + "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 (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

A beak dipped red spells thy shiversome end

\n

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.

" + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "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" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Trade Tools (Carpenter)": { + "name": "Trade Tools (Carpenter)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + } + } + }, + "Bathilda Fischer": { + "name": "Bathilda Fischer", + "items": { + "Bag of Human Teeth": { + "name": "Bag of Human Teeth" + }, + "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}" + }, + "Sword": { + "name": "Sword" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "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}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Break and Enter": { + "name": "Break and Enter", + "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", + "effects": { + "Break and Enter": { + "name": "Break and Enter" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

When forked tongue and owl’s eye meet, Morrslieb grins

\n

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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Crowbar": { + "name": "Crowbar" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Requires 1 hand to carry (or 2 hands if full).

" + } + } + }, + "Durak Dimholt": { + "name": "Durak Dimholt", + "items": { + "Prospecting Pan": { + "name": "Prospecting Pan" + }, + "1d10 Silver Shilling": { + "name": "1d10 Silver Shilling" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Language (Khazalid)": { + "name": "Language (Khazalid)", + "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Twohanded)": { + "name": "Melee (Twohanded)", + "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}" + }, + "Trade (Carpentry)": { + "name": "Trade (Carpentry)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "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" + } + } + }, + "Strider (Rocky)": { + "name": "Strider (Rocky)", + "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 (Rocky)": { + "name": "Strider (Rocky)" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Shovel": { + "name": "Shovel" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Pick": { + "name": "Pick" + }, + "Tent": { + "name": "Tent" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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." + }, + "Axe": { + "name": "Axe" + }, + "Backpack": { + "name": "Backpack", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + } + } + }, + "Shif Doppler": { + "name": "Shif Doppler", + "items": { + "All-Around Facing": { + "name": "All-Around Facing", + "description": "

Doppler has a strange mutation that allows him to turn his head and arms through 360 degrees. He can attack to the rear with ease, but since his legs stay pointed forwards, his backward movement is cut down to half. He may use this mutation to play dead, feigning a broken neck. If a Character examines him and passes an Easy (+40) Heal Test they will be able to tell he is still alive.

" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Torture)": { + "name": "Lore (Torture)", + "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}" + }, + "Melee (Flail)": { + "name": "Melee (Flail)", + "description": "

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

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

*Death Comes on Wooden Deck

\n

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.

" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Reversal": { + "name": "Reversal", + "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", + "effects": { + "Reversal": { + "name": "Reversal" + } + } + }, + "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 + } + } + } + }, + "Flail": { + "name": "Flail" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Full Face Helmet": { + "name": "Full Face Helmet", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Mail Chausses": { + "name": "Mail Chausses" + }, + "Sleeved Mail Shirt": { + "name": "Sleeved Mail Shirt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + }, + "G8uJbdu9YDv1n6bt": { + "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" + } + } + } + } + }, + "Agrin Losburg": { + "name": "Agrin Losburg", + "items": { + "The Clothes on His Back": { + "name": "The Clothes on His Back" + }, + "Carefully Hidden Jar of Blister Ointment": { + "name": "Carefully Hidden Jar of Blister Ointment" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "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}" + }, + "Lore (Sigmar)": { + "name": "Lore (Sigmar)", + "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}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Doomed": { + "name": "Doomed", + "description": "

By Faith Sustained, By Doubt Delivered to Morr

\n

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.

" + }, + "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 you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. 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" + } + } + }, + "Flail": { + "name": "Flail" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Sentry": { + "name": "Sentry", + "items": { + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Sword": { + "name": "Sword" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Rotting Flesh": { + "name": "Rotting Flesh", + "description": "

Anyone viewing a guard’s uncovered face or body must make a @Fear[,] Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful Challenging (+0) Endurance Test, or fight with a penalty of -10 to WS.

", + "effects": { + "Rotting Flesh": { + "name": "Rotting Flesh" + } + } + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Hhv9ie7wMOrylgXb": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + }, + "Full Face Helmet": { + "name": "Full Face Helmet", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Mail Chausses": { + "name": "Mail Chausses" + }, + "Sleeved Mail Shirt": { + "name": "Sleeved Mail Shirt" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Alex Eisen": { + "name": "Alex Eisen", + "items": { + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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 + } + } + } + }, + "Merchant": { + "name": "Merchant", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" + } + } + }, + "Reginhard Vieth": { + "name": "Reginhard Vieth", + "items": { + "Pirate Fleet and Crew (Three River Barges, 18 Pirates)": { + "name": "Pirate Fleet and Crew (Three River Barges, 18 Pirates)" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sword": { + "name": "Sword" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Thou Need no Larger Boat

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.

" + }, + "Fearless (Riverwardens)": { + "name": "Fearless (Riverwardens)", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "Gunner": { + "name": "Gunner", + "description": "You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon.", + "effects": { + "Gunner": { + "name": "Gunner" + } + } + }, + "Kingpin": { + "name": "Kingpin", + "description": "You have earned an air of respectability despite your nefarious ways. You may ignore the Status loss of the Criminal Talent." + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Thierry Ostend": { + "name": "Thierry Ostend", + "items": { + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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 + } + } + } + }, + "Merchant": { + "name": "Merchant", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" + } + } + }, + "Outlaw": { + "name": "Outlaw", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Bow": { + "name": "Bow" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Sword, Axe, Mace, or Club": { + "name": "Sword, Axe, Mace, or Club" + } + } + }, + "Chaotic Organ": { + "name": "Chaotic Organ", + "items": { + "Construct": { + "name": "Construct", + "description": "

\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Beak-Face Mutant": { + "name": "Beak-Face Mutant", + "description": "

The Boat Attackers

\n

Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away,  many turn to violence — either to survive, or to punish the society that abandoned them.

", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Beaked Face": { + "name": "Beaked Face", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +3 Creature Trait; this mutation cannot be hidden

", + "effects": { + "Beaked Face": { + "name": "Beaked Face" + } + } + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Sword": { + "name": "Sword" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "3N8oTFMP8we03P2G": { + "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" + } + } + } + } + }, + "Dwarf Miner": { + "name": "Dwarf Miner", + "items": { + "Language (Khazalid)": { + "name": "Language (Khazalid)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (Metallurgy)": { + "name": "Lore (Metallurgy)", + "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}" + }, + "Melee (Two-Handed)": { + "name": "Melee (Two-Handed)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Trade (Carpentry)": { + "name": "Trade (Carpentry)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "Robust": { + "name": "Robust", + "description": "

You are as tough as old boots and just soak up damage. You reduce all incoming Damage by an extra +1 per time you have taken the Robust Talent, even if the Damage cannot normally be reduced, but still suffer a minimum of 1 Wound from any Damage source.

", + "effects": { + "Robust": { + "name": "Robust" + } + } + }, + "Strider (Rocky)": { + "name": "Strider (Rocky)", + "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 (Rocky)": { + "name": "Strider (Rocky)" + } + } + }, + "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" + } + } + }, + "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 + } + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Shovel": { + "name": "Shovel" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Pick": { + "name": "Pick" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Axe": { + "name": "Axe" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Les attaquants du Bateau

\n

À tort ou à raison, la population de mutants de l’Empire est mise au ban de la société. Si certains cherchent simplement à se cacher, beaucoup se tournent vers la violence, soit pour survivre, soit pour punir la société qui les a abandonnés.

", - "gmNotes": "" + "name": "Winged Mutant", + "description": "

The Boat Attackers

\n

Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away,  many turn to violence — either to survive, or to punish the society that abandoned them.

", + "items": { + "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.

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.

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

The Flying Active Effect is disabled by default. When active, it will provide the Ranged Test penalty.

", + "effects": { + "Flying": { + "name": "Flying" + } + } + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Wings": { + "name": "Wings", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight} 60 Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Wings": { + "name": "Wings" + } + } + }, + "ji27hua4oOzdDH9h": { + "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" + } + } + }, + "Spear": { + "name": "Spear" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + } + } + }, + "Sophie van Haagen": { + "name": "Sophie van Haagen", + "items": { + "Illegal Goods": { + "name": "Illegal Goods" + }, + "Various Forged Guild Licenses": { + "name": "Various Forged Guild Licenses" + }, + "5d110 Silver Shilling": { + "name": "5d110 Silver Shilling" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Abacus": { + "name": "Abacus" + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } }, "Young Blood": { - "name": "Jeune Noble", - "description": "", - "gmNotes": "

Apparence: jeune, athlétique, magnifiquement habillé.

\n

Personnalité:fougueux, irresponsable, bruyant.

\n

Motivations:: s’amuser, faire des blagues, embarrasser les autres.

\n

Exemple de dialogue: ‘Je vous le dis, mes amis ! C’est tout à fait splendide ! Quel amusement !’ et ‘Certaines personnes n’ont vraiment aucun sens de l’humour. Quel ennui’.

" + "name": "Young Blood", + "items": { + "Personal Servant": { + "name": "Personal Servant" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Play (Violin)": { + "name": "Play (Violin)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "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.

" + }, + "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." + }, + "Foil": { + "name": "Foil" + }, + "Hand Mirror": { + "name": "Hand Mirror" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + } + } + }, + "Skeleton (Castle Wittgenstein)": { + "name": "Skeleton (Castle Wittgenstein)", + "items": { + "Construct": { + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "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 @UUID[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.

" + }, + "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.

" + }, + "Hand Weapon": { + "name": "Hand Weapon" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Tattered Chainmail Shirt": { + "name": "Tattered Chainmail Shirt" + } + } + }, + "Elias Answell": { + "name": "Elias Answell", + "items": { + "1d10 jars of pickled murderfish": { + "name": "1d10 jars of pickled murderfish" + }, + "2d10 Gold Crown": { + "name": "2d10 Gold Crown" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Sword": { + "name": "Sword" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Lore (Riverways)": { + "name": "Lore (Riverways)", + "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}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

No Master but the River

\n

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.

" + }, + "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" + } + } + }, + "Abacus": { + "name": "Abacus" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + } + } + }, + "Self Made, Obnoxious Trader": { + "name": "Self Made, Obnoxious Trader", + "items": { + "2d10 Gold Crown": { + "name": "2d10 Gold Crown" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sword": { + "name": "Sword" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Wastelander)": { + "name": "Language (Wastelander)", + "description": "

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

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

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "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." + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + } + } + }, + "Crot Scaback": { + "name": "Crot Scaback", + "description": "

The Skaven

\n

Crot and his followers have been drawn to this area by the traces of warpstone that remain here. Their instincts tell them that a large piece of warpstone was here, but has been removed. They have been watching the adventurers since they arrived, and when they enter the caves, the Skaven see a chance to capture and question them.

\n

Crot Scaback – Skaven Champion

\n

Crot stands 6 ft tall — huge for a Skaven — and is covered in dirty grey fur. He has a prehensile tail that he can use to attack in any direction. He is cunning and utterly ruthless. Crot speaks Reikspiel in a very clipped, squeaky fashion, repeating some words in pairs and running others together.

", + "items": { + "Mace Head (On Tail)": { + "name": "Mace Head (On Tail)" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Shieldsman": { + "name": "Shieldsman", + "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", + "effects": { + "Shieldsman": { + "name": "Shieldsman" + } + } + }, + "B2sQgIiMRa3aK8zS": { + "name": "Shieldsman", + "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", + "effects": { + "Shieldsman": { + "name": "Shieldsman" + } + } + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "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" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Sword": { + "name": "Sword" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dual Wielder": { + "name": "Dual Wielder", + "description": "

When armed with two weapons, you may attack with both for your Action. Roll to hit with the weapon held in your primary hand. If you hit, determine Damage as normal, but remember to keep your dice roll, as you will use it again. If the first strike hits, once it is resolved, the weapon in your secondary hand can then target an available opponent of your choice using the same dice roll for the first strike, but reversed. So, if you rolled 34 to hit with the first weapon, you use 43 to hit with the second. Remember to modify this second roll by your off-hand penalty (–20 unless you have the Ambidextrous Talent). This second attack is Opposed with a new defending roll, and damage for this second strike is calculated as normal. The only exception to this is if you roll a Critical for your first strike. If this happens, use the roll on the Critical Table to also act as the roll for the second attack. So, if you scored a critical to the head and rolled 56 on the Critical table for a Major Eye Wound, your second attack would then strike out with a to-hit value of 56. If you choose to attack with both weapons, all your defensive rolls until the start of your next Turn suffer a penalty of –10. You do not gain an Advantage when you successfully strike or Wound an opponent when Dual Wielding unless both attacks hit.

", + "effects": { + "Dual Wielder": { + "name": "Dual Wielder" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Plate Breastplate": { + "name": "Plate Breastplate" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Grissenwald Villager": { + "name": "Grissenwald Villager", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Pitchfork": { + "name": "Pitchfork" + }, + "Shovel": { + "name": "Shovel" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Herbert Marcuse": { + "name": "Herbert Marcuse", + "items": { + "Cloth for polishing glasses (his favourite pastime)": { + "name": "Cloth for polishing glasses (his favourite pastime)" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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 (Local)": { + "name": "Lore (Local)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Doomed": { + "name": "Doomed", + "description": "

A Welcome Release

\n

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.

" + }, + "Pick-axe handle": { + "name": "Pick-axe handle", + "description": "

Hidden under the bar

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

The Daemonette is 5 ft tall, and has white skin with deep-green, saucer-like eyes. Its face and figure resemble those of a Human woman, except that its arms end in powerful, crab-like claws.

\n

It will try to distract the adventurers with conversation as it edges close enough to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Acquiescence}. It asks why the adventurers are not dancing, or pleasuring themselves in some other way. Why do they look so unhappy? If attacked, the Daemonette will fight, taking great pleasure in the battle so long as it appears to be winning. The Daemonette has no wish to have its soul thrown back to the Realm of Chaos in shame, and will vanish in a puff of pink smoke if reduced to 5 Wounds or less.

", + "items": { + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Spellcaster": { + "name": "Spellcaster", + "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Unstable*": { + "name": "Unstable*", + "description": "

*Does not apply within the temple, as it has become suffused with the essence of Slaanesh.

\n

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" + } + } + }, + "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" + } + } + }, + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Acquiescence": { + "name": "Acquiescence", + "description": "

Your magic pierces deep within your target, flooding the soul with an acute awareness of their broken dreams. The target’s Initiative Characteristic drops to 10, if it was not already lower, as the mind turns inwards. On the target’s Turn, all movement is randomized as determined by the GM as the character bemoans life, lewdly telling all what should have been as hands are flung in the air. Further, the target can only perform an Action if a Challenging (+0) Cool Test is first passed; if failed, the Target is far too busy bemoaning what could have been to do anything else

", + "effects": { + "Acquiescence": { + "name": "Acquiescence" + } + } + } + } + }, + "Shadow The Cat": { + "name": "Shadow The Cat", + "description": "

@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka’s} black cat, Shadow, accompanies her wherever she goes. Although Shadow appears intelligent, with a disconcertingly knowing look in her eyes, she is an ordinary black cat.

", + "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.

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

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

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Three Eyed Mutant": { + "name": "Three Eyed Mutant", + "items": { + "Hand Weapon (Sword)": { + "name": "Hand Weapon (Sword)" + }, + "Acute Sense (Vision)": { + "name": "Acute Sense (Vision)", + "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" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Sword": { + "name": "Sword" + }, + "Three Eyes": { + "name": "Three Eyes", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense} (Vision) Talent; this mutation can only be hidden by clothing

", + "effects": { + "Three Eyes": { + "name": "Three Eyes" + } + } + }, + "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.

" + } + } + }, + "August Hauser": { + "name": "August Hauser", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sword": { + "name": "Sword" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Lore (Riverways)": { + "name": "Lore (Riverways)", + "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}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Ask for silver’s providence and be damned

\n

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.

" + }, + "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." + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Shield": { + "name": "Shield" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Provides illumination for 20 yards.

" + }, + "Lantern Oil": { + "name": "Lantern Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + } + } + }, + "Simone L’escalier": { + "name": "Simone L’escalier", + "items": { + "3d10 Brass Penny": { + "name": "3d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Language (Reikspeil)": { + "name": "Language (Reikspeil)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" + }, + "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" + } + } + }, + "Bowl": { + "name": "Bowl" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Worth at least 45 GC, more to an interested collector.

" + }, + "Troubadour's Outfit": { + "name": "Troubadour's Outfit" + }, + "Attractive": { + "name": "Attractive", + "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + } + } + }, + "Organ Tentacles": { + "name": "Organ Tentacles", + "description": "

A tentacle can only be severed by damage of 6 Wounds or more, delivered in a single blow by an edged weapon. All other damage is instantly regenerated.

", + "items": { + "Construct": { + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Constrictor*": { + "name": "Constrictor*", + "description": "

*Helpless target when constricting

\n

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" + } + } + }, + "Grapple": { + "name": "Grapple", + "description": "

Successful attacks @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{grapple} the victim, but cause no damage. Instead, the victim is pulled 2 yards closer to the maw for each @Condition[Entangled] Condition. While grappling a victim, a vine counts as a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#helpless-targets]{Helpless} target.

" + } + } + }, + "Edgar ‘The Pike’ Ebrecht": { + "name": "Edgar ‘The Pike’ Ebrecht", + "items": { + "Crude Wood Carving of a Child": { + "name": "Crude Wood Carving of a Child" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Axe": { + "name": "Axe" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + } + } + }, + "Amoeba": { + "name": "Amoeba", + "description": "

Amoebae are simple, single-celled creatures that resemble formless slime or jelly. They either creep slowly or, for speedier movement, extend pseudopods that can reach up to half their length. They feed on organic material, allowing metals and minerals to pass through them. They are inexorable and without mind, simply existing to move and absorb food, whether this be leaves, dead animals, fungus or sleeping adventurers. Amoebae are drawn to warmth, which they associate with sustenance, but shy away from extremes of temperature that can damage their cell membrane. They are otherwise without senses.

", + "items": { + "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" + } + } + }, + "Creeping": { + "name": "Creeping", + "description": "

This creature is relentless, but slow. They cannot take any Run actions.

", + "effects": { + "Creeping": { + "name": "Creeping" + } + } + }, + "jNjeIkIfoDPbrDvc": { + "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" + } + } + }, + "Engulf": { + "name": "Engulf", + "description": "

If the creature is of sufficient size, any successful attacks it makes engulfs a victim, even if they cause no Damage, inflicting one @Condition[Entangled] Condition with a Strength equal to that of the creature. At the beginning of each Round, engulfed victims gain one more @Condition[Entangled] Condition, and automatically lose 1 Wound as powerful enzymes begin digestion. If the creature is not of sufficient size to fully engulf a victim, it may still be large enough to immobilise a struck location. The creature can make no more attacks against fully engulfed victims, but it can still attack others if they are close enough.

", + "effects": { + "Engulfed": { + "name": "Engulfed" + }, + "Engulf": { + "name": "Engulf" + } + } + }, + "hfAJMywnDEYhb3TN": { + "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" + } + } + }, + "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

" + }, + "Y68ZRur7AUksFYK9": { + "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" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Swamp-strider": { + "name": "Swamp-strider", + "description": "

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

" + }, + "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" + } + } + }, + "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" + } + } + } + } + }, + "Liza Sauber": { + "name": "Liza Sauber", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Small": { + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", + "effects": { + "Small": { + "name": "Small" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Beastman – Gor": { + "name": "Beastman – Gor", + "items": { + "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" + } + } + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "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" + } + } + }, + "njZItRB5FcbnSwu9": { + "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" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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).

" + } + } + }, + "Giant Leech": { + "name": "Giant Leech", + "description": "

Giant Leeches hunt in marshes and near rivers, and typically grow to between one and three feet in length. They can detect vibrations, heat, and light with sensory organs on their heads. They are aggressively predatory when not satiated.

The Analgesic Saliva of a Giant Leech may be harvested (carefully) from a living specimen. Turned into a @UUID[JournalEntry.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice} it grants +1 SL to any Heal Test made to treat a critical wound.

Chameleoleeches

Chameleoleeches have glands near their heads that secrete a powerful @UUID[Compendium.wfrp4e-dotr.items.rYgOZSGFwF3a7GBu]{Hallucinogen}. This only affects sentient mammals, who are plagued by hallucinations of their greatest desires. Some find these delusions addictive.

Tree Leeches

These creatures have the @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibious} and @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboreal} Traits rather than Aquatic. They conceal themselves among the hanging vines and foliage of wetlands areas, waiting to drop onto a passing source of body heat.

", + "items": { + "Analgesic Saliva": { + "name": "Analgesic Saliva", + "description": "

The creature’s bites cause no pain, which allows it to attach to sleeping victims undetected. This effect wears off 10 – Toughness Bonus Rounds after the creature detaches.

" + }, + "Anticoagulant Saliva": { + "name": "Anticoagulant Saliva", + "description": "

The victim of the creature’s bite gains one @Condition[Bleeding] Condition.

", + "effects": { + "Anticoagulant Saliva": { + "name": "Anticoagulant Saliva" + } + } + }, + "Aquatic": { + "name": "Aquatic", + "description": "

The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.

" + }, + "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" + } + } + }, + "Attach and Feed": { + "name": "Attach and Feed", + "description": "

If the creature makes a successful Bite attack, it becomes attached to the victim, clamping tight with surprising force. It then extracts blood, causing the automatic loss of 1 Wound every Round it is attached. Victims reduced to zero Wounds gain an @Condition[Unconscious] Condition as they pass out from blood loss.

\n

The creature will only free itself when full, which happens after it has extracted its TB in Wounds; it then retreats to digest the meal.

\n

The creature can be pulled off with an Opposed Strength Test, but doing so inflicts 1 Wound on the victim. If the creature has the appropriate Trait, anything it fears makes it release its hold immediately.

", + "effects": { + "Attach and Feed": { + "name": "Attach and Feed" + }, + "Attached": { + "name": "Attached" + } + } + }, + "S3zSARS5kSyRFpjq": { + "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" + } + } + }, + "Creeping": { + "name": "Creeping", + "description": "

This creature is relentless, but slow. They cannot take any Run actions.

", + "effects": { + "Creeping": { + "name": "Creeping" + } + } + }, + "6aOL6GBk2tWgde42": { + "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" + } + } + }, + "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" + } + } + }, + "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

" + }, + "Hallucinogen": { + "name": "Hallucinogen", + "description": "

The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM’s discretion, if the victim is downwind) must pass an Average (+20) Willpower Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.

", + "effects": { + "Hallucinogen": { + "name": "Hallucinogen" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "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)

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "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.

" + } + } + }, + "Ghoul Champion": { + "name": "Ghoul Champion", + "description": "

One of the Wizard Dagmar's final experiments, this unfortunate creature has guarded its long dead creator’s home for centuries. Preserved by foul sorcery and the occasional foolhardy rat, the Ghoul is ravenous for a more substantial meal.

", + "items": { + "Paralysing Venom": { + "name": "Paralysing Venom", + "description": "

The Ghoul has been enchanted not only to bind it to the tower, but also to give its bite a unique effect. Rather than causing a @Condition[Poisoned] Condition, those afflicted by the Ghoul’s venom gain the @Condition[Unconscious] condition instead. This lasts for [[/r 1d10]] hours minus the victim’s Toughness Bonus, to a minimum of 1 hour. Unlike the normal @Condition[Unconscious] condition, the ghoul’s bite renders its victims immobile, but otherwise aware of their surroundings and exactly what is being done to them.

", + "effects": { + "Venom": { + "name": "Venom" + } + } + }, + "Iron Key": { + "name": "Iron Key", + "description": "

 6-inch-long iron key, resembling a 5-pointed star in cross-section, on a leather thong about its neck.

" + }, + "Elite": { + "name": "Elite", + "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", + "effects": { + "Elite": { + "name": "Elite", + "changes": { + "system.characteristics.ws.initial": 20, + "system.characteristics.bs.initial": 20, + "system.characteristics.wp.initial": 20 + } + } + } + }, + "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 @UUID[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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Sharpened Tibia": { + "name": "Sharpened Tibia" + }, + "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" + } + } + } + } + }, + "Aynjulls Isembeard": { + "name": "Aynjulls Isembeard", + "items": { + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Dwarfs)": { + "name": "Lore (Dwarfs)", + "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}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Secret Signs (Guilder)": { + "name": "Secret Signs (Guilder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Trade (Engineer)": { + "name": "Trade (Engineer)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Craftsman (Engineer)": { + "name": "Craftsman (Engineer)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "Master Tradesman (Engineering)": { + "name": "Master Tradesman (Engineering)", + "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", + "effects": { + "Master Tradesman": { + "name": "Master Tradesman" + } + } + }, + "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." + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Carpenter's Tools": { + "name": "Carpenter's Tools", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Stonemason's Tools": { + "name": "Stonemason's Tools", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Dwarven Engineers’ Guild Ring": { + "name": "Dwarven Engineers’ Guild Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + "Hand Axe": { + "name": "Hand Axe" + }, + "Language (Khazalid)": { + "name": "Language (Khazalid)", + "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Etiquette (Scholar)": { + "name": "Etiquette (Scholar)", + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", + "effects": { + "Hatred (Greenskins)": { + "name": "Hatred (Greenskins)" + } + } + } + } + }, + "Reiner Dampfer": { + "name": "Reiner Dampfer", + "items": { + "2d10 Silver Shilling": { + "name": "2d10 Silver Shilling" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Georg Hegel": { + "name": "Georg Hegel", + "description": "

Hegel was Captain of the Guard before his unfortunate death three months ago. He has not been allowed to rest in peace, however, for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (who does not entirely trust @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}) reanimated Hegel using magic and a sprinkling of warpstone dust. Now Hegel is little more than a skeleton rattling around inside his armour, but he is absolutely loyal to Lady Margritte, knowing that his continued existence relies on her powers.

", + "items": { + "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}" + }, + "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.

" + }, + "Furious Assault": { + "name": "Furious Assault", + "description": "Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend an Advantage or your Move to make an extra attack (assuming you have your Move remaining).", + "effects": { + "Furious Assault": { + "name": "Furious Assault" + } + } + }, + "Reversal": { + "name": "Reversal", + "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", + "effects": { + "Reversal": { + "name": "Reversal" + } + } + }, + "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" + } + } + }, + "Construct": { + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Bastard Sword": { + "name": "Bastard Sword", + "effects": { + "Bastard Sword": { + "name": "Bastard Sword" + } + } + }, + "Mail Chausses": { + "name": "Mail Chausses" + }, + "Mail Coat": { + "name": "Mail Coat" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Shieldsman": { + "name": "Shieldsman", + "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", + "effects": { + "Shieldsman": { + "name": "Shieldsman" + } + } + }, + "jt1Qnk7iDVvxC4vQ": { + "name": "Shieldsman", + "description": "You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. When using a Shield to defend, you gain Advantage equal to the number of levels you have in Shieldsman if you lose the Opposed Test.", + "effects": { + "Shieldsman": { + "name": "Shieldsman" + } + } + }, + "Plate Helm": { + "name": "Plate Helm", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + }, + "Mail Coif": { + "name": "Mail Coif", + "effects": { + "Mail Coif": { + "name": "Mail Coif" + } + } + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Father Marcus": { + "name": "Father Marcus", + "items": { + "Shard of Black Stone": { + "name": "Shard of Black Stone" + }, + "Drink": { + "name": "Drink" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Entertain (Lecture)": { + "name": "Entertain (Lecture)", + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "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}" + }, + "Language (Khazalid)": { + "name": "Language (Khazalid)", + "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Dead Fowl Foul

\n

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.

" + }, + "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." + }, + "Super Numerate": { + "name": "Super Numerate", + "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", + "effects": { + "Super Numerate": { + "name": "Super Numerate" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Worn Robes": { + "name": "Worn Robes" + }, + "Hammer Pendant": { + "name": "Hammer Pendant" + }, + "Food": { + "name": "Food" + }, + "Backpack": { + "name": "Backpack", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + "Formal Robes": { + "name": "Formal Robes" + }, + "Book": { + "name": "Book", + "description": "

Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.

" + }, + "Pouch": { + "name": "Pouch" + }, + "Quarterstaff used as walking stick": { + "name": "Quarterstaff used as walking stick" + } + } + }, + "Frida Bismarck": { + "name": "Frida Bismarck", + "items": { + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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 + } + } + } + }, + "Merchant": { + "name": "Merchant", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" + } + } + }, + "Purple Hand Cultist": { + "name": "Purple Hand Cultist", + "description": "

All the Purple Hand cultists have some item of clothing that is purple: a tunic, cloak, belt, or something else. After three or four cultist encounters, begin making secret Challenging (+0) Intelligence Tests for the adventurers to spot this purple theme. Also, every cultist has a small purple tattoo of an open hand, somewhere on their bodies. Although the cultists have a variety of occupations which provide them with suitable cover stories, they all have a number of Skills in common, that are listed below. In addition, they have whatever non-combat Skills are consistent with their cover and the situation in which they are encountered.

", + "items": { + "Some Purple Item of Clothing": { + "name": "Some Purple Item of Clothing" + }, + "Others at GM’s discretion.": { + "name": "Others at GM’s discretion." + }, + "Secret Signs (Purple Hand)": { + "name": "Secret Signs (Purple Hand)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Purple Hand Tattoo": { + "name": "Purple Hand Tattoo" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + } + } + }, + "Klaus Jager": { + "name": "Klaus Jager", + "items": { + "2d10 Silver Shilling": { + "name": "2d10 Silver Shilling" + }, + "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}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Lore (Beasts)": { + "name": "Lore (Beasts)", + "description": "

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

Thy neighbours worries are thine own!

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.

" + }, + "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" + } + } + }, + "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" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Storm Lantern": { + "name": "Storm Lantern", + "description": "

Shutters protect the flame from wind, and also enable the light to be directed in a 90° arc or darkened altogether. Provides illumination for 20 yards, or 30 when targeted.

", + "effects": { + "Storm Lantern": { + "name": "Storm Lantern" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Animal Trap (Bear Trap)": { + "name": "Animal Trap (Bear Trap)", + "description": "

Used to catch game (see @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival})

" + }, + "Bow": { + "name": "Bow" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Elf Arrow": { + "name": "Elf Arrow" + }, + "Sturdy Boots": { + "name": "Sturdy Boots" + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Lantern Oil": { + "name": "Lantern Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + } + } + }, + "Dumpling Hayfoot": { + "name": "Dumpling Hayfoot", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Meat Tenderiser": { + "name": "Meat Tenderiser" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Language (Mootish)": { + "name": "Language (Mootish)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Acute Sense (Taste)": { + "name": "Acute Sense (Taste)", + "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.

" + }, + "Beneath Notice": { + "name": "Beneath Notice", + "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "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" + } + } + }, + "Resistance (Chaos)": { + "name": "Resistance (Chaos)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Chaos)": { + "name": "Resistance (Chaos)" + } + } + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Small": { + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", + "effects": { + "Small": { + "name": "Small" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Corrobreth The Priest": { + "name": "Corrobreth The Priest", + "items": { + "Pet Raven": { + "name": "Pet Raven" + }, + "Raft": { + "name": "Raft" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Rhya's Children": { + "name": "Rhya's Children", + "description": "

Laying hands on the earth, you chant a prayer to Rhya appealing for her aid in understanding her Realm. This Miracle may only be invoked outdoors, outside settlements. You sense the presence and passing of all sentient creatures within Fellowship yards. Each +2 SL extents the area of effect by +Fellowship yards.

" + }, + "Rhya's Harvest": { + "name": "Rhya's Harvest", + "description": "

You chant to Rhya, and life springs forth. Edible fruit, vegetables, and fungi grow at the point where you touch. For each round in which the Miracle is in effect, you cause enough food to feed 1 person to grow. The type of food depends on your location: in a cavern you may grow mushrooms, while outdoors you may cause many different fruits and vegetables to spring forth.

" + }, + "Rhya's Touch": { + "name": "Rhya's Touch", + "description": "

You lay hands upon an injured or diseased target as you sing your prayers. Choose one of the following effects:

\n

• Heal Fellowship Bonus wounds

\n

• Cure 1 naturally occurring disease

\n

For every + 2 SL, you may choose another effect, and may choose the same effect repeatedly. This Miracle is slow, with the effects taking at least 10 minutes to manifest. If interrupted, the Miracle will need to be attempted again.

", + "effects": { + "Heal": { + "name": "Heal" + }, + "Cure Disease": { + "name": "Cure Disease" + } + } + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Blessing of Breath": { + "name": "Blessing of Breath", + "description": "

Your target does not need to breathe and ignores rules for suffocation.

", + "effects": { + "Blessing of Breath": { + "name": "Blessing of Breath" + } + } + }, + "Blessing of Conscience": { + "name": "Blessing of Conscience", + "description": "

Your target must pass a Average (+20) Willpower Test to break any of the Strictures of your deity. If they fail, they are overcome with Shame and do not take the action.

", + "effects": { + "Blessing of Conscience": { + "name": "Blessing of Conscience" + } + } + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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 + } + } + } + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Blessing of Healing": { + "name": "Blessing of Healing", + "description": "

Your target heals +1 Wound.

", + "effects": { + "Blessing of Healing": { + "name": "Blessing of Healing" + } + } + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Sword": { + "name": "Sword" + }, + "Blessing of Protection": { + "name": "Blessing of Protection", + "description": "

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

", + "effects": { + "Blessing of Protection": { + "name": "Blessing of Protection" + } + } + }, + "Lore (Reikland)": { + "name": "Lore (Reikland)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Blessing of Recuperation": { + "name": "Blessing of Recuperation", + "description": "

Your target may reduce the duration of 1 disease with which they are afflicted by 1 day. This prayer may only be attempted once per instance of a disease per person.

" + }, + "Lore (Theology)": { + "name": "Lore (Theology)", + "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}" + }, + "Pray": { + "name": "Pray", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Bless (Rhya)": { + "name": "Bless (Rhya)", + "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent.", + "effects": { + "Bless": { + "name": "Bless" + } + } + }, + "Invoke (Rhya)": { + "name": "Invoke (Rhya)", + "description": "

You are blessed by one of the Gods and can empower one of your Cult’s Miracles. Further, you may purchase extra miracles for 100 XP per miracle you currently know. So, if you already know 3 miracles, your next miracle costs 300 XP to purchase. Full rules for learning new miracles are provided in @UUID[JournalEntry.NcH9OhleJFfaUdon]{Religion and Belief}. Under normal circumstances, you may not learn more than one Invoke (Divine Lore) Talent. Further, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} or @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic} Talents when you have the Invoke Talent. You can unlearn this Talent for 100 XP, but will lose all of your miracles if you do so, and will also garner the extreme disfavor of your God, with effects determined by your GM

" + }, + "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" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "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." + }, + "Resistance (Poison)": { + "name": "Resistance (Poison)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Poison)": { + "name": "Resistance (Poison)" + } + } + }, + "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 + } + } + } + }, + "Religious Symbol": { + "name": "Religious Symbol" + }, + "Robes": { + "name": "Robes" + }, + "Sack": { + "name": "Sack", + "description": "

Requires 1 hand to carry.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Staff": { + "name": "Staff" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Fishing Skiff": { + "name": "Fishing Skiff" + }, + "Klaus": { + "name": "Klaus", + "items": { + "Length of Twine": { + "name": "Length of Twine" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Club": { + "name": "Club" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Vengeance Shall See Thee Done

\n

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" + } + } + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "Strong Legs": { + "name": "Strong Legs", + "description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping", + "effects": { + "Strong Legs": { + "name": "Strong Legs" + } + } + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Chalk": { + "name": "Chalk" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Armchair General": { + "name": "Armchair General", + "items": { + "Array of Fine Uniforms": { + "name": "Array of Fine Uniforms" + }, + "Livery": { + "name": "Livery" + }, + "Endless Stories": { + "name": "Endless Stories" + }, + "2d10 Gold Crown": { + "name": "2d10 Gold Crown" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Play (Drum)": { + "name": "Play (Drum)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "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." + }, + "Writing Kit": { + "name": "Writing Kit" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", + "effects": { + "Diceman": { + "name": "Diceman" + } + } + } + } + }, + "Boris Landsmaan": { + "name": "Boris Landsmaan", + "items": { + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

What eats you is what you eat

\n

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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Boat Hook": { + "name": "Boat Hook" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

A long pole used for barging; counts as an @UUID[Compendium.wfrp4e-core.items.mRU10yAWWWs5WoKt]{Improvised Weapon}

" + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Lady Margritte von Wittgenstein": { + "name": "Lady Margritte von Wittgenstein", + "items": { + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Channelling (Necromancy)": { + "name": "Channelling (Necromancy)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Ring of Protection from Fire": { + "name": "Ring of Protection from Fire", + "effects": { + "Ring of Protection from Fire": { + "name": "Ring of Protection from Fire" + } + } + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Wand of Jet": { + "name": "Wand of Jet", + "effects": { + "Wand of Jet": { + "name": "Wand of Jet" + } + } + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (Magick)": { + "name": "Lore (Magick)", + "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}" + }, + "Melee (Fencing)": { + "name": "Melee (Fencing)", + "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}" + }, + "Play (Violin)": { + "name": "Play (Violin)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Arcane Magic (Necromancy)": { + "name": "Arcane Magic (Necromancy)", + "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.

" + }, + "Doomed": { + "name": "Doomed", + "description": "

A Great Storm Shall Herald Thy Doom

\n

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.

" + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "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" + } + } + }, + "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 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Skull Chain": { + "name": "Skull Chain", + "description": "

Shrunken, silver-plated, skull on a chain.

" + }, + "Aethyric Armour (Necromancy)": { + "name": "Aethyric Armour (Necromancy)", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

", + "effects": { + "Aethyric Armour (Necromancy)": { + "name": "Aethyric Armour (Necromancy)" + } + } + }, + "Bolt (Necromancy)": { + "name": "Bolt (Necromancy)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + "Terrifying (Necromancy)": { + "name": "Terrifying (Necromancy)", + "description": "

You gain the @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror (1)} Creature Trait.

", + "effects": { + "Terrifying (Necromancy)": { + "name": "Terrifying (Necromancy)" + } + } + }, + "Ward (Necromancy)": { + "name": "Ward (Necromancy)", + "description": "

You wrap yourself in protective magic, gaining the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait.

", + "effects": { + "Ward (Necromancy)": { + "name": "Ward (Necromancy)" + } + } + }, + "Raise Dead": { + "name": "Raise Dead", + "description": "

You channel a heavy flow of Dhar into bare earth, causing old bones to gather and rise. SL+1 Skeletons will claw upwards into the affected area at the end of the Round, which are organized as you prefer within the area of effect. They start with the @Condition[Prone] Condition. The summoned undead are entirely under your control and can perform simple orders as you command. If you are killed or gain an @Condition[Unconscious] Condition, the spell comes to an end and the summoned Undead collapse. For each +2 SL you score, you may summon an extra SL Skeletons.

" + }, + "Reanimate": { + "name": "Reanimate", + "description": "

You channel worming strands of thick Dhar before you, sinking it into corpses, reanimating that which was once dead. Reanimate Willpower Bonus + SL dead bodies (as Zombies) or skeletons (as Skeletons) within range. They start with the @Condition[Prone] Condition. The summoned Undead are entirely under your control and can perform simple orders as you command. If you die or gain an @Condition[Unconscious] Condition, the spell comes to an end and the reanimated corpses fall dead again. For each +2 SL you score, you may reanimate an extra Willpower Bonus +SL Skeletons or Zombies.

" + }, + "Vanhel's Call": { + "name": "Vanhel's Call", + "description": "

You manipulate complicated flows of Dhar into your targets, filling them with overwhelming energy. Intelligence Bonus targets with the Undead Trait gain a free Move or Action — you choose one or the other to affect all targets — this is taken the moment the spell is cast. For each +2 SL you score, you may invigorate an extra Intelligence Bonus targets.

" + }, + "Dazzle": { + "name": "Dazzle", + "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", + "effects": { + "Dazzle": { + "name": "Dazzle" + } + } + }, + "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

" + }, + "Rot": { + "name": "Rot", + "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", + "effects": { + "Damage Armour": { + "name": "Damage Armour" + } + } + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "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}" + } + } + }, + "Stirpike": { + "name": "Stirpike", + "description": "

Although the mottled, grey-green Stirpike has almost been wiped out in Stirland, it is still found in some lakes and rivers elsewhere in the Empire. It is one of the largest freshwater predators in the Old World, capable of reaching lengths of some 20 feet and weights in excess of 4,000 pounds. It eats anything foolish enough to cross its path, but its primary diet is a mixture of fish, eels, and leeches. Immature Stirpikes, called Pickerels, are believed to have various medicinal qualities, and are much sought after.

", + "items": { + "Aquatic": { + "name": "Aquatic", + "description": "

The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.

" + }, + "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" + } + } + }, + "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

" + }, + "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.

" + }, + "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" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "fQmum7WNRmZWkDBw": { + "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" + } + } + }, + "jmdeeRcay5s2WHmJ": { + "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" + } + } + }, + "Tough": { + "name": "Tough", + "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", + "effects": { + "Tough": { + "name": "Tough", + "changes": { + "system.characteristics.t.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + } + } + }, + "Elderly Duchess": { + "name": "Elderly Duchess", + "items": { + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "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." + }, + "Schemer": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Foil": { + "name": "Foil" + }, + "Signet Ring": { + "name": "Signet Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + } + } + }, + "Rat Swarm (Castle Wittgenstein)": { + "name": "Rat Swarm (Castle Wittgenstein)", + "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

" + }, + "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 @UUID[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.

" + }, + "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" + } + } + }, + "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 (Endless Gnashing Teeth)": { + "name": "Weapon (Endless Gnashing 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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Skysoarer": { + "name": "Skysoarer", + "description": "

@UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} has trained Skysoarer to act as a scout, flying in an indicated direction and swooping to mark the positions of any people or creatures that he sees larger than the raven himself. When not acting as a scout for Corrobreth, Skysoarer usually sits on his shoulder.

", + "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

" + }, + "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

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "93xZhzzm9xvfYqQd": { + "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

 

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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": { + "name": "Weapon", + "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)

" + } + } + }, + "Kurt Kutzmann": { + "name": "Kurt Kutzmann", + "items": { + "Leather Apron": { + "name": "Leather Apron" + }, + "Money Belt with 30d": { + "name": "Money Belt with 30d" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Singing)": { + "name": "Entertain (Singing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Club": { + "name": "Club" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

Cleansing Flames Twixt Verse and Rhyme

\n

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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + }, + "Strong Back": { + "name": "Strong Back", + "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Skeleton": { + "name": "Skeleton", + "description": "

Because of the way they died, these skeletons are not Unstable, and can move around freely. If the Characters flee, the skeletons will follow them until they are destroyed or the Characters are dead.

", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "Dark Vision": { + "name": "Dark Vision", + "description": "

The creature can see in the dark as daylight.

" + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Tattered Chainmail Shirt": { + "name": "Tattered Chainmail Shirt" + }, + "Hand Weapon": { + "name": "Hand Weapon" + }, + "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" + } + } + } + } + }, + "Dwarf Gambler": { + "name": "Dwarf Gambler", + "items": { + "Marked Cards": { + "name": "Marked Cards" + }, + "Multiple Forged Documents": { + "name": "Multiple Forged Documents" + }, + "Weighted Dice": { + "name": "Weighted Dice" + }, + "An Alibi": { + "name": "An Alibi" + }, + "2d10 Silver Shilling": { + "name": "2d10 Silver Shilling" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "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}" + }, + "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}" + }, + "Language (Thief)": { + "name": "Language (Thief)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.XexqYWmxO5dy2us3 caption=false]{Pick Lock}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Cardsharp": { + "name": "Cardsharp", + "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", + "effects": { + "Cardsharp": { + "name": "Cardsharp" + } + } + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "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." + }, + "Dagger": { + "name": "Dagger" + }, + "Disguise Kit": { + "name": "Disguise Kit", + "description": "

Contains enough props for four disguises (e.g. wigs and make-up) and also materials for changing your appearance used by those with the Entertain (Acting) Skill (e.g. wax, fake blood, and prosthetics).

" + }, + "Lock Picks": { + "name": "Lock Picks", + "description": "

An assortment of small, variously-shaped tools needed to use the Pick Lock Skill without penalty. 

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", + "effects": { + "Diceman": { + "name": "Diceman" + } + } + } + } + }, + "Krazold Ironhand": { + "name": "Krazold Ironhand", + "items": { + "River Maps and Charts": { + "name": "River Maps and Charts" + }, + "Stranded Barge (Look Out Below)": { + "name": "Stranded Barge (Look Out Below)" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Shutters protect the flame from wind, and also enable the light to be directed in a 90° arc or darkened altogether. Provides illumination for 20 yards, or 30 when targeted.

", + "effects": { + "Storm Lantern": { + "name": "Storm Lantern" + } + } + }, + "Lamp Oil": { + "name": "Lamp Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + } + } + }, + "Ludwig von Wittgenstein": { + "name": "Ludwig von Wittgenstein", + "items": { + "Gold Pocket-watch": { + "name": "Gold Pocket-watch" + }, + "Gold Snuffbox": { + "name": "Gold Snuffbox" + }, + "Powdered Wig": { + "name": "Powdered Wig" + }, + "Spectacles": { + "name": "Spectacles" + }, + "Art (Sculpture)": { + "name": "Art (Sculpture)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Lore (Music)": { + "name": "Lore (Music)", + "description": "

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

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

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

Thou Shalt Die In The Thousands

\n

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." + }, + "Savant (Music)": { + "name": "Savant (Music)", + "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", + "effects": { + "Savant": { + "name": "Savant" + } + } + }, + "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 + } + } + } + }, + "Speedreader": { + "name": "Speedreader", + "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", + "effects": { + "Speedreader": { + "name": "Speedreader" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Armour (Chitinous Skin)": { + "name": "Armour (Chitinous Skin)", + "description": "

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

", + "effects": { + "Armour": { + "name": "Armour" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Etiquette (Scholars)": { + "name": "Etiquette (Scholars)", + "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" + } + } + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Heironymous Blitzen": { + "name": "Heironymous Blitzen", + "items": { + "House": { + "name": "House" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Detect Artifact": { + "name": "Detect Artifact", + "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched.", + "effects": { + "Detect Artefact": { + "name": "Detect Artefact" + } + } + }, + "Channelling (Azyr)": { + "name": "Channelling (Azyr)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Sword": { + "name": "Sword" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Magic)": { + "name": "Lore (Magic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (Warfare)": { + "name": "Lore (Warfare)", + "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}" + }, + "Melee (Polearm)": { + "name": "Melee (Polearm)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Acute Sense (Vision)": { + "name": "Acute Sense (Vision)", + "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.

" + }, + "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" + } + } + }, + "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" + } + } + }, + "Arcane Magic (Heavens)": { + "name": "Arcane Magic (Heavens)", + "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.

" + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Sharp Shadows Herald the Cold

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.

" + }, + "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" + } + } + }, + "Magical Sense": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "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 + } + } + } + }, + "Second Sight": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Staff": { + "name": "Staff", + "description": "

Bears a subtle symbol of the Blue Order

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "T'Essla's Arc": { + "name": "T'Essla's Arc", + "description": "

A crackling bolt of lightning shoots from your fingertips, striking your target. This is a magic missile with Damage +10 that inflicts +1 @Condition[Blinded] condition.

Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", + "effects": { + "T'Essla's Arc": { + "name": "T'Essla's Arc" + } + } + }, + "Eavesdrop": { + "name": "Eavesdrop", + "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" + }, + "Marsh Lights": { + "name": "Marsh Lights", + "description": "

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

\n\n Lore: None

" + }, + "Protection from Rain": { + "name": "Protection from Rain", + "description": "

You can keep yourself dry whatever the weather, unaffected by precipitation. This affects rain, hail, sleet and snow, and any similar water falling from the heavens, but not standing water.

\n\n Lore: None

" + }, + "Open Lock": { + "name": "Open Lock", + "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" + }, + "Sleep": { + "name": "Sleep", + "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", + "effects": { + "Sleep": { + "name": "Sleep" + } + } + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + }, + "Warning": { + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" + }, + "Arrow Shield (Heavens)": { + "name": "Arrow Shield (Heavens)", + "description": "

Any missiles containing organic matter, such as arrows with wooden shafts, are automatically destroyed if they pass within the Area of Effect, causing no damage to their target. Missiles comprising only inorganic matter, such as throwing knives or pistol shots, are unaffected.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.", + "effects": { + "Arrow Shield (Heavens)": { + "name": "Arrow Shield (Heavens)" + } + } + }, + "Bolt (Heavens)": { + "name": "Bolt (Heavens)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

" + }, + "Dome (Heavens)": { + "name": "Dome (Heavens)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

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. 

\n
\n

 

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", + "effects": { + "Dome (Heavens)": { + "name": "Dome (Heavens)" + } + } + }, + "Flight (Heavens)": { + "name": "Flight (Heavens)", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight (Agility)} Creature Trait.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", + "effects": { + "Flight (Heavens)": { + "name": "Flight (Heavens)" + } + } + }, + "Push (Heavens)": { + "name": "Push (Heavens)", + "description": "

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the @Condition[Prone] Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", + "effects": { + "Push (Heavens)": { + "name": "Push (Heavens)" + } + } + }, + "Cerulean Shield": { + "name": "Cerulean Shield", + "description": "

You encase yourself in a crackling cage of sparking electricity and Azyr. For the spell’s duration, gain +SL Armour Points to all locations against melee attacks. If attacked by metal weapons — such as daggers, swords, and spears with metal tips — your attacker takes +Willpower Bonus Damage.

\n\n Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", + "effects": { + "Cerulean Shield": { + "name": "Cerulean Shield" + } + } + }, + "Comet of Casandora": { + "name": "Comet of Casandora", + "description": "

You channel all the Azyr you can muster and reach out to the skies, calling down a comet to wreak havoc amongst your foes. Select a target point within range. At the end of the next round, make an Average (+20) Perception Test. For every +SL you achieve, you may move your point of impact by Initiative Bonus yards. 

For every –SL, the GM will move the point of impact by Initiative Bonus yards in a random direction. Comet of Casandora then acts as a magical missile with Damage +12 that hits all targets in the Area of Effect, who also gain +1 @Condition[Ablaze] and the @Condition[Prone] Condition.

Lore: Spells causing Damage ignore Armour Points from metal armour, and will arc to all other targets within 2 yards, except those with the Arcane Magic (Heavens) Talent, inflicting hits with a Damage equal to your Willpower Bonus, handled like a magical missile.

", + "effects": { + "Comet of Casandora": { + "name": "Comet of Casandora" + } + } + } + } + }, + "Emaciated Mutant": { + "name": "Emaciated Mutant", + "items": { + "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" + } + } + }, + "Spear": { + "name": "Spear" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Dwarf Engineer": { + "name": "Dwarf Engineer", + "items": { + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Language (Khazali)": { + "name": "Language (Khazali)", + "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (Metallurgy)": { + "name": "Lore (Metallurgy)", + "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}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "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}" + }, + "Trade (Engineer)": { + "name": "Trade (Engineer)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Craftsman (Engineer)": { + "name": "Craftsman (Engineer)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Carpenter's Tools or Stonemason's Tools": { + "name": "Carpenter's Tools or Stonemason's Tools", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n\n\n\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Hand Axe": { + "name": "Hand Axe" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + } + } + }, + "Gertrud Schützenberger": { + "name": "Gertrud Schützenberger", + "items": { + "Stolen Amulet of Bögen": { + "name": "Stolen Amulet of Bögen" + }, + "2d10 Brass Penny": { + "name": "2d10 Brass Penny" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Sword": { + "name": "Sword" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "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" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

Mock a father's loss and drown in it

\n

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.

" + }, + "mNoCuaVbFBflfO6a": { + "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" + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Elvyra Kleinestun": { + "name": "Elvyra Kleinestun", + "items": { + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Medicine)": { + "name": "Lore (Medicine)", + "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": { + "name": "Secret Signs", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Trade (Apothecary)": { + "name": "Trade (Apothecary)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "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" + } + } + }, + "Craftsman (Apothecary)": { + "name": "Craftsman (Apothecary)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

\n

A sister thine, shall unleash a crime

" + }, + "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" + } + } + }, + "Fast Hands": { + "name": "Fast Hands", + "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", + "effects": { + "Fast Hands": { + "name": "Fast Hands" + } + } + }, + "Field Dressing": { + "name": "Field Dressing", + "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", + "effects": { + "Field Dressing": { + "name": "Field Dressing" + } + } + }, + "Master Tradesman (Apothecary)": { + "name": "Master Tradesman (Apothecary)", + "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", + "effects": { + "Master Tradesman": { + "name": "Master Tradesman" + } + } + }, + "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.

" + }, + "Pharmacist": { + "name": "Pharmacist", + "description": "You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Trade (Apothecary) test if this allows the Test to succeed", + "effects": { + "Pharmacist": { + "name": "Pharmacist" + } + } + }, + "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." + }, + "Resistance (Poison)": { + "name": "Resistance (Poison)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Poison)": { + "name": "Resistance (Poison)" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Trade (Poisoner)": { + "name": "Trade (Poisoner)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Lore (Plants)": { + "name": "Lore (Plants)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "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}" + }, + "Dagger": { + "name": "Dagger" + } + } + }, + "Frontier Commander": { + "name": "Frontier Commander", + "items": { + "4d10 Silver Shilling": { + "name": "4d10 Silver Shilling" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Sword": { + "name": "Sword" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "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}" + }, + "Melee (Cavalry)": { + "name": "Melee (Cavalry)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Combat Aware": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Etiquette (Soldiers)": { + "name": "Etiquette (Soldiers)", + "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" + } + } + }, + "Roughrider": { + "name": "Roughrider", + "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", + "effects": { + "Roughrider": { + "name": "Roughrider" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Cavalry Hammer (stowed in room)": { + "name": "Cavalry Hammer (stowed in room)" + }, + "Plate Breastplate": { + "name": "Plate Breastplate" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Uncomfortable Dress Uniform": { + "name": "Uncomfortable Dress Uniform" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", + "effects": { + "Hatred (Greenskins)": { + "name": "Hatred (Greenskins)" + } + } + } + } + }, + "Otto Gerber": { + "name": "Otto Gerber", + "items": { + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "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 + } + } + } + }, + "Merchant": { + "name": "Merchant", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" + } + } + }, + "Furry Mutant": { + "name": "Furry Mutant", + "description": "

The Boat Attackers

\n

Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away,  many turn to violence — either to survive, or to punish the society that abandoned them.

", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Club": { + "name": "Club" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

", + "effects": { + "Armour": { + "name": "Armour" + } + } + } + } + }, + "Kitchen Staff": { + "name": "Kitchen Staff", + "items": { + "Kitchen Tools": { + "name": "Kitchen Tools" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Beneath Notice": { + "name": "Beneath Notice", + "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "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." + }, + "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.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "1d10 Cleaning Rags": { + "name": "1d10 Cleaning Rags" + }, + "Strong Back": { + "name": "Strong Back", + "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Chaotic Corpse": { + "name": "Chaotic Corpse", + "items": { + "4 Tentacles": { + "name": "4 Tentacles", + "description": "

The creature has a number of tentacles equal to #.

\n " + }, + "Construct": { + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "Dark Vision": { + "name": "Dark Vision", + "description": "

The creature can see in the dark as daylight.

" + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + } + } + }, + "Fritz Carhingar": { + "name": "Fritz Carhingar", + "items": { + "Wasted Legs": { + "name": "Wasted Legs", + "description": "

0 Movement, 0 Agility

" + }, + "Claustrophobbia": { + "name": "Claustrophobbia", + "description": "

Gains one @Condition[Broken] Condition for every Round spent outside his cage

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Totally Unhinged": { + "name": "Totally Unhinged", + "effects": { + "Totally Unhinged": { + "name": "Totally Unhinged", + "changes": { + "system.characteristics.fel.modifier": -20, + "system.characteristics.wp.modifier": 10 + } + } + } + } + } + }, + "Brutagh The Mutant": { + "name": "Brutagh The Mutant", + "description": "

Brutagh was once a woodcutter, but thanks to prolonged exposure to warpstone, little of his humanity remains. He is now completely insane, apart from rare moments of lucidity when he becomes melancholic, his eyes fill with tears, and he rambles about his life in the forest. Most of the time, though, he prowls the caves, venturing out only to find food. Until he attacks, Brutagh should never be fully visible: he should remain a shadowy, indistinct figure, only ever glimpsed briefly. Brutagh’s body, arms and head are covered in a hard, green carapace that confers 2 AP to these areas. He has an extremely long neck that he can snake around corners. Suckers on his hands and feet allow him to cling to passage roofs and walls.

", + "items": { + "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" + } + } + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Long Neck": { + "name": "Long Neck", + "description": "Half of body hits are head hits; this mutation cannot be hidden", + "effects": { + "Long Neck": { + "name": "Long Neck" + } + } + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "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" + } + } + }, + "KII1gWnxIZ8HzmU5": { + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Suckered Hands and Feet": { + "name": "Suckered Hands and Feet", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler} Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Suckered Hands and Feet": { + "name": "Suckered Hands and Feet" + } + } + }, + "Carapace (Body, Right Arm)": { + "name": "Carapace (Body, Right Arm)", + "description": "+1 Armour Points to all locations; this mutation can only be hidden by clothing", + "effects": { + "Carapace": { + "name": "Carapace" + } + } + }, + "Hand Weapon": { + "name": "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" + } + } + } + } + }, + "Crakatz": { + "name": "Crakatz", + "items": { + "Nothing of value or interest. Crakatz likes to fight unarmed.": { + "name": "Nothing of value or interest. Crakatz likes to fight unarmed." + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

" + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dirty Fighting*": { + "name": "Dirty Fighting*", + "description": "

*Already factored into Weapon

\n

You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.

", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + }, + "vn8uB7zvc20pojPV": { + "name": "Dirty Fighting*", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + }, + "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": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + } + } + }, + "The Beggars Of Wittgendorf": { + "name": "The Beggars Of Wittgendorf", + "description": "

These unfortunates have suffered terribly under the experiments arranged by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and administered by @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Each Beggar already has 4 Corruption points, and you should make one or two rolls on the @Table[mutatephys]{table} to determine what mutations they bear. Even brief physical contact counts as a @Corruption[minor]{Minor Exposure to Corruption}.

", + "items": { + "Assorted Crutches": { + "name": "Assorted Crutches" + }, + "Hand Carts": { + "name": "Hand Carts" + }, + "Lice": { + "name": "Lice" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Panhandle": { + "name": "Panhandle", + "description": "

You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour.

", + "effects": { + "Panhandle": { + "name": "Panhandle" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Rags": { + "name": "Rags" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Guard Sergeant": { + "name": "Guard Sergeant", + "items": { + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Rotting Flesh": { + "name": "Rotting Flesh", + "description": "

Anyone viewing a guard’s uncovered face or body must make a @Fear[,] Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful Challenging (+0) Endurance Test, or fight with a penalty of -10 to WS.

", + "effects": { + "Rotting Flesh": { + "name": "Rotting Flesh" + } + } + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Melee (Flail)": { + "name": "Melee (Flail)", + "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}" + }, + "Flail": { + "name": "Flail" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Full Face Helmet": { + "name": "Full Face Helmet", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Mail Chausses": { + "name": "Mail Chausses" + }, + "Sleeved Mail Shirt": { + "name": "Sleeved Mail Shirt" + } + } + }, + "Hans Vollrat": { + "name": "Hans Vollrat", + "items": { + "2d10 Silver Shilling": { + "name": "2d10 Silver Shilling" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Large Barge": { + "name": "Large Barge" + }, + "Otto Boormann": { + "name": "Otto Boormann", + "items": { + "Imperial Letters Patent": { + "name": "Imperial Letters Patent" + }, + "Staff of Scribes and Accountants": { + "name": "Staff of Scribes and Accountants" + }, + "5d10 Gold Crown": { + "name": "5d10 Gold Crown" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "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 (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "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." + }, + "Doomed": { + "name": "Doomed", + "description": "

Make thee no friends of water rates!

\n

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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Foil": { + "name": "Foil" + }, + "Writing Kit": { + "name": "Writing Kit" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Courtly Garb": { + "name": "Courtly Garb", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "Etiquette (Guilders)": { + "name": "Etiquette (Guilders)", + "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" + } + } + } + } + }, + "Max Wagner": { + "name": "Max Wagner", + "items": { + "Bag of Snuff": { + "name": "Bag of Snuff" + }, + "Fashionable Clothes": { + "name": "Fashionable Clothes" + }, + "Ledger": { + "name": "Ledger" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Wastelander)": { + "name": "Language (Wastelander)", + "description": "

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

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "epPBu7x6BRWp2PHa": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

*Winter's Touch Shall Lay Thee Low

\n

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.

" + }, + "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 + } + } + } + }, + "Super Numerate": { + "name": "Super Numerate", + "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", + "effects": { + "Super Numerate": { + "name": "Super Numerate" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dagger (Concealed)": { + "name": "Dagger (Concealed)" + } + } + }, + "Regina Willendorf": { + "name": "Regina Willendorf", + "items": { + "Captain’s Livery": { + "name": "Captain’s Livery" + }, + "Blunderbuss (always loaded)": { + "name": "Blunderbuss (always loaded)" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Singing)": { + "name": "Entertain (Singing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Language (Wastelander)": { + "name": "Language (Wastelander)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Trade (Boatbuilding)": { + "name": "Trade (Boatbuilding)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Doomed": { + "name": "Doomed", + "description": "

A Square of Paper Marks thy Grave

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.

" + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "Commanding Presence": { + "name": "Commanding Presence", + "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", + "effects": { + "Commanding Presence": { + "name": "Commanding Presence" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "Pilot": { + "name": "Pilot", + "description": "You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment.", + "effects": { + "Pilot": { + "name": "Pilot" + } + } + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Well-prepared": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Etiquette (Nobility)": { + "name": "Etiquette (Nobility)", + "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" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Strong-minded": { + "name": "Strong-minded", + "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." + }, + "hn78EkhJRtlKeNqf": { + "name": "Strong-minded", + "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." + }, + "Pistol": { + "name": "Pistol" + }, + "Blunderbuss": { + "name": "Blunderbuss" + }, + "Small shot and Powder": { + "name": "Small shot and Powder" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Trolls are described in general terms @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{here}. The following description and rules can be used for River Trolls.

\n

River Trolls are rare in the Empire, but not unknown. They are most common in the remote headwaters of the Empire’s great rivers, and a few are known to dwell in mountains lakes, but from time to time a River Troll will appear unexpectedly in a more populous area, lying in wait for passers-by under a bridge or in a bankside cave. A River Troll somewhat resembles the bottom of the river, if that riverbed is particularly coated in sediment, slime, rotting vegetation, fish carcasses, and other detritus. Its smell has been compared (unfavourably) to that of a rubbish-strewn mud-flat at low tide.

", + "items": { + "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" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "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 @UUID[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.

" + }, + "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

" + }, + "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.

" + }, + "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" + } + } + }, + "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.

" + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "yyog94lqk69AkF27": { + "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" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + }, + "Tough": { + "name": "Tough", + "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", + "effects": { + "Tough": { + "name": "Tough", + "changes": { + "system.characteristics.t.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + }, + "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" + } + } + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "Brute": { + "name": "Brute", + "description": "

The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.

", + "effects": { + "Brute": { + "name": "Brute", + "changes": { + "system.details.move.value": -1, + "system.characteristics.ag.initial": -10, + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10 + } + } + } + }, + "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" + } + } + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Adalia Eisen": { + "name": "Adalia Eisen", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sword": { + "name": "Sword" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Riverways)": { + "name": "Lore (Riverways)", + "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}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Indecision will decide for you

\n

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.

" + }, + "Fearless (Wreckers)": { + "name": "Fearless (Wreckers)", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Pilot": { + "name": "Pilot", + "description": "You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment.", + "effects": { + "Pilot": { + "name": "Pilot" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Grappling Hook": { + "name": "Grappling Hook", + "description": "

Coupled with a rope, allows unscalable surfaces to be climbed.

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Shield": { + "name": "Shield" + }, + "Uniform": { + "name": "Uniform" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Lantern": { + "name": "Lantern", + "description": "

Provides illumination for 20 yards.

" + }, + "Lantern Oil": { + "name": "Lantern Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + } + } + }, + "Experienced Broker": { + "name": "Experienced Broker", + "items": { + "Entourage of Clerks": { + "name": "Entourage of Clerks" + }, + "1d10 x 30 Gold Crown": { + "name": "1d10 x 30 Gold Crown" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Brettonian)": { + "name": "Language (Brettonian)", + "description": "

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

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

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

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Etiquette (Nobility)": { + "name": "Etiquette (Nobility)", + "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" + } + } + }, + "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" + } + } + }, + "Schemer": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "Wealthy": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + } + } + }, + "Brother Martin": { + "name": "Brother Martin", + "items": { + "Drink": { + "name": "Drink" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Sword": { + "name": "Sword" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Lore (Theology)": { + "name": "Lore (Theology)", + "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}" + }, + "Pray": { + "name": "Pray", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Another’s Cause Thy Death

\n

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.

" + }, + "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." + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Robes": { + "name": "Robes" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Counts as ‘worn’ when strapped to your back. 

" + }, + "Formal Robes": { + "name": "Formal Robes" + } + } + }, + "Stewards": { + "name": "Stewards", + "items": { + "Notebook and Pencil": { + "name": "Notebook and Pencil" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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." + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "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": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

All 10’ 5” of Slagdarg is bright green, with orange hairs growing out of his muscular arms. The heads of some of his previous victims hang from a large belt around his waist. He likes to keep his victims alive as long as possible but always asks the same two questions: ‘Where did you hide the money?’ and ‘Who are your accomplices?’ Regardless of what his victim may or may not have done — evading taxes or accidentally walking in front of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} coach — he always asks these same questions, and failing to answer is a good reason for turning the rack another notch. Slagdarg is not very bright, even for an ogre, and will think nothing of adventurers wandering around his dungeon. However, he will be alert to any ‘funny business,’ such as releasing prisoners, and will attempt to prevent it. He only got this job because the previous torturer accidentally flayed a visiting cousin of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, so until he knows who the adventurers are, he will use violence as a last resort.

", + "items": { + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Unending Malice": { + "name": "Unending Malice", + "effects": { + "Unending Malice": { + "name": "Unending Malice" + } + } + }, + "Axe": { + "name": "Axe" + }, + "Studded Leather Jerkin": { + "name": "Studded Leather Jerkin" + }, + "Assorted Knives": { + "name": "Assorted Knives" + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + } + } + }, + "Big Eared Mutant": { + "name": "Big Eared Mutant", + "items": { + "Hand Weapon (Club)": { + "name": "Hand Weapon (Club)" + }, + "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" + } + } + }, + "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" + } + } + }, + "Big Ears": { + "name": "Big Ears", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense} (Hearing) Talent; this mutation can only be hidden by clothing

", + "effects": { + "Big Ears": { + "name": "Big Ears" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Club": { + "name": "Club" + }, + "Y5Ol4YgNlUeeceiX": { + "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.

" + } + } + }, + "Gorim Greathammer": { + "name": "Gorim Greathammer", + "items": { + "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}" + }, + "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}" + }, + "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}" + }, + "Language (Khazalid)": { + "name": "Language (Khazalid)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Dwarf)": { + "name": "Lore (Dwarf)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Two-Handed)": { + "name": "Melee (Two-Handed)", + "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}" + }, + "Play (Drum)": { + "name": "Play (Drum)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Shovel": { + "name": "Shovel" + }, + "Trade (Engineer)": { + "name": "Trade (Engineer)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Trade (Explosives)": { + "name": "Trade (Explosives)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "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" + } + } + }, + "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." + }, + "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" + } + } + }, + "Crossbow": { + "name": "Crossbow" + }, + "Warhammer": { + "name": "Warhammer" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Mail Coat": { + "name": "Mail Coat" + }, + "Bolt": { + "name": "Bolt" + }, + "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" + } + } + } + } + }, + "Jean Rousseaux": { + "name": "Jean Rousseaux", + "items": { + "Flaking Skin": { + "name": "Flaking Skin", + "effects": { + "Flaking Skin": { + "name": "Flaking Skin" + } + } + }, + "Bottles and Jars of Ineffective but Colourful Liquids and Powders": { + "name": "Bottles and Jars of Ineffective but Colourful Liquids and Powders" + }, + "Box of Snuff": { + "name": "Box of Snuff" + }, + "Gold Pocket Watch": { + "name": "Gold Pocket Watch" + }, + "Medical Bag": { + "name": "Medical Bag" + }, + "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}" + }, + "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}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Lore (Reikland)": { + "name": "Lore (Reikland)", + "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}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

The Heavens Shall Smile Upon Thee

\n

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.

" + }, + "Etiquette (Scholars)": { + "name": "Etiquette (Scholars)", + "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" + } + } + }, + "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." + }, + "Rapier": { + "name": "Rapier" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Hilma Bootschlecht": { + "name": "Hilma Bootschlecht", + "items": { + "Contacts at Kliendorfer Trading Company.": { + "name": "Contacts at Kliendorfer Trading Company." + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

The river flows as thy heart slows

\n

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.

" + }, + "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." + }, + "Strong Legs": { + "name": "Strong Legs", + "description": "You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping", + "effects": { + "Strong Legs": { + "name": "Strong Legs" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Boat Hook": { + "name": "Boat Hook" + }, + "Leather Gloves": { + "name": "Leather Gloves" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Oarsmen": { + "name": "Oarsmen", + "items": { + "Soap": { + "name": "Soap" + }, + "Oarsman’s Uniform": { + "name": "Oarsman’s Uniform" + }, + "Weighty Debt": { + "name": "Weighty Debt" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Lore (Torture)": { + "name": "Lore (Torture)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "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}" + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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." + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Astrit": { + "name": "Astrit", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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}" + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Pitchfork": { + "name": "Pitchfork" + }, + "Shovel": { + "name": "Shovel" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Etelka Herzen": { + "name": "Etelka Herzen", + "items": { + "Travelling Case": { + "name": "Travelling Case" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Wand of Onyx": { + "name": "Wand of Onyx", + "description": "

This wand of polished, black mineral acts as a well of power. Once per day the bearer of the wand, when casting a spell of up to CN 5, can consider that spell to have been Critically Cast with @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#critical-casting]{Total Power}. On doing so, roll [[/r 1d100]].  If the result is less than or equal to the CN of the spell, the wand shatters and is destroyed, dealing [[/r 1d10]] Wounds to each Character within 2 yards.

" + }, + "Channelling (Tzeentch)": { + "name": "Channelling (Tzeentch)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Magick)": { + "name": "Lore (Magick)", + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "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" + } + } + }, + "Arcane Magic (Tzeentch)": { + "name": "Arcane Magic (Tzeentch)", + "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.

" + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

\n

Beware the Light!

" + }, + "Magical Sense": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "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." + }, + "Second Sight": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "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" + } + } + }, + "Spellcaster": { + "name": "Spellcaster", + "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Melee (Polearm)": { + "name": "Melee (Polearm)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "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" + } + } + }, + "hfVHyOiIq1Weu9jq": { + "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" + } + } + }, + "cehTYym4aoDZ5Sf2": { + "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" + } + } + }, + "Gold Earring": { + "name": "Gold Earring", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Gold Ring": { + "name": "Gold Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

When drunk, this potion affects the drinker as a Flight Spell. The effect lasts for 20 Rounds, minus the drinker’s Toughness bonus.

", + "effects": { + "Healing Draught": { + "name": "Healing Draught" + }, + "Apply Healing Draught": { + "name": "Apply Healing Draught" + } + } + }, + "Attractive": { + "name": "Attractive", + "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + }, + "Dazzle": { + "name": "Dazzle", + "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", + "effects": { + "Dazzle": { + "name": "Dazzle" + } + } + }, + "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" + } + } + }, + "Eavesdrop": { + "name": "Eavesdrop", + "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" + }, + "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

" + }, + "Open Lock": { + "name": "Open Lock", + "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" + }, + "Rot": { + "name": "Rot", + "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", + "effects": { + "Damage Armour": { + "name": "Damage Armour" + } + } + }, + "Sounds": { + "name": "Sounds", + "description": "

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

\n\n Lore: None

" + }, + "Warning": { + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" + }, + "Aethyric Armour": { + "name": "Aethyric Armour", + "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Aethyric Armour": { + "name": "Aethyric Armour" + } + } + }, + "Blast": { + "name": "Blast", + "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: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Chain Attack": { + "name": "Chain Attack", + "description": "

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Dark Vision": { + "name": "Dark Vision", + "description": "

You boost your Second Sight to assist your mundane senses. While the spell is active, gain the @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision} Creature Trait

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Dark Vision": { + "name": "Dark Vision" + } + } + }, + "Entangle": { + "name": "Entangle", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

", + "effects": { + "Entangle": { + "name": "Entangle" + } + } + }, + "Flight": { + "name": "Flight", + "description": "

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight (Agility)} Creature Trait.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Flight": { + "name": "Flight" + } + } + }, + "Mundane Aura": { + "name": "Mundane Aura", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Teleport": { + "name": "Teleport", + "description": "

Using magic, you can teleport up to your Willpower Bonus in yards. This movement allows you to traverse gaps, avoid perils and pitfalls, and ignore obstacles. For every +2 SL you may increase the distance travelled by your Willpower Bonus in yards.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Treason of Tzeentch": { + "name": "Treason of Tzeentch", + "description": "

You channel fine strands of traitorous mergings of the Winds of Magic directly into your target’s mind, twisting motivations, undermining desires, and fanning fires of discontent. The target can no longer use Talents, and doesn’t add Skill Advances when making Skill Tests, meaning the target only Tests against unmodified Characteristics.

\n

 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Treason of Tzeentch": { + "name": "Treason of Tzeentch" + } + } + } + } + }, + "Renate Hausier": { + "name": "Renate Hausier", + "items": { + "Reels of Coloured Ribbon": { + "name": "Reels of Coloured Ribbon" + }, + "Small Knives and Forks": { + "name": "Small Knives and Forks" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

\n

Lives Shall be Saved at the Cost of Thine Own

" + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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" + } + } + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "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" + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Tinker": { + "name": "Tinker", + "description": "You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Trade Skills as Basic when repairing broken items.", + "effects": { + "Tinker": { + "name": "Tinker" + } + } + }, + "Very Resilient": { + "name": "Very Resilient", + "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", + "effects": { + "Very Resilient": { + "name": "Very Resilient", + "changes": { + "system.characteristics.t.initial": 5 + } + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Knife": { + "name": "Knife" + }, + "Lantern": { + "name": "Lantern", + "description": "

Provides illumination for 20 yards.

" + }, + "Tinderbox": { + "name": "Tinderbox" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + }, + "Iron Pot": { + "name": "Iron Pot" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Backpack": { + "name": "Backpack", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + "Pouch": { + "name": "Pouch" + }, + "wFGv7gpSBhmsljOi": { + "name": "Silver Shilling" + }, + "4aLDiitDnRi7tg2x": { + "name": "Brass Penny" + }, + "Pins": { + "name": "Pins" + }, + "Strong Back": { + "name": "Strong Back", + "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Kidnappers": { + "name": "Kidnappers", + "items": { + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "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" + } + } + }, + "Club": { + "name": "Club" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jack": { + "name": "Leather Jack" + } + } }, "Zombie": { "name": "Zombie", - "description": "", - "gmNotes": "" + "items": { + "Regenerate*": { + "name": "Regenerate*", + "description": "

*Regenerate is only active while inside the tower

\n

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" + } + } + }, + "Iron Key": { + "name": "Iron Key", + "description": "

 6-inch-long iron key, resembling a 6-pointed star in cross-section, on a leather thong about its neck.

" + }, + "Unstable*": { + "name": "Unstable*", + "description": "

*Not Unstable while inside the tower

\n

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’.

" + }, + "Construct": { + "name": "Construct", + "description": "
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
", + "effects": { + "Construct": { + "name": "Construct" + } + } + }, + "Dark Vision": { + "name": "Dark Vision", + "description": "

The creature can see in the dark as daylight.

" + }, + "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.

" + }, + "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.

" + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + } + } + }, + "River Patrol Captain": { + "name": "River Patrol Captain", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Sword": { + "name": "Sword" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Fearless (Wreckers)": { + "name": "Fearless (Wreckers)", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "Pilot": { + "name": "Pilot", + "description": "You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment.", + "effects": { + "Pilot": { + "name": "Pilot" + } + } + }, + "Sea Legs": { + "name": "Sea Legs", + "description": "You are used to the rolling motion of the oceans, and are very unlikely to get sea sick, even in the worst storms. Under normal conditions at sea, you need never Test to see if you become Sea Sick. At other times (such as a storm, or a magically induced bout of Sea Sickness), you can ignore any penalties to Tests to avoid Sea Sickness.", + "effects": { + "Sea Legs": { + "name": "Sea Legs" + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Grappling Hook": { + "name": "Grappling Hook", + "description": "

Coupled with a rope, allows unscalable surfaces to be climbed.

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Uniform": { + "name": "Uniform" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Pistol": { + "name": "Pistol" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Lantern": { + "name": "Lantern", + "description": "

Provides illumination for 20 yards.

" + }, + "Lamp Oil": { + "name": "Lamp Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

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

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", + "effects": { + "Hatred (Wreckers)": { + "name": "Hatred (Wreckers)" + } + } + } + } + }, + "Emelia Luneburg": { + "name": "Emelia Luneburg", + "items": { + "Pleasure Barge": { + "name": "Pleasure Barge" + }, + "200 GC in Coin, Jewellery, and Promissory Notes": { + "name": "200 GC in Coin, Jewellery, and Promissory Notes" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "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}" + }, + "Play (Lute)": { + "name": "Play (Lute)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

Powder and Smoke, Twist and Choke

\n

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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Courtly Garb": { + "name": "Courtly Garb", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Blunderbuss": { + "name": "Blunderbuss" + }, + "Small shot and Powder": { + "name": "Small shot and Powder" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Ingrid von Wittgenstein": { + "name": "Ingrid von Wittgenstein", + "items": { + "Diamond Necklace & Matching Earrings": { + "name": "Diamond Necklace & Matching Earrings", + "description": "

Necklace worth 35 GC, Earrings worh 10 GC

" + }, + "Animosity (all not Human)": { + "name": "Animosity (all not Human)", + "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.

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.

When subject to Animosity,

Animosity is over-ridden by @UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear} and @UUID[Compendium.wfrp4e-core.items.meMkLEwdJIDLxM0B]{Terror}.

", + "effects": { + "Animosity": { + "name": "Animosity" + } + } + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Hateful Impulses": { + "name": "Hateful Impulses", + "description": "

Subject to Animosity to all not of your species

", + "effects": { + "Hateful Impulses": { + "name": "Hateful Impulses" + } + } + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Play (Violin)": { + "name": "Play (Violin)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Doomed": { + "name": "Doomed", + "description": "

On Crimson Winds You Shall Soar

\n

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.

" + }, + "Etiquette (Nobles)": { + "name": "Etiquette (Nobles)", + "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" + } + } + }, + "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." + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "KqqLRIKDrDGzDgEN": { + "name": "Animosity (all not Human)", + "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 @UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear} and @UUID[Compendium.wfrp4e-core.items.meMkLEwdJIDLxM0B]{Terror}.

", + "effects": { + "Animosity": { + "name": "Animosity" + } + } + }, + "Hollow Heart": { + "name": "Hollow Heart", + "effects": { + "Hollow Heart": { + "name": "Hollow Heart", + "changes": { + "system.characteristics.wp.modifier": 10, + "system.characteristics.fel.modifier": -10 + } + } + } + }, + "Suspicious Mind": { + "name": "Suspicious Mind", + "effects": { + "Suspicious Mind": { + "name": "Suspicious Mind", + "changes": { + "system.characteristics.i.modifier": -5, + "system.characteristics.int.modifier": -5 + } + } + } + }, + "Gold & Silver Bracelets": { + "name": "Gold & Silver Bracelets", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Heavy Silver Charm Bracelet": { + "name": "Heavy Silver Charm Bracelet", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Large Emerald Ring": { + "name": "Large Emerald Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + "Expensive (but dirty) Clothing": { + "name": "Expensive (but dirty) Clothing", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + } + } + }, + "Maw": { + "name": "Maw", + "description": "

The maw gapes wide, revealing bright-green teeth and an interior filled with a sickly green ichor. Characters who have been dragged 6 yd will be within biting range: roll to hit as normal. Any Character reduced to 0 Wounds is swallowed in the following Round.

", + "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

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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": { + "name": "Weapon", + "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)

" + } + } + }, + "Sofia Fischer": { + "name": "Sofia Fischer", + "items": { + "Fishing Rod and Bait": { + "name": "Fishing Rod and Bait" + }, + "A Sizable Debt": { + "name": "A Sizable Debt" + }, + "1d10 Brass Penny": { + "name": "1d10 Brass Penny" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

Like the stars in the sky

\n

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.

" + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Bucket": { + "name": "Bucket" + }, + "Leather Leggings": { + "name": "Leather Leggings" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "The Thing In The Pit": { + "name": "The Thing In The Pit", + "items": { + "5 Tentacles*": { + "name": "5 Tentacles*", + "description": "

The creature has a number of tentacles equal to #.

\n

 

\n

*Each of the Thing’s arms has 5 Wounds - inflicting this much damage on a Called Shot to an arm severs it, removing all Entangled conditions from any character grappled by it. Damaging an arm does not reduce the Wounds of The Thing itself, and another arm will take the place of the severed one on the following round. Only attacks against the fleshy mass of The Thing itself will reduce the creature's Wounds.

\n

When reduced to 0 Wounds, the Thing goes into its death throes: the floor begins to undulate and the walls ripple. Anyone in the pit may escape up the ladder to the courtyard, but those who delay their escape for more than 3 Rounds will be trapped within the Thing as it collapses in on itself. Trapped Characters will suffocate after a number of Rounds equal to their Toughness Bonus + 2. They may be cut out alive before then, and inflicting 10 Wounds is sufficient to to free a Character.

\n

 

\n" + }, + "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

" + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Unseen Ghost": { + "name": "Unseen Ghost", + "items": { + "Dark Vision": { + "name": "Dark Vision", + "description": "

The creature can see in the dark as daylight.

" + }, + "Ethereal": { + "name": "Ethereal", + "description": "

The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.

", + "effects": { + "Ethereal": { + "name": "Ethereal" + } + } + }, + "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.

" + }, + "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.

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Fear*": { + "name": "Fear*", + "description": "

*Affects anyone seeing an item thrown by the ghost

\n

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" + } + } + }, + "Ranged (Thrown Items)": { + "name": "Ranged (Thrown Items)", + "description": "

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

" + }, + "Invisible": { + "name": "Invisible", + "description": "

A Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.

", + "effects": { + "Invisible": { + "name": "Invisible" + } + } + } + } } } } \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-dotr.items.json b/compendium/To Do/wfrp4e-dotr.items.json index 46a11b1..6f4efa6 100644 --- a/compendium/To Do/wfrp4e-dotr.items.json +++ b/compendium/To Do/wfrp4e-dotr.items.json @@ -1,730 +1,891 @@ { - "label": "Items (Mort sur le Reik)", - "folders": { - "Careers": "Carrières", - "Diseases": "Maladies", - "Mutations": "Mutations", - "Prayers": "Prières", - "Spells": "Sorts", - "Talents": "Talents", - "Traits": "Traits", - "Trappings": "Possessions", - "Vehicle": "Véhicules", - "Herbs": "Herbes", - "Ammunition": "Munitions", - "Criticals": "Critiques", - "Modifications": "Modifications", - "Weapons": "Armes" - }, - "mapping": { - "skills": { - "path": "system.skills", - "converter": "career_skills" - }, - "talents": { - "path": "system.talents", - "converter": "career_talents" - }, - "class": { - "path": "system.class.value", - "converter": "generic_localization" - }, - "careergroup": { - "path": "system.careergroup.value", - "converter": "career_careergroup" - }, - "sduration": { - "path": "system.duration.value", - "converter": "spells_duration_range_target_damage" - }, - "srange": { - "path": "system.range.value", - "converter": "spells_duration_range_target_damage" - }, - "starget": { - "path": "system.target.value", - "converter": "spells_duration_range_target_damage" - }, - "sdamage": { - "path": "system.damage.value", - "converter": "spells_duration_range_target_damage" - }, - "trappings": "system.trappings", - "gmdescription": "system.gmdescription.value", - "durationValue": "system.duration.value", - "durationUnit": "system.duration.unit", - "contraction": "system.contraction.value", - "incubationValue": "system.incubation.value", - "incubationUnit": "system.incubation.unit", - "symptoms": "system.symptoms.value", - "permanent": "system.permanent.value" - }, - "entries": { - "Agurk": { - "name": "Agurk", - "description": "

Baume Elfique

\n

Communément appelé Agurk, les habitants du Moot appellent cette herbe L'Herbe à Frissons. Aussi connu comme Zitterwort dans l'Empire, Trema en Tilée et Gysenblat en Norsca. Les Elfes l'appelle Echryddeillen. Elle pousse dans les vastes prairie dont le sol est bien drainé mais pas trop sabloneux. Pour la préparer, cueillez les feuilles, enlevez la tige, et suspendez les près du feu pour les faire sécher pendant au moins une semaine. Cette herbe est très utile pour améliorer la circulation sanguine et se débarasser d'un gros rhume. Ne l'utilisez pas pour soigner la fièvre, car elle peut avoir l'effet inverse. Pour l'utiliser, ajouter quelques feuilles à un bol d'eau bouillante, laissez infuser une à deux minutes jusqu'à légère coloration, alors seulement le patient peut inhaler les vapeurs pendant trois à quatre minutes. Le patient devrait alors commencer à trembler. Installez le confortablement et surveillez le trois ou quatre heures. Si les tremblements n'ont pas totalement disparu, vous pouvez administrer un léger sédatif. Attention de bien jeter l'infusion car si elle est bu, elle peut provoquer des convulsions mortelles.

", - "gmdescription": "

Emplacement: Prairies

\n

Saison: Automne

\n

Preperations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}

\n

Inhaler les vapeurs d’une infusion d’agurk provoque de légers tremblements (Dextérité –20) pendant trois heures, sauf si le Personnage réussit un Test de Résistance Intermédiaire (+0) ou s’il est immunisé au poison.

\n

Sous forme de potion, l’agurk est un poison potentiellement mortel. Elle inflige 2 États @Condition[Empoisonné], qui peuvent être combattus par un Test de Résistance Complexe (–10).

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

L'enchantement des Rebouteux

\n

Alfunas est le nom elfique de cette plante et est devenu son nom commun dans tout l'Empire car les Elfes de Bois en ont le quasi monopole de la culture. Dans le Moot nous l'appelons ‘Bonewort’; les Bretonies l'appelle Ossefeuille et les Tiléens Ossoripa; certains érudits l'appellent Folium Emendata.

\n

Afin que l'emplatre soit le plus efficace possible, il est conseillé de le laisser reposer au moins deux semaines dans un bocal couvert, entreposé dans un endroit frais et sec. Ne surtout pas le laisser trop sécher : quand la surface de l'emplatre laisse apparaître de petites fissures, bien fermer le bocal avec de la cire ou avec un bouchon en liège.

", - "gmdescription": "

Emplacement: Forêt de Conifères

\n

Saison: Eté, Automne

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}

\n

Les feuilles charnues de cette plante, broyées et réduites en pâte, permettent de diviser par deux le temps de guérison d’un os cassé ou disloqué. Pour cela, appliquez une dose de pâte sur la blessure tous les jours jusqu’à ce qu’elle soit totalement guérie

" - }, - "Aquatic": { - "name": "Aquatique", - "description": "

La créature peut respirer sous l’eau et s’y déplace à sa pleine vitesse de Mouvement. Elle ne peut pas se déplacer sur la terre ferme.

", - "gmdescription": "" - }, - "Wand of Onyx": { - "name": "Baguette d'Onyx", - "description": "

Cette baguette polie de minéral noir agit comme une réserve de pouvoir. Une fois par jour, le porteur de la baguette, lorsqu'il incante un sort de 5NI ou moins, peut considérer que le sort a été Incanté avec un réussite critiqueavec @JournalEntry[Magic Rules]{Puissance Totale}. Lancez [[/r 1d100]].  Si le résultat est moins que NI du sort, la baguette se brise et est détruite, blessant les personnages dans un rayon de 2 mètres de [[/r 1d10]] Blessures.

", - "gmdescription": "" - }, - "Wand of Jet": { - "name": "Baguette de Jet", - "description": "", - "gmdescription": "" - }, - "Ballista": { - "name": "Balistes", - "description": "

Les balistes ressemblent à des arbalètes géantes qui tirent des carreaux aussi grands que des piquets de clôture et dotés d’une pointe en fer. Ces carreaux peuvent embrocher une personne ou une autre créature comme on embroche un poulet, ou perforer la coque d’un bateau. Les balistes sont généralement montées sur un pivot, ce qui leur permet de tirer dans de nombreuses directions.

", - "gmdescription": "" - }, - "Barrakul": { - "name": "Barrakul", - "description": "

\"\"

", - "gmdescription": "L’épée, que le MJ peut choisir de considérer comme une Arme simple ou une zweihänder en fonction des compétences du groupe, est en parfait état. Son nom, Barrakul (« Espoir des montagnes »), est inscrit en runes naines le long de sa lame. Il s’agit sans aucun doute de la création d’un forgeron des runes d’une grande compétence. Lorsqu’elle est maniée au combat, la lame brille, visible un instant et disparaissant l’instant d’après, et seule la lueur rouge de ses runes est constante. Les armures magiques sont inutiles contre cette lame, vous pouvez donc ignorer les PA des armures ou boucliers non magiques. Elle la qualité Incassable, mais gagne le défaut Inoffensive si elle est brandie contre un nain." - }, - "Bension of Tzeentch": { - "name": "Bénédiction de Tzeentch", - "description": "

Vous invoquez les grâces de Tzeentch et gagnez un bonus temporaire de +10 pour l’une des Caractéristiques suivantes : Capacité de Combat, Endurance, Agilité ou Force Mentale..

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale minutes" - }, - "Ball (Cannon)": { - "name": "Boulet", - "description": "Le boulet est un boulet de canon standard, qui pulvérise sa cible avec une efficacité redoutable. Un canon chargé avec un boulet gagne l’Atout d’arme Percutante. C’est la munition idéale pour endommager ou couler un autre bateau, ou détruire un bâtiment.", - "gmdescription": "" - }, - "Chain Shot (Cannon)": { - "name": "Boulet chainé", - "description": "

Le boulet chaîné est constitué de deux boulets reliés par une chaîne. Tiré par un canon, il fend l’air et lamine les cibles peu solides ou s’enroule violemment autour des plus résistantes. Un canon chargé avec un boulet chaîné ne gagne aucun Atout, mais inflige un Coup Critique automatique au gréement d’un bateau si le Test de Projectiles est réussi avec un Succès Impressionnant (+4 DR) ou mieux. Les boulets chaînés sont conçus pour détruire les gréements et voiles d’un bateau afin de l’immobiliser.

", - "gmdescription": "" - }, - "Luxury Cabin": { - "name": "Cabines de Luxe", - "description": "

Les nantis de l’Empire aiment voyager confortablement, et les cabines que l’on peut trouver sur le bateau d’un noble sont très différentes de celles d’un navire de commerce ou d’un navire à passagers. Pour le prix indiqué ci-dessus et à condition de disposer d’un espace équivalent à celui occupé par deux cabines ordinaires, vous pourrez naviguer sur les rivières de l’Empire confortablement et avec classe. À la discrétion du MJ, tous les Tests de Sociabilité réalisés par le propriétaire d’une cabine de luxe bénéficient d’un bonus de +10, à condition qu’ils soient réalisés à l’intérieur de la cabine en question.

", - "gmdescription": "" - }, - "Cannon (Medium)": { - "name": "Canon (Moyen)", - "description": "

Les canons sont difficiles à trouver, dangereux pour ceux qui les utilisent, et terrifiants pour ceux sur qui ils sont pointés. Les plus grands canons sont réservés aux forteresses, mais des canons légers ou moyens peuvent être montés sur des bateaux. La Patrouille fluviale a tendance à voir d’un mauvais œil les bateaux équipés de canons qui ne sont pas clairement rattachés à une quelconque entité militaire, et les aventuriers qui en possèdent risquent d’en baver pour prouver qu’ils ne sont pas des pirates.

\n

Les canons peuvent être chargés avec trois types de munitions différentes:

\n

@Item[Ball (Cannon)]{Ball}

\n

@Item[Chain Shot (Cannon)]{Chain Shot}

\n

@Item[Grapeshot (Cannon)]{Grapeshot}

\n

Les canons peuvent être montés à la proue, à la poupe ou sur les côtés d’un bateau. Contrairement aux @Item[Ballista]{ballista}, les canons ne peuvent pas pivoter et ne peuvent donc tirer que dans une seule direction, vers l’avant, l’arrière ou perpendiculairement au bateau selon leur placement.

", - "gmdescription": "" - }, - "Cannon (Small)": { - "name": "Canon (Petit)", - "description": "

Les canons sont difficiles à trouver, dangereux pour ceux qui les utilisent, et terrifiants pour ceux sur qui ils sont pointés. Les plus grands canons sont réservés aux forteresses, mais des canons légers ou moyens peuvent être montés sur des bateaux. La Patrouille fluviale a tendance à voir d’un mauvais œil les bateaux équipés de canons qui ne sont pas clairement rattachés à une quelconque entité militaire, et les aventuriers qui en possèdent risquent d’en baver pour prouver qu’ils ne sont pas des pirates.

\n

Les canons peuvent être chargés avec trois types de munitions différentes:

\n

@Item[Ball (Cannon)]{Ball}

\n

@Item[Chain Shot (Cannon)]{Chain Shot}

\n

@Item[Grapeshot (Cannon)]{Grapeshot}

\n

Les canons peuvent être montés à la proue, à la poupe ou sur les côtés d’un bateau. Contrairement aux @Item[Ballista]{ballista}, les canons ne peuvent pas pivoter et ne peuvent donc tirer que dans une seule direction, vers l’avant, l’arrière ou perpendiculairement au bateau selon leur placement.

", - "gmdescription": "" - }, - "Carapace": { - "name": "Carapace", - "description": "+1 point d'armure sur toutes les parties du corps; cette mutation peut être cachée en s'habillant de pied en cape.", - "gmdescription": "" - }, - "Catapult (Medium)": { - "name": "Catapulte (Moyenne)", - "description": "

Les catapultes sont des armes à tir indirect qui projettent des rochers, des bombes ou des bombes incendiaires haut dans les airs, lesquelles retombent ensuite avec fracas sur la cible. Les catapultes sont faciles à construire, mais difficiles à manœuvrer, particulièrement quand il s’agit de toucher une cible mouvante. La visée est donc un processus laborieux qui requiert 2 ou 3 actions pour déplacer la catapulte, en fonction de sa taille.

", - "gmdescription": "" - }, - "Catapult (Small)": { - "name": "Catapulte (Petite)", - "description": "

Les catapultes sont des armes à tir indirect qui projettent des rochers, des bombes ou des bombes incendiaires haut dans les airs, lesquelles retombent ensuite avec fracas sur la cible. Les catapultes sont faciles à construire, mais difficiles à manœuvrer, particulièrement quand il s’agit de toucher une cible mouvante. La visée est donc un processus laborieux qui requiert 2 ou 3 actions pour déplacer la catapulte, en fonction de sa taille.

", - "gmdescription": "" - }, - "Chosen of Tzeentch": { - "name": "Chosen of Tzeentch", - "description": "

@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}

", - "trappings": [ - "Cohorte de Guerriers du Chaos", - "Arme liée à un démon", - "Familier démoniaque", - "Têtes coupées d’au moins deux chefs ennemis" - ], - "gmdescription": "" - }, - "Armour Plating (Bronze)": { - "name": "Coque Blindage (Bronze)", - "description": "

(Bronze)Une fine couche de bronze ou de fer ajoute respectivement 1 ou 2 Points d’Armure à la coque d’un bateau, mais augmente son poids et nécessite un entretien régulier, qui consiste à sortir complètement le bateau de l’eau pour gratter la coque.

\n

Bronze: 1 PA; doit être gratté au moins une fois tous les trois mois pour éviter que l’oxydation ne fasse apparaître des irrégularités à la surface de la coque et qu’elle ne se recouvre d’algues, ce qui augmenterait la traînée et réduirait la maniabilité du bateau (-1 M, -10 aux Tests de Navigation). La valeur d’armure du blindage ne serait cependant pas affectée.

\n
\n

Note pour Foundry: Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.

\n
", - "gmdescription": "" - }, - "Armour Plating (Iron)": { - "name": "Coque Blindage (Fer)", - "description": "

Une fine couche de bronze ou de fer ajoute respectivement 1 ou 2 Points d’Armure à la coque d’un bateau, mais augmente son poids et nécessite un entretien régulier, qui consiste à sortir complètement le bateau de l’eau pour gratter la coque.

\n

Fer: 2 PA; doit être gratté au moins une fois par mois pour éviter l’apparition de taches de rouille, ce qui augmenterait la traînée et réduirait la maniabilité du bateau (-1 M, -10 aux Tests de Navigation. Si ce processus d’entretien n’est pas respecté, alors le blindage rouille et perd toute sa valeur d’armure.

\n
\n

Note pour Foundry: Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.

\n
", - "gmdescription": "" - }, - "Wilful Corruption": { - "name": "Corruption Volontaire", - "description": "

Les Favoris de Tzeentch sont des maîtres de Magie, et gagnent ainsi un contrôle limité sur les terribles cadeaux que leur Seigneur leur octroie. Lorsque vous gagnez une muttion, vous jetez deux fois les dés et vous choisissez le résultat qui a votre préférence.

", - "gmdescription": "" - }, - "Closed Rowlock": { - "name": "Dames de nage fermées", - "description": "

Une dame de nage est une sorte de crochet qui sert à maintenir l’aviron en place sur un bateau à rames. La plupart sont soit sculptées directement dans le bois de la coque et ont une forme de C, soit des pièces en métal en forme de U qui pivotent pour accompagner le mouvement de l’aviron. Dans les deux cas, l’aviron peut sortir de la dame de nage si le rameur échoue à un Test de Ramer, et il faut dépenser une action pour le replacer correctement avant de continuer à ramer. Les dames de nage fermées empêchent ce genre d’incidents de se produire. L’aviron peut être glissé dans un trou pratiqué dans la coque, ou attaché à une dame de nage ordinaire grâce à des lanières de cuir, mais dans tous les cas, il ne risque plus de sortir.

", - "gmdescription": "" - }, - "Gift of the Beast": { - "name": "Don de la bête", - "description": "

Vous invoquez les grâces de Tzeentch et gagnez une mutation temporaire : consultez le tableau suivant. @Table[giftofthebeast].

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale minutes" - }, - "Blood Drain": { - "name": "Suceur de sang", - "description": "

Si la sangsue inflige 1 Blessure à sa victime, elle demeure accrochée. Le Personnage gagnera un État Hémorragique jusqu’à ce que la sangsue soit tuée ou rassasiée. Pour voir si elle est rassasiée, lancez 1d10 par Round : si le résultat est 9 ou 10, elle se détache ; sinon, elle continue à se nourrir. Les aventuriers peuvent utiliser des substances dangereuses ou irritantes (comme le feu, le sel ou l’acide) pour la faire se détacher. Elle tentera alors de fuir. S’ils essayent simplement de l’arracher de force, cela causera un État Hémorragique @Condition[Hémorragique]à la victime.

", - "gmdescription": "" + "label": "Items (Death on the Reik)", + "folders": { + "Herbs": "Herbs", + "Vehicle": "Vehicle", + "Weapons": "Weapons", + "Diseases": "Diseases", + "Criticals": "Criticals", + "Traits": "Traits", + "Trappings": "Trappings", + "Modifications": "Modifications", + "Ammunition": "Ammunition", + "Spells": "Spells", + "Careers": "Careers", + "Prayers": "Prayers", + "Mutations": "Mutations", + "Talents": "Talents" + }, + "entries": { + "Reikworms": { + "name": "Reikworms", + "description": "

Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).

When the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the host’s immune system is diminished, decreasing resistance to other diseases.

After three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.

Effects of Reikworms

For every full 30 days of infection, the Character suffers a –5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.

To determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a –5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a –10 penalty to Fellowship Tests.

On the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure — or on the last hour of the day if all Tests are passed — the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.

There is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasite’s location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.

", + "effects": { + "Agility Penalty": { + "name": "Agility Penalty" + } + } }, "Engulf": { - "name": "Engloutir", - "description": "

Si la créature est de taille suffisante, toute attaque réussie engloutit une victime, même si elle ne cause aucun Dégât, infligeant l’État Empêtré d’une Force égale à celle de la créature. Au début de chaque Round, les victimes englouties gagnent un État Empêtré supplémentaire et perdent automatiquement 1 Blessure alors que de puissantes enzymes commencent la digestion. Si la créature n’est pas de taille suffisante pour engloutir entièrement une victime, elle peut néanmoins être assez grande pour immobiliser un endroit du corps touché. La créature ne peut plus effectuer d’attaques contre les victimes entièrement englouties, mais elle peut encore en attaquer d’autres si elles sont suffisamment proches.

", - "gmdescription": "" - }, - "Enrage Beast": { - "name": "Enragez les Bêtes", - "description": "

Vos yeux brillent d'une lumière malsaine alors que vous inspirez la peur à un seul animal ordinaire dans un rayon de 12 mètres. L'animal ciblé a droit à un Test de Force Mentale pour résister à ce sort. En cas d'échec au Test, il se comporte de manière étrange. Lancez 1d10 sur le tableau @Table[enrage-beast]{Enrage Beast Table} pour voir ce qu'il fait.

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" - }, - "Climb": { - "name": "Escalade", - "description": "

Vos ongles des mains et des pieds deviennent de courtes griffes qui ne sont pas assez longues pour servir d’armes mais permettent de faciliter l’escalade. Lorsque vous êtes pieds nus et sans gants, vous gagnez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale minutes" - }, - "Eyes of the Beast": { - "name": "Oeil de la bête", - "description": "

Vos yeux brillent d’une lumière verte impie, vous permettant de voir comme si vous possédiez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision nocturne. Si vous disposez déjà de la Vision nocturne, la portée de votre vision est doublée.

\n\n Domaine: Aucun

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" - }, - "Favoured of Tzeentch": { - "name": "Favori de Tzeentch", - "description": "

@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}

", - "trappings": [ - "Armure de plate et Heaume", - "Grimoire de Magie Noire", - "Composants pour 5 sorts" - ], - "gmdescription": "" - }, - "Mage-Leaf": { - "name": "Feuille de Mage", - "description": "

L'Aubaine du Sorcier

\n

Au départ, je n’étais pas sûre de traiter de cette herbe, étant donné qu’elle n’a propriété médicinale. Cependant, ses effets magiques sont assez connus pour que je mentionne ses différents noms à travers les régions, cela évitera à mes lecteurs de croire qu’il existe plusieurs plantes avec les mêmes propriétés. Les elfes l’appellent daionillyseiwyn, ce qui, si j’en crois mes recherches, veut dire « la bonne plante ». En Norsca, elle s’appelle troldblat, en Bretonnie la feuille sorcière, en Tilée folimaggi (une version abâtardie de l’appellation classique folia magii) et enfin, draodill en Albion, ce qu’on pourrait traduire par « La feuille des Druides ».

", - "gmdescription": "

Emplacement: Collines

Saison: Printemps

Préparations: Cru

La feuille de mage se mange fraîche, et garde ses pouvoirs pendant une semaine après sa récolte. Comme son nom le suggère, elle est utilisée exclusivement par les lanceurs de sorts. Une dose donne au lanceur un bonus de +10 à son prochain Test d’Incantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.

" - }, - "Flying Jib (Typical Barge or Patrol Boat)": { - "name": "Clinfoc (Barge standard ou Bateau de Patrouille)", - "description": "

Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.

", - "gmdescription": "" - }, - "Flying Jib (Row Boat)": { - "name": "Clinfoc (Barque)", - "description": "

Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.

", - "gmdescription": "" - }, - "Flying Jib (Large Barge)": { - "name": "Clinfoc (Grande Barge)", - "description": "

Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.

", - "gmdescription": "" - }, - "Flying Jib (Fishing Skiff)": { - "name": "Clinfoc (Petit bateau de pêche)", - "description": "

Un clinfoc est une voile supplémentaire située à la proue et qui nécessite un beaupré pour être ajoutée au bateau, augmentant sa longueur de 10 %. Gonflé par un vent arrière, le clinfoc accorde au bateau un bonus de vitesse de Mouvement de +5 % par rapport à la valeur indiquée dans le Tableau des vents @Table[wind]{wind table}.Il est inutile en cas de vent de côté, et double le malus à la vitesse de Mouvement en cas de vent contraire.

", - "gmdescription": "" - }, - "Water Brakes (Typical Barge or Patrol Boat)": { - "name": "Ralentisseurs Latéraux (Barge typique ou Navire de Patrouille)", - "description": "

Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 1–2 points, selon qu’ils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent d’augmenter sa vitesse de Mouvement d’un nombre de points identiques.

", - "gmdescription": "" - }, - "Water Brakes (Row Boat)": { - "name": "Ralentisseurs Latéraux (Barque)", - "description": "

Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 1–2 points, selon qu’ils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent d’augmenter sa vitesse de Mouvement d’un nombre de points identiques.

", - "gmdescription": "" - }, - "Water Brakes (Fishing Skiff)": { - "name": "Ralentisseurs Latéraux (Bateau de Pêche)", - "description": "

Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 1–2 points, selon qu’ils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent d’augmenter sa vitesse de Mouvement d’un nombre de points identiques.

", - "gmdescription": "" - }, - "Water Brakes (Large Barge)": { - "name": "Ralentisseurs Latéraux (Grande Barge)", - "description": "

Cet appareil consiste en deux larges volets de bois qui peuvent être dépliés de chaque côté du bateau. Lorsque le bateau remonte une rivière, le déploiement des ralentisseurs augmente la traînée et réduit la vitesse de Mouvement de 1–2 points, selon qu’ils ont été partiellement ou complètement déployés. Lorsque le bateau navigue dans le sens du courant, ils permettent d’augmenter sa vitesse de Mouvement d’un nombre de points identiques.

", - "gmdescription": "" - }, - "Gesundheit": { - "name": "Gesundheit", - "description": "

Un traitement pour les blessures purulentes

\n

Gesundheit, signifie communément ‘Bonne Santé’ en Reikspiel, et un nom si simple me laisse penser que cette plante est connue depuis très longtemps. Les Elfes l'appellent Leoleghas, et en Bretonnie elle est connue comme la Feuille de Blessure. Dans le Moot, nous l'appelons ‘Soigne Tout’.

\n

C'est une herbe très simple à utiliser : il suffit de frotter les feuilles pour qu'elles libèrent leur sève, et de créer un cataplasme. Certains l'accompagnent avec d'autres herbes curatives selon la nature de la blessure ou la source de l'infection, mais je n'ai jamais trouvé cela nécessaire.

", - "gmdescription": "

Emplacement: Forêts mixtes

\n

Saison: Hiver, Printemps

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}

\n

Un cataplasme de feuilles de gesundheit appliqué sur une @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Blessure Purulente} permet au patient de faire un Test de Résistance Accessible (+20) en réduire la durée d’un jour par DR obtenu. Cette opération peut être réalisée seulement une fois par jour, avec un cataplasme frais à chaque fois, et ce jusqu’à ce que la blessure cesse d’être Purulente.

" - }, - "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": { - "name": "Bouteur (Barge standard ou Bateau de Patrouille)", - "description": "

Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de Maniement de Bateau reçoivent un bonus de +20%.

", - "gmdescription": "" - }, - "Fore-and-Aft Rudder (Row Boat)": { - "name": "Bouteur (Barque)", - "description": "

Pour une maniabilité maximale, un gouvernail auxiliaire appelé bouteur peut être ajouté à la proue du bateau. Cet ajout réduit la vitesse de Mouvement du bateau de –1, mais avec deux barreurs bien entraînés assignés à chaque gouvernail, tous les Tests de Navigation réalisés pour diriger le bateau reçoivent un bonus de +20.

", - "gmdescription": "" - }, - "Fore-and-Aft Rudder (Large Barge)": { - "name": "Bouteur (Grande Barge)", - "description": "

Pour une maniabilité maximale, un gouvernail auxiliaire appelé bouteur peut être ajouté à la proue du bateau. Cet ajout réduit la vitesse de Mouvement du bateau de –1, mais avec deux barreurs bien entraînés assignés à chaque gouvernail, tous les Tests de Navigation réalisés pour diriger le bateau reçoivent un bonus de +20.

", - "gmdescription": "" - }, - "Fore-and-Aft Rudder (Fishing Skiff)": { - "name": "Bouteur (Petit bateau de pêche)", - "description": "

Pour une maniabilité maximale, un gouvernail auxiliaire appelé bouteur peut être ajouté à la proue du bateau. Cet ajout réduit la vitesse de Mouvement du bateau de –1, mais avec deux barreurs bien entraînés assignés à chaque gouvernail, tous les Tests de Navigation réalisés pour diriger le bateau reçoivent un bonus de +20.

", - "gmdescription": "" - }, - "Broad Rudder (Typical Barge or Patrol Boat)": { - "name": "Safran (Barge standard ou Bateau de Patrouille)", - "description": "

Un safran permet de mieux diriger un bateau, mais nécessite la présence d’un barreur athlétique pour le manier en raison de la résistance accrue de l’eau. Tous les Tests de Navigation réalisés pour diriger le bateau doivent s’accompagner d’un Test de Force ; si le Personnage réussit le Test de Force, les DR de celui-ci peuvent être additionnés à ceux du Test de Navigation. Il n’y a pas de pénalité si le résultat de ce Test de Force supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !

", - "gmdescription": "" - }, - "Broad Rudder (Row Boat)": { - "name": "Safran (Barque)", - "description": "

Un safran permet de mieux diriger un bateau, mais nécessite la présence d’un barreur athlétique pour le manier en raison de la résistance accrue de l’eau. Tous les Tests de Navigation réalisés pour diriger le bateau doivent s’accompagner d’un Test de Force ; si le Personnage réussit le Test de Force, les DR de celui-ci peuvent être additionnés à ceux du Test de Navigation. Il n’y a pas de pénalité si le résultat de ce Test de Force supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !

", - "gmdescription": "" - }, - "Broad Rudder (Large Barge)": { - "name": "Safran (Grande Barge)", - "description": "

Un safran permet de mieux diriger un bateau, mais nécessite la présence d’un barreur athlétique pour le manier en raison de la résistance accrue de l’eau. Tous les Tests de Navigation réalisés pour diriger le bateau doivent s’accompagner d’un Test de Force ; si le Personnage réussit le Test de Force, les DR de celui-ci peuvent être additionnés à ceux du Test de Navigation. Il n’y a pas de pénalité si le résultat de ce Test de Force supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !

", - "gmdescription": "" - }, - "Broad Rudder (Fishing Skiff)": { - "name": "Safran (Petit bateau de pêche)", - "description": "

Un safran permet de mieux diriger un bateau, mais nécessite la présence d’un barreur athlétique pour le manier en raison de la résistance accrue de l’eau. Tous les Tests de Navigation réalisés pour diriger le bateau doivent s’accompagner d’un Test de Force ; si le Personnage réussit le Test de Force, les DR de celui-ci peuvent être additionnés à ceux du Test de Navigation. Il n’y a pas de pénalité si le résultat de ce Test de Force supplémentaire est un Échec normal. Cependant, un Échec Stupéfiant ou une Maladresse résultera en un violent mouvement du gouvernail qui enverra le malheureux barreur par-dessus bord !

", - "gmdescription": "" - }, - "Grapeshot (Cannon)": { - "name": "Boîte à mitraille", - "description": "

La boîte à mitraille est un sac rempli de balles de plomb qui transforme le canon en une sorte de fusil géant. Un canon chargé avec une boîte à mitraille gagne l’Atout d’arme Explosion 5. C’est une munition destinée à être utilisée contre un groupe d’ennemis, pour nettoyer le pont d’un bateau avant de l’aborder, par exemple.

", - "gmdescription": "" - }, - "Graveroot": { - "name": "Racine des tombes", - "description": "

La Tombe, ça compte

\n

Aussi appelée grabwort, doigt du mort, fléau des esprits et racine de Morr, cette plante est attirée par les endroits sombres et isolés au sol légèrement humide. Elle se développe particulièrement bien dans les cimetières, ce qui pousse certaines personnes à croire qu’elle tire ses propriétés étranges des énergies magiques des corps enterrés. La racine séchée et râpée peut être utilisée dans de nombreuses préparations et sorts utiles contre les morts-vivants : elle semble avoir le même effet sur eux qu’un poison sur une créature vivante. Une infusion de sa racine semble n’avoir aucun effet particulier sur un patient vivant, à part des vomissements à fortes doses. Chose moins connue, un cataplasme chaud concocté à partir de ses feuilles et racines accélère la guérison des blessures infectées causées par des créatures mort-vivantes.

", - "gmdescription": "

Emplacement: Clairières, Cimetières

\n

Saison: Automne, Hiver

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}

\n

Étalée sur une arme, la sève coagulée issue du tubercule de cette plante est nocive pour les créatures qui ont le Trait Mort- vivant, et leur inflige un État Empoisonné si elles ne réussissent pas un Test de Résistance Complexe (–10).

\n

Un cataplasme de racine des tombes, appliqué à une Blessure Purulente causée par une créature Mort-vivante qui a le Trait Infecté, donne au patient un bonus de +20 à tous les Tests qu’il pourra faire pour résister à sa blessure pendant la journée. Il n’a aucun effet sur les Blessure Purulentes provoquées par des créatures qui ne sont pas mort-vivantes.

\n

Assez étrangement, toute personne qui consomme une potion de racine de tombes préparée correctement devient soudain d’une pâleur cadavérique, et sa peau devient froide au toucher pendant 1d10+2 heures. Si la potion a d’autres effets plus utiles, la plupart des herboristes l’ignorent.

" - }, - "Warrior of Tzeentch": { - "name": "Guerrier de Tzeentch", - "description": "

@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}

", - "trappings": [ - "Chemise de mailles", - "Volume des Savoirs Interdits" - ], - "gmdescription": "" - }, - "Gun Ports (Large)": { - "name": "Sabord (Grand)", - "description": "

Les sabords sont des ouvertures pratiquées dans le pavois (voir ci-après) ou dans les murs d’une superstructure et fermées par un volet, qui servent à tirer avec une arme à projectiles tout en restant à couvert. Les sabords larges permettent l’utilisation de canons, de balistes et autres armes lourdes manœuvrées par les membres de l’équipage, tandis que les petits sabords sont réservés aux armes à feu individuelles, aux arcs et aux arbalètes. Ouvrir ou fermer un sabord nécessite une action.

", - "gmdescription": "" - }, - "Gun Ports (Small)": { - "name": "Sabord (Petit)", - "description": "

Les sabords sont des ouvertures pratiquées dans le pavois (voir ci-après) ou dans les murs d’une superstructure et fermées par un volet, qui servent à tirer avec une arme à projectiles tout en restant à couvert. Les sabords larges permettent l’utilisation de canons, de balistes et autres armes lourdes manœuvrées par les membres de l’équipage, tandis que les petits sabords sont réservés aux armes à feu individuelles, aux arcs et aux arbalètes. Ouvrir ou fermer un sabord nécessite une action.

", - "gmdescription": "" - }, - "Hallucinogen": { - "name": "Hallucinogène", - "description": "

La créature dégage un musc hallucinogène. Les victimes situées à moins de 2 mètres (plus, à la discrétion du MJ, si la victime est dans le sens du vent) doivent réussir un Test de Force Mentale Accessible (+20) ou succomber, gagnant un État Sonné pour chaque niveau d’échec.

", - "gmdescription": "" - }, - "Hull": { - "name": "Coque", - "description": "

Il y a un trou dans le bateau, qui commence à prendre l’eau. Il coule en un nombre de minutes égal à son Endurance (voir @JournalEntry[Boat Damage]{Il y a un trou}, plus bas). S’il y a des marchandises à bord, l’eau peut les endommager, voire les détruire.

", - "gmdescription": "" - }, - "Capricious": { - "name": "Capricieux", - "description": "

Le tempérament de la créature passe d’un extrême à l’autre. Lorsqu’un Personnage effectue un Test de Sociabilité en traitant avec la créature, lancez un dé selon le Tableau suivant :

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1d10]]Resultat
1Soustraire 2 au DR
2-3Soustraire 1 au DR
4-7Pas de modificateur au DR
8-9Ajouter 1 au DR
10Ajouter 2 au DR
", - "gmdescription": "" - }, - "Initiate of the Mysteries": { - "name": "Initié des Mystères", - "description": "

@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}

", - "trappings": [ - "Arme simple rudimentaire", - "Veste de Cuir", - "Symbole religieux (Talisman de Tzeentch)" - ], - "gmdescription": "" - }, - "Invisible": { - "name": "Invisible", - "description": "

Un Personnage doté du Talent Seconde vue sera capable de discerner le fantôme. Il le verra comme un faible tourbillon de brume suspendu dans les airs, et pourra l’attaquer sans pénalité. Les attaques lancées par les autres Personnages ont une pénalité de -40, réduite à -30 si un Personnage possédant le Talent Seconde vue dirige leurs attaques.

", - "gmdescription": "" - }, - "Juck": { - "name": "Juck", - "description": "

Juck ce qu'il faut

\n

Aussi appelée sève d’ortie, klosaft, plante à gratter, et autres s ayant la même signification, cette plante est très connue des enfants des campagnes, qui l’utilisent pour leurs farces. Elle pousse dans les forêts et fleurit avant que les arbres n’aient assez de feuilles pour obstruer la lumière du jour. La sève de cette plante peut aussi être utilisée pour ramener les sensations dans la peau en cas d’engourdissements causés par le froid ou une blessure. Une fois, j’ai utilisé sa forme concentrée : je l’ai faite bouillir jusqu’à atteindre une consistance de crème chaude, et je l’ai appliquée sur une engelure. J’ai réussi à ramener des sensations dans le pied d’un patient qu’il aurait fallu sinon amputer. En raison des démangeaisons qu’elle cause, il est parfois nécessaire de l’administrer avec en complément un léger sédatif, surtout si vous en utilisez à plusieurs reprises, ou sur une large zone comme une jambe entière.

", - "gmdescription": "

Emplacement: Forêts

Saison: Printemps

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}

Cette herbe est surtout utilisée pour faire des farces, et elle est particulièrement appréciée des enfants des campagnes. Ils frottent un peu de la sève des feuilles sur la peau de leur pauvre victime, et [[/r 1d10]] minutes plus tard, la zone touchée commence à la démanger de façon incontrôlable. Le Personnage subit alors un malus de –20 à tous ses Tests pendant [[/r 2d10 + 40]] minutes,à cause de la distraction que provoquent la démangeaison et le besoin de se gratter. Un Test de Force Mentale Intermédiaire(+0) peut être réalisé pour ignorer la démangeaison pendant 10 minutes : un seul DR obtenu réduit le malus de 10, obtenir au moins deux DR annule le malus deux DR.

Une utilisation plus utile (mais moins connue) de cette plante est le traitement des engelures. Un cataplasme de juck permet d’accélérer le temps de guérison. Une dose soigne [[/r 1d10]] Points de blessure perdus lors d’une @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{Exposition à de basses températures}. Ce traitement peut être appliqué une fois par jour.

" - }, - "Beast Tongue": { - "name": "Langue bestiale", - "description": "

Vous pouvez parler et comprendre la Langue bestiale des hommes-bêtes, même sans posséder la Compétence correspondante.

\n\n Domaine: Aucun

", - "gmdescription": "", - "durationValue": "Force Mentale minutes" - }, - "Magical": { - "name": "Magique", - "description": "

Certains sorciers peuvent enchanter un bateau en échange d’une certaine somme, de manière à ce qu’un vent gonfle continuellement ses voiles ou que l’eau se meuve sous la coque pour le faire avancer, ce qui augmente sa vitesse de Mouvement de 3 points et/ou l’immunise contre les effets du temps et autres facteurs pouvant altérer la vitesse de Mouvement d’un bateau. Ces enchantements sont généralement temporaires et incroyablement onéreux, et c’est à vous qu’il revient de décider si les Personnages peuvent y avoir accès à un moment donné de l’aventure.

\n

Il arrivera en de rares occasions, souvent pour des raisons liées à l’intrigue principale de l’aventure, qu’un groupe de Personnages puissent emprunter un bateau enchanté à un dirigeant elfe ou nain, ou au directeur de l’un des Collèges de Magie, mais ils ne pourront jamais en acheter ou en obtenir un gratuitement.

\n

Cela dit, il peut être amusant pour les joueurs d’expérimenter avec des sorts et de voir comment ils peuvent s’en servir pour améliorer les performances de leur bateau, sa solidité, et autres attributs, et cela devrait même être encouragé, plus particulièrement entre les aventures. Une réussite pourrait leur accorder de petits bénéfices temporaires, et un échec pourrait être aussi divertissant pour le MJ que frustrant pour les joueurs.

", - "gmdescription": "" - }, - "Mortar": { - "name": "Mortiers", - "description": "

Un mortier est une arme à Poudre noire qui fonctionne selon le même principe qu’une catapulte, en projetant un boulet ou une bombe haut dans les airs. Sur le champ de bataille, ils sont principalement utilisés pendant les sièges et servent à envoyer des explosifs par-dessus les remparts pour causer des dégâts à l’intérieur des forteresses. On en voit rarement sur les navires, à part sur ceux employés pendant les sièges comme batteries flottantes par les marines des nations les plus riches du Vieux Monde. Comme pour les canons, la possession d’un mortier risque fort de vous attirer les soupçons des autorités.

\n

Et comme les Like @Item[Catapult]{catapultes moyennes}, les mortiers requièrent 3 actions pour être déplacés ; il est donc assez compliqué de viser précisément quand on tire au mortier.

", - "gmdescription": "" - }, - "Ammo": { - "name": "Munition", - "description": "

Munitions par défaut d'une arme présente sur un véhicule

", - "gmdescription": "" - }, - "Armoured Walls (Typical Barge or Patrol Boat)": { - "name": "Murs Blindés (Barge standard ou Bateau de Patrouille)", - "description": "

Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.

", - "gmdescription": "" - }, - "Armoured Walls (Row Boat)": { - "name": "Murs Blindés (Barque)", - "description": "

Les murs d’une cabine ou de toute autre superstructure sont blindés à l’aide de plaques de fer. Tout Personnage ou PNJ situé derrière un mur blindé bénéficie d’une @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.

", - "gmdescription": "" - }, - "Armoured Walls (Large Barge)": { - "name": "Murs Blindés (Grande barge)", - "description": "

Les murs d’une cabine ou de toute autre superstructure sont blindés à l’aide de plaques de fer. Tout Personnage ou PNJ situé derrière un mur blindé bénéficie d’une @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.

", - "gmdescription": "" - }, - "Armoured Walls (Fishing Skiff)": { - "name": "Murs Blindés (Petit bateau de pêche)", - "description": "

Les murs d’une cabine ou de toute autre superstructure sont blindés à l’aide de plaques de fer. Tout Personnage ou PNJ situé derrière un mur blindé bénéficie d’une @JournalEntry[Difficulté de combat]{couverture totale} rendant les tirs de projectiles contre lui Très Difficile.

", - "gmdescription": "" - }, - "Musket Rests": { - "name": "Fourquines", - "description": "

Des baguettes terminées par une fourche, fixées au plat-bord d’un bateau afin de servir d’appui au canon d’un fusil long à Poudre noire, comme un tromblon, un fusil du Hochland, un pistolet à répétition ou une mitrailleuse. La visée est facilitée (+10 aux jets d’attaque), mais une action est nécessaire pour replacer l’arme sur la fourquine après avoir rechargé.

\n
\n

Note Foundry: Dans le livre, cet item est classé en tant qu'arme, mais comme il ne s'agit pas d'armes en tant que tel, il est classifié en tant que structure.

\n
", - "gmdescription": "" - }, - "Oars": { - "name": "Rames", - "description": "

Les rames volent en éclat, et les échardes infligent +5 Dégâts aux rameurs. Tant que les rames ne sont pas remplacées, le bateau ne peut que se laisser dériver. Ou alors, un coup critique aux rames n’en détruit qu’une seule, selon la direction de l’attaque. Quelques Rounds sont nécessaires pour y parvenir, mais avec un Test de Métier (Construction de bateaux ou Charpentier) Complexe (–10), un Personnage peut utiliser la rame cassée comme une godille improvisée, et la placer à la poupe du bateau pour le diriger et le faire avancer à 50 % de sa vitesse normale. Diriger un bateau grâce à une godille nécessite un Test de Navigation Intermédiaire (+0).

", - "gmdescription": "" - }, - "Attach and Feed": { - "name": "Piquer, s'attacher et aspirer", - "description": "

Si la créature réussit son attaque de morsure, elle s'attache à la victime avec une force surprenante. Alors elle commence à aspirer le sang, causant une perte de 1 Blessure automatique par round tant qu'elle est attachée. Les victimes réduites à zero Blessure gagne la condition @Condition[Inconsciente] par manque de sang.

\n

La créature se détache seulement quand elle s'est suffisament nourrie, c'est à dire quand elle a extrait son Bonus Endurance en Blessure sur la victime. A ce moment là, elle se retire pour digérer.

\n

La créature peut être arrachée grâce à un jet opposé de Force, qui même réussi infligera un point de blessure à la victime. Si la créature posséde un trait Effrayé, ce qui peut l'effrayer la fera lâcher immédiatement sa proie.

", - "gmdescription": "" - }, - "Potion of Flight": { - "name": "Potion de vol", - "description": "

Lorsqu'elle est bue, cette potion affecte le buveur comme si il avait reçu le sort Compendium[wfrp4e-core.items.9wmmln3DunIqGXM2]{Vol}. L'effet dure 20 rounds, moins le Bonus d'Endurance du buveur.

", - "gmdescription": "" - }, - "Lice": { - "name": "Poux", - "description": "

Bien qu’il s’agisse d’un problème très courant et relativement bénin dans le Vieux Monde, les infestations de poux peuvent être très perturbantes. Ces petits insectes, qui vivent dans et autour des cheveux, provoquent des démangeaisons et des irritations de la peau au niveau de la tête et du haut du ou. Si les mêmes vêtements sont portés pendant plusieurs semaines, les poux de corps peuvent également devenir problématiques. Parmi les traitements efficaces, on trouve l’utilisation d’un peigne très fin pour enlever les poux et leurs lentes, le rasage de la tête ou encore l’utilisation d’un savon de soude caustique très rugueux.

", - "gmdescription": "", - "durationValue": "jusqu'au traitement", - "durationUnit": "", - "contraction": "sur un échec à un Test de Résistance Accessible (+20) après un contact rapproché avec une personne infectée.", - "incubationValue": "1d10+5", - "incubationUnit": "heures", - "symptoms": "démangeaisons fréquentes, honte.", - "permanent": "" - }, - "Racing Hull": { - "name": "Coque de Course", - "description": "

Comme tout le monde le sait, les nobles les plus riches sont de fervents passionnés de concours et de paris. Dans le but de surpasser leurs pairs, certains propriétaires de bateaux nantis ont dépensé sans compter dans la recherche et l’artisanat afin de concevoir une coque de bateau parfaitement taillée pour la vitesse. Une coque de course est lisse comme le verre et possède une forme ingénieusement pensée pour réduire la traînée au strict minimum, ce qui permet au bateau de se déplacer avec une rapidité équivalente à deux fois sa vitesse de Mouvement normale.

\n

Cependant, un bateau doté d’une coque de course est difficile à manier, et nécessite de faire un Test de Navigation Complexe (–10) toutes les heures. Si le résultat est un Échec Minime (0 ou -1 DR) ou Normal (-2 ou -3 DR), la vitesse de Mouvement n’excède pas la vitesse normale du bateau ; si c’est un Échec Impressionnant (–4 ou -5 DR), la vitesse de Mouvement normale est réduite de moitié ; si c’est un Échec Stupéfiant (–6 DR), la coque est endommagée et le bateau ne peut plus aller plus vite que la moitié de sa vitesse de Mouvement normale jusqu’à ce qu’il soit réparé pour un prix égal à la moitié du coût de la coque (mentionné précédemment).

\n

Les réparations ordinaires effectuées sur une coque de course coûtent le double du prix mentionné p. 30, et nécessitent un savoir-faire avancé : tous les Tests nécessaires pour réparer le bateau sont un degré de difficulté au-dessus de la normale.\n

Note Foundry: L'encombrement et le prix sont donnés pour un bateau de 3m de long. Modifiez l'item selon les dimensions du bateau sur lequel il est appliqué.

\n", - "gmdescription": "" - }, - "Racing Rig (Fishing Skiff)": { - "name": "Gréement de course (Esquif de pêche)", - "description": "

En plus d’avoir développé la coque de course (voir ci-avant), les propriétaires de bateaux nantis de l’Empire, ou plutôt, les talentueux constructeurs de bateaux à leur service, ont inventé un système de voiles et de gréements pensé spécifiquement pour la vitesse, au détriment d’une certaine solidité. Un gréement de course accorde un bonus de vitesse de Mouvement de +10 % par rapport à la valeur indiquée dans le Tableau des vents (p. 28), mais seulement en cas de vent arrière ou de vent de côté. En cas de vent contraire, le malus à la vitesse de Mouvement est réduit de -5 %. Le gréement de course inclut un clinfoc (voir ci-avant), et les avantages des deux ne sont pas cumulables.

\n

Cependant, cette rapidité a un prix. Ce gréement de course complexe nécessite un équipage expérimenté pour le manier, ce qui impose un malus de –10 à tous les Tests de Navigation, pour piloter le bateau. De plus, tous les coups infligés au gréement causent le double de Dégâts.

", - "gmdescription": "" - }, - "Racing Rig (Large Barge)": { - "name": "Gréement de course (Grande barge)", - "description": "

En plus d’avoir développé la coque de course (voir ci-avant), les propriétaires de bateaux nantis de l’Empire, ou plutôt, les talentueux constructeurs de bateaux à leur service, ont inventé un système de voiles et de gréements pensé spécifiquement pour la vitesse, au détriment d’une certaine solidité. Un gréement de course accorde un bonus de vitesse de Mouvement de +10 % par rapport à la valeur indiquée dans le Tableau des vents (p. 28), mais seulement en cas de vent arrière ou de vent de côté. En cas de vent contraire, le malus à la vitesse de Mouvement est réduit de -5 %. Le gréement de course inclut un clinfoc (voir ci-avant), et les avantages des deux ne sont pas cumulables.

\n

Cependant, cette rapidité a un prix. Ce gréement de course complexe nécessite un équipage expérimenté pour le manier, ce qui impose un malus de –10 à tous les Tests de Navigation, pour piloter le bateau. De plus, tous les coups infligés au gréement causent le double de Dégâts.

", - "gmdescription": "" - }, - "Racing Rig (Row Boat)": { - "name": "Gréement de course (Barque)", - "description": "

En plus d’avoir développé la coque de course (voir ci-avant), les propriétaires de bateaux nantis de l’Empire, ou plutôt, les talentueux constructeurs de bateaux à leur service, ont inventé un système de voiles et de gréements pensé spécifiquement pour la vitesse, au détriment d’une certaine solidité. Un gréement de course accorde un bonus de vitesse de Mouvement de +10 % par rapport à la valeur indiquée dans le Tableau des vents (p. 28), mais seulement en cas de vent arrière ou de vent de côté. En cas de vent contraire, le malus à la vitesse de Mouvement est réduit de -5 %. Le gréement de course inclut un clinfoc (voir ci-avant), et les avantages des deux ne sont pas cumulables.

\n

Cependant, cette rapidité a un prix. Ce gréement de course complexe nécessite un équipage expérimenté pour le manier, ce qui impose un malus de –10 à tous les Tests de Navigation, pour piloter le bateau. De plus, tous les coups infligés au gréement causent le double de Dégâts.

", - "gmdescription": "" - }, - "Racing Rig (Typical Barge or Patrol Boat)": { - "name": "Gréement de course (Barge moyenne ou bateau de patrouille)", - "description": "

En plus d’avoir développé la coque de course (voir ci-avant), les propriétaires de bateaux nantis de l’Empire, ou plutôt, les talentueux constructeurs de bateaux à leur service, ont inventé un système de voiles et de gréements pensé spécifiquement pour la vitesse, au détriment d’une certaine solidité. Un gréement de course accorde un bonus de vitesse de Mouvement de +10 % par rapport à la valeur indiquée dans le Tableau des vents (p. 28), mais seulement en cas de vent arrière ou de vent de côté. En cas de vent contraire, le malus à la vitesse de Mouvement est réduit de -5 %. Le gréement de course inclut un clinfoc (voir ci-avant), et les avantages des deux ne sont pas cumulables.

\n

Cependant, cette rapidité a un prix. Ce gréement de course complexe nécessite un équipage expérimenté pour le manier, ce qui impose un malus de –10 à tous les Tests de Navigation, pour piloter le bateau. De plus, tous les coups infligés au gréement causent le double de Dégâts.

", - "gmdescription": "" - }, - "Bestial Rage": { - "name": "Fureur Bestiale", - "description": "

Vous invoquez la fureur de la bête et gagnez temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage}.

\n\n Domaine: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" - }, - "Raised Gunwales (Fishing Skiff)": { - "name": "Plat-bord (Esquif de pêche)", - "description": "

La coque est surélevée au-dessus du pont, environ à hauteur de taille pour un personnage humain. En plus d’empêcher les vagues hautes de noyer le pont du bateau, le plat-bord offre une couverture moyenne à un Personnage ou PNJ s’accroupissant sur le pont et les tirs de projectiles contre lui sont rendus Difficiles.

", - "gmdescription": "" - }, - "Raised Gunwales (Large Barge)": { - "name": "Plat-bord (Grande barge)", - "description": "

La coque est surélevée au-dessus du pont, environ à hauteur de taille pour un personnage humain. En plus d’empêcher les vagues hautes de noyer le pont du bateau, le plat-bord offre une couverture moyenne à un Personnage ou PNJ s’accroupissant sur le pont et les tirs de projectiles contre lui sont rendus Difficiles.

", - "gmdescription": "" - }, - "Raised Gunwales (Row Boat)": { - "name": "Plat-bord (Barque)", - "description": "

La coque est surélevée au-dessus du pont, environ à hauteur de taille pour un personnage humain. En plus d’empêcher les vagues hautes de noyer le pont du bateau, le plat-bord offre une couverture moyenne à un Personnage ou PNJ s’accroupissant sur le pont et les tirs de projectiles contre lui sont rendus Difficiles.

", - "gmdescription": "" - }, - "Raised Gunwales (Typical Barge or Patrol Boat)": { - "name": "Plat-bord (Barge moyenne ou bateau de patrouille)", - "description": "

La coque est surélevée au-dessus du pont, environ à hauteur de taille pour un personnage humain. En plus d’empêcher les vagues hautes de noyer le pont du bateau, le plat-bord offre une couverture moyenne à un Personnage ou PNJ s’accroupissant sur le pont et les tirs de projectiles contre lui sont rendus Difficiles.

", - "gmdescription": "" - }, - "Ram (Large River Boat)": { - "name": "Bélier (Grande barge)", - "description": "

Un bélier en métal peut être fixé à la proue du bateau ; ainsi si votre bateau en percute un autre, vous pouvez être certain que c’est l’autre bateau qui recevra tous les dégâts. Il accorde également 5 PA à la proue du bateau. La possession d’un bélier est considérée par la Patrouille fluviale et autres autorités comme la preuve accablante qu’un équipage a l’intention de foncer sur les autres bateaux pour les couler, et quiconque possède un bélier sur son bateau a donc tout intérêt à disposer également d’une lettre d’autorisation venant d’un noble local ou autre puissance, à moins de vouloir être pris pour un pirate.

", - "gmdescription": "" - }, - "Ram (Medium River Boat)": { - "name": "Bélier (Barge moyenne)", - "description": "

Un bélier en métal peut être fixé à la proue du bateau ; ainsi si votre bateau en percute un autre, vous pouvez être certain que c’est l’autre bateau qui recevra tous les dégâts. Il accorde également 5 PA à la proue du bateau. La possession d’un bélier est considérée par la Patrouille fluviale et autres autorités comme la preuve accablante qu’un équipage a l’intention de foncer sur les autres bateaux pour les couler, et quiconque possède un bélier sur son bateau a donc tout intérêt à disposer également d’une lettre d’autorisation venant d’un noble local ou autre puissance, à moins de vouloir être pris pour un pirate.

", - "gmdescription": "" - }, - "Ram (Small River Boat)": { - "name": "Bélier (Esquif de pêche)", - "description": "

Un bélier en métal peut être fixé à la proue du bateau ; ainsi si votre bateau en percute un autre, vous pouvez être certain que c’est l’autre bateau qui recevra tous les dégâts. Il accorde également 5 PA à la proue du bateau. La possession d’un bélier est considérée par la Patrouille fluviale et autres autorités comme la preuve accablante qu’un équipage a l’intention de foncer sur les autres bateaux pour les couler, et quiconque possède un bélier sur son bateau a donc tout intérêt à disposer également d’une lettre d’autorisation venant d’un noble local ou autre puissance, à moins de vouloir être pris pour un pirate.

", - "gmdescription": "" - }, - "Creeping": { - "name": "Rampant", - "description": "

Cette créature est impitoyable, mais lente. Elle ne peut pas réaliser d’Action de Course.

", - "gmdescription": "" - }, - "Reikworms": { - "name": "Vers du Reik", - "description": "

N’importe quelle masse d’eau peut être porteuse du ver du Reik, et différents guérisseurs ont toutes sortes de méthodes farfelues qui sont censées les tenir à distance, comme faire tourner l’eau dans sa bouche six fois avant de l’avaler (une superstition courante dans l’Ostermark) ou ne jamais boire de l’eau non vérifiée lorsque Morrslieb est visible (Nordland).

\n

Lorsque la minuscule larve du ver du Reik pénètre dans le corps, elle s’enfonce profondément dans les intestins de son hôte, où elle se nourrit et se développe. Rapidement, le système immunitaire de l’hôte est affaibli, ce qui réduit sa résistance à d’autres maladies.

\n

Au bout de trois mois, le ver atteint une longueur d’un mètre et est prêt à entamer la phase suivante de son cycle de vie. Le premier signe visible du parasite est une cloque énorme qui se forme à la surface de la peau. Après une semaine, cette cloque éclate, provoquant une douleur intense semblable à une brûlure. En général, les personnes malades plongent leurs plaies enflammées dans de l’eau froide pour les soulager. Dans ce cas, le ver du Reik, qui a atteint sa maturité, émerge et crache une nouvelle portée de vers sous la forme d’un liquide jaunâtre et écœurant qui se disperse rapidement dans l’eau, prêt à infecter de nouveaux hôtes. Ensuite, le ver meurt.

\n

Effets des Vers du Reik

\n

Pour chaque période complète de 30 jours d’infection, le Personnage subit une pénalité de –5 à tous les Tests de Résistance permettant de résister aux maladies. Cette pénalité est réduite de 1 point par jour après la mort du ver.

\n

Pour déterminer où le ver fait surface, effectuez un lancer de Localisation comme lors d’un combat normal. Lorsque l’ampoule se forme, le patient subit une pénalité de –5 % à tous les Tests d’Agilité en raison de l’irritation constante. De plus, si l’ampoule se trouve à un endroit visible, le Personnage subit également une pénalité de –10 aux Tests de Sociabilité.

\n

Le septième jour suivant l’apparition de la cloque, la personne atteinte doit effectuer un Test de Résistance toutes les heures. Au premier échec, ou à la dernière heure du jour si tous les Tests sont réussis, la cloque éclate, infligeant 1 Blessure et provoquant un État Sonné en raison de la sensation de brûlure presque insupportable qui en résulte. Ce phénomène persiste jusqu’à ce que la plaie reçoive des soins médicaux, mais il peut être temporairement atténué si l’ampoule est immergée dans l’eau.

\n

Il n’existe pas de traitement connu contre les vers du Reik, si ce n’est de laisser le cycle suivre son cours. Certains médecins ont essayé de le retirer du patient une fois que la cloque s’est formée et que l’emplacement où se cachait ce parasite est devenu visible, mais cette approche fait généralement plus de mal que de bien, et le patient met plus de temps à s’en remettre.

", - "gmdescription": "", - "durationValue": "8 ", - "durationUnit": "jours", - "contraction": "exposition à de l’eau sale ; effectuez les Tests comme indiqué dans la description.", - "incubationValue": "85 + 1d10", - "incubationUnit": "jours", - "symptoms": "spéciaux (voir description)", - "permanent": "" - }, - "Rigging": { - "name": "Gréement", - "description": "

Gréement La voile lâche et entraîne avec elle cordes et palans. Toute personne présente sur le pont doit faire un Test d’Initiative ou subir +5 Dégâts, et gagner un État Empêtré. Tant que le gréement n’est pas réparé, le bateau ne peut que se laisser dériver.

", - "gmdescription": "" - }, - "Ring of Protection against Undead": { - "name": "Ring of Protection against Undead", - "description": "

The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the Undead Creature Trait that do not also have the Ethereal Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.

", - "gmdescription": "" - }, - "Ring of Protection from Fire": { - "name": "bague de protection contre le feu", - "description": "(+10 à tous les Tests qui impliquent du feu, divise par deux les dégâts normaux liés au feu), baguette de jais (réduit de 2 le NI de tous les sorts, sans descendre sous 0). Son seul autre bijou est un pendentif en forme de crâne réduit plaqué en argent, qu’elle porte à son cou (35 CO).", - "gmdescription": "" - }, - "Rotgut": { - "name": "Tord-boyaux", - "description": null, - "gmdescription": "

Le tord-boyaux, Rotgut, de Jean Rousseaux contient de la poudre de malepierre en suspension dans un mélange d’alcool et de baies de genièvre fermentées. Il vend ce mélange pour 6 sous de cuivre la bouteille. Même une petite quantité provoque des crampes d’estomac douloureuses pendant cinq minutes (-30 à tous les Tests), à moins que le buveur ne réussisse un Test de Résistance Intermédiaire (+0). Toute réussite garantit l’absence d’autres effets néfastes, mais les Personnages qui échouent doivent répéter le Test chaque fois qu’ils boivent du tord-boyaux, et ce, jusqu’à ce qu’ils réussissent. Chaque gorgée inflige une Exposition Mineure à la Corruption (voir WFJDR, p. 182). Une bouteille contient 16 gorgées.

" - }, - "Rotting Flesh": { - "name": "Rotting Flesh", - "description": "

Les gardes du château étaient autrefois humains, mais le fait d’avoir vécu si près de la malepierre les a quelque peu transformés. Sous leur cotte de mailles et leur casque intégral se cache un corps en putréfaction. Quiconque aperçoit le visage ou le corps d’un garde devra faire un Test de Peur 2 ou rester pétrifié. En plus de ça, l’odeur de pourriture et de saleté est telle que quiconque se trouve dans un rayon de 2 mètres doit réussir un Test de Résistance Intermédiaire (+0), sous peine d’un malus de -10 à la CC.

", - "gmdescription": "" - }, - "Analgesic Saliva": { - "name": "Salive Analgésique", - "description": "

Les morsures de la créature ne provoquent aucune douleur, ce qui lui permet de s’accrocher à ses victimes endormies sans être détectée. Cet effet s’estompe au bout de 10 - Bonus d’Endurance Rounds après que la créature se soit détachée.

", - "gmdescription": "" - }, - "Anticoagulant Saliva": { - "name": "Salive Anticoagulante", - "description": "

La victime de la morsure de la créature gagne l’État @Condition[Hémorragique].

", - "gmdescription": "" - }, - "Schlafenkraut": { - "name": "Schlafenkraut", - "description": "

Une décoction reposante

\n

Les habitants du Moot l’appellent feuille de rêve, Les Tiléens dormifolioparaudiel. Cette plante pousse principalement dans les prairies, et est particulièrement abondante à la fin de l’hiver, quand la neige commence à fondre. On la cueille aussi dans les zones marécageuses dégagées et le long des cours d’eau dont les rives ne sont pas trop hautes. C’est un excellent sédatif et somnifère qui peut être combiné avec d’autres ingrédients sans effets secondaires. Pour un résultat optimal, portez de l’eau à ébullition, laissez-la refroidir une minute ou deux avant d’y placer quelques feuilles séchées. Si l’eau est trop chaude, l’infusion sera amère et perdra en efficacité. Les feuilles peuvent également être ajoutées à du thé ou du vin chaud ; un peu de miel permet d’adoucir l’âcreté qu’elles apportent.

", - "gmdescription": "

Emplacement: Prairies

\n

Saison: Printemps

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}

\n

Une infusion de schlafenkraut provoque un sommeil normal [[/r 2d10+10]] minutes après sa consommation. Pendant les quatre premières heures de ce sommeil, les chances d’être réveillé par un bruit sont divisées par deux. Un patient réveillé pendant ce temps doit réussir un Test de Résistance Intermédiaire (+0) ou subir trois États @Conditions[Exténué]. Après quatre heures, les effets de l’herbe se dissipent, et le patient dort normalement.

\n

Une potion de schlafenkraut marche de la même façon, mais fait effet plus rapidement et moins longtemps. Elle provoque un sommeil normal [[/r 1d10]] minutes après ingestion, mais les chances d’être réveillé ne sont divisées par deux que pendant les deux premières heures de sommeil.

\n

Un Personnage peut résister aux effets de la potion en faisant un Test de Calme Intermédiaire (+0). Même s’il est réussi, un Test de Résistance est nécessaire pour échapper à l’État Exténué. Le Trait @UUID[Compendium.wfrp4e-core.items.3wCtgMDNnu8MFmyk]{Immunité (Poison)} annule complètement les effets de la schlafenkraut.

" - }, - "Sign of the Beast": { - "name": "Signe de la bête", - "description": "

Votre visage change subtilement, affichant la marque de Tzeentch et les signes de votre nature bestiale. Les hommes- bêtes de Tzeentch vous considèrent comme un ami et un allié. Vous gagnez +20 à tous les Tests de Sociabilité lorsque vous traitez avec ces créatures. Tous les adeptes ou créatures de Khorne ou Slaanesh expriment de l’Animosité à votre égard, tandis que ceux de Nurgle vous considèrent avec Haine.

\n\n Domaine: Aucun

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" - }, - "Slave to Chaos": { - "name": "Esclave du Chaos", - "description": "

Vous transférez votre conscience dans une autre créature vivante, qui peut tenter un Test de Force Mentale Intermédiaire (+0) pour résister à votre intrusion. Si le Test est raté, vous contrôlez les actions du sujet pour la durée du sort. Si vous ordonnez au sujet d’agir de manière suicidaire, il doit effectuer un autre Test de Force Mentale pour briser l’effet. Lorsque vous contrôlez un autre corps, votre propre corps est plongé dans un profond sommeil. Une fois que le sort prend fin, le sujet doit effectuer un Test de Force Mentale Intermédiaire (+0) ou gagner une mutation de la colonne @Table[expandedmutatephys]{Tzeentch du Tableau de L’Ennemi dans l’Ombre - Compagnon}.

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" - }, - "Slowmind": { - "name": "Cervolent", - "description": "

Cervolent

\n

Je sais que certaines personnes ne considèrent cette plante que comme un simple poison, mais elle s’avère très utile dans des cas extrêmes d’hystérie nerveuse, pour empêcher un patient de se blesser, par exemple, ou bien lorsqu’une douleur ou infection empêche le patient de dormir. Si la dose est rigoureusement contrôlée, et que la température et la respiration du patient sont surveillées, j’estime que le danger est négligeable. Cette plante pousse dans les zones marécageuses et abonde souvent près des nénuphars. Pour l’utiliser, il faut d’abord tremper la racine dans de l’eau salée pendant trois jours et trois nuits pour en laver toute impureté, puis la sécher dans une casserole près du feu pendant deux jours, ou jusqu’à ce qu’elle résonne comme du bois lorsqu’on la frappe avec une fourchette. Il faut alors la râper finement, la mélanger avec un peu de noix de muscade si possible, puis la placer dans un petit sac de tissu et l’accrocher dans la cheminée pour la fumer pendant deux jours. La poudre ainsi obtenue doit alors être infusée pendant deux jours dans un volume d’eau auquel on aura ajouté un filet de vinaigre. Le liquide doit ensuite être filtré, et peut désormais être ajouté en petite quantité à du thé sucré ou du vin chaud.

", - "gmdescription": "

Emplacement: Marais

\n

Saison: Automne

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}

\n

Le cervolent est une neurotoxine très légère. Son infusion a un goût amer, et, si elle est ajoutée à une boisson, son goût pourra être détecté par un Test de Perception Complexe (–10). Un Personnage qui boit une infusion de cervolent doit réussir un Test de Résistance Intermédiaire (+0) ou subir un malus de –10 à ses jets d’Intelligence et de Force mentale pendant [[/r 2d10+4]] heures. Une personne ne peut recevoir qu’une dose à la fois ; toute dose supplémentaire est sans effet. Le Trait Immunité (Poison) annule complètement les effets du cervolent.

\n

Un cataplasme obtenu à partir de cette plante a un effet complètement différent : appliquée à une blessure récente, elle permet d’annuler un @Condition[Bleeding]{État Hémorragique}. Cependant, à partir de deux doses, il faut faire un Test de Résistance Intermédiaire (+0) pour éviter les mêmes effets néfastes qu’avec une infusion de cervolent, comme décrit ci-dessus. 

" - }, - "Smoothing": { - "name": "Lissage", - "description": "

Moins radical qu’une coque de course, ce procédé consiste à lisser la coque d’un bateau à l’aide de sable et de pierres abrasives, afin d’éliminer les irrégularités qui risqueraient d’augmenter la traînée. Un premier lissage nécessite au moins une semaine de travail dans un chantier naval et ajoute au bateau +1 M.

\n

@JournalEntry[Repairing Boats]{Toute réparation} effectuée sur une coque lissée coûte 50 % plus cher que pour une coque normale; opter pour des réparations moins coûteuses, c’est perdre les avantages conférés par le lissage.

\n", - "gmdescription": "" + "name": "Engulf", + "description": "

If the creature is of sufficient size, any successful attacks it makes engulfs a victim, even if they cause no Damage, inflicting one @Condition[Entangled] Condition with a Strength equal to that of the creature. At the beginning of each Round, engulfed victims gain one more @Condition[Entangled] Condition, and automatically lose 1 Wound as powerful enzymes begin digestion. If the creature is not of sufficient size to fully engulf a victim, it may still be large enough to immobilise a struck location. The creature can make no more attacks against fully engulfed victims, but it can still attack others if they are close enough.

", + "effects": { + "Engulfed": { + "name": "Engulfed" + }, + "Engulf": { + "name": "Engulf" + } + } }, "Speckled Rustwort": { - "name": "Rouille Mouchetée", - "description": "

Vérolé

\n

Cette herbe se distingue des autres plantes utilisées pour soigner la vérole : elle est la seule qui doit être mangée, et non appliquée sur les rougeurs comme un onguent. Beaucoup ont essayé de s’en servir ainsi, sans succès. Les feuilles ont un goût amer, et il est possible d’ajouter une cuillère de miel à une dose, surtout si le patient est un enfant. Éviter le surdosage, qui peut provoquer des constipations.

", - "gmdescription": "

Emplacement: Collines

\n

Saison: Printemps

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}

\n

Cette plante peut être utilisée pour traiter la @UUID[Compendium.wfrp4e-core.items.BC4QyBeYAiw8cRuM]{Vérole du Tanneur}. Si le patient reçoit une dose par jour jusqu’à ce qu’il soit guéri, il bénéficie d’un bonus de +10 à tous les Tests en lien avec la maladie.

\n

Une potion de rouille mouchetée ne permet pas de prévenir l’arrivée de la Vérole du Tanneur, mais elle peut être utilisée pour la traiter une fois qu’elle est là. Chaque dose réduit la durée de la maladie de [[/r 1d10]] jours. Prendre plus d’une dose par jour provoque des Nausées pendant les [[/r 1d10]] heures suivantes. 

" - }, - "Spellwort": { - "name": "Aromage", - "description": "

L'amie du répurgateur

\n

Dans le Moot, on appelle cette plante Aromage. Elle est aussi connue sous les noms de Unzauber, fléau du sorcier, feuille contraire et l’amie du répurgateur. En apparence, elle ressemble à une feuille de mage, et les deux peuvent aisément être confondues par un œil profane. Une fois séchées, ses feuilles peuvent être consommées sous forme d’infusion, et aident le patient à résister à toute blessure ayant une cause magique. Il convient d’entreposer l’aromage séché séparément d’autres ingrédients magiques comme la racine de tombe ou la feuille de mage, car la proximité avec cette plante peut leur faire perdre de leur pouvoir.

", - "gmdescription": "

Emplacement: Forêt

Saison: Eté

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#draughts]{Potion}

L’aromage appartient à la même famille que la @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{feuille de mage}, mais ses effets sont légèrement différents. Au lieu d’augmenter l’énergie magique, elle la diminue. Un lanceur de sorts qui boit une infusion d’aromage subit un malus de –10 à tous ses Tests d’Incantation pendant un nombre d’heures égal à 10 moins son Bonus d’Endurance. Il bénéficie cependant d’un bonus de +10 à ses Tests pour résister aux effets magiques dirigés contre lui.

Une potion d’aromage a les mêmes avantages et inconvénients qu’une infusion, mais ses effets ne durent qu’une heure. Cependant, pendant cette heure, toute personne ayant consommé une potion d’aromage apparaîtra complètement banale pour les Personnages doués de @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Seconde vue}, et toute trace de magie qu’elle portait sur elle avant deviendra indétectable. Cet effet cesse si elle fait quoi que ce soit de magique pendant ce temps. Les répurgateurs de tout l’Empire ont essayé de faire oublier à tous cette propriété de l’aromage, avec un succès mitigé.

" - }, - "Spiderleaf": { - "name": "Feuille d'Araignée", - "description": "

Feuille d'Araignée

\n

Cette herbe tient son nom de la forme et la disposition de ses longues feuilles étroites. Le tout ressemble à une araignée empalée sur une tige, les pattes en l’air. Dans toutes les régions du Vieux Monde, on l’appelle par un nom qui veut dire « feuille d’araignée ». Dans des contrées reculées, certains guérisseurs (des humains, pour la plupart) enroulent même la plante dans des toiles d’araignée avant de l’appliquer sur une blessure, persuadés qu’une espèce d’affinité magique entre la plante et l’animal renforcera la puissance du traitement. D’après mon expérience, il n’en est rien.

", - "gmdescription": "

Emplacement: Coniferous forest

Saison: Automne

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}, @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}

Un cataplasme de feuille d’araignée maintenu contre une plaie avec un bandage serré retire un État Hémorragique par DR obtenu au Test de Guérison qu’a dû faire la personne qui a posé le bandage.

Cette plante est moins efficace crue. Une simple feuille d’araignée placée sous un bandage retire un État Hémorragique si le Test de Guérison est réussi.

" - }, - "Spoons": { - "name": "Cuillères", - "description": "

Les avirons standards sont dotés de pelles longues et fines, qui conviennent à la plupart des usages. Les cuillères, comme leur nom l’indique, possèdent une pelle plus courte, plus large et courbée, qui exerce donc plus de pression sur l’eau. Cependant, leur bon maniement requiert davantage de force. Avec une cuillère, un rameur peut avoir à faire un Test de Force si l’on souhaite que le bateau aille plus vite, et s’il réussit, il peut ajouter son Bonus de Force en mètres à la vitesse de Mouvement du bateau pour ce Round.

", - "gmdescription": "" - }, - "Steam": { - "name": "Vapeur", - "description": "

La Guilde des ingénieurs nains et l’École impériale d’ingénierie ont toutes deux développé des moteurs à vapeur, et un de ces modèles pourrait être adapté pour propulser un bateau. Cependant, un moteur à vapeur est énorme et très lourd, et prendrait une place considérable, qui aurait pu autrement être utilisée pour transporter des marchandises et/ou des passagers : le moteur occuperait environ la moitié de la capacité de Contenu du bateau. Cette valeur inclut le stockage du charbon nécessaire pour faire avancer le bateau pendant une semaine, ou du bois pour deux jours.

\n

Un bateau propulsé par un moteur à vapeur conserve sa vitesse de Mouvement standard tant qu’il est approvisionné en carburant, sans tenir compte de la direction du vent. Il nécessite d’être manœuvré par un ingénieur qualifié, qui réalisera des Tests de Métier (Ingénieur) plutôt que les habituels Tests de Navigation. Malgré tout, les moteurs à vapeur ne sont pas toujours fiables, et en dépit de leur taille et de leur grosse machinerie, leurs mécanismes sont assez fragiles. En cas d’échec au Test de Métier (Ingénieur), si un double est obtenu au jet de dé ou si l’échec est Stupéfiant, ou en cas de Coup Critique à la coque du bateau, lancez [[/r 1d100]] selon le tableau Défaillance de Moteur à Vapeur.

", - "gmdescription": "" - }, - "Steering": { - "name": "Gouvernail", - "description": "

Le gouvernail vole en éclat, et les échardes infligent +5 Dégâts au timonier. Tant qu’il n’est pas réparé, tous les Tests de Navigation pour diriger le bateau sont Très Difficiles (–30).

", - "gmdescription": "" - }, - "Stripped (Fishing Skiff)": { - "name": "Allègement (Esquif de pêche)", - "description": "

Un bateau peut être débarrassé de toutes ses cabines et superstructures afin de le rendre plus léger ou de maximiser l’espace de chargement. Réaliser ce procédé sur un bateau standard coûte le prix indiqué ci-dessus ; construire un bateau dénué de cabines ou superstructures coûte 75 % du prix d’un bateau normal. Le poids du bateau est réduit comme indiqué ci-dessus, et l’espace de chargement est augmenté de 75 % par rapport à la capacité normale.

", - "gmdescription": "" - }, - "Stripped (Large Barge)": { - "name": "Allègement (Grande barge)", - "description": "

Un bateau peut être débarrassé de toutes ses cabines et superstructures afin de le rendre plus léger ou de maximiser l’espace de chargement. Réaliser ce procédé sur un bateau standard coûte le prix indiqué ci-dessus ; construire un bateau dénué de cabines ou superstructures coûte 75 % du prix d’un bateau normal. Le poids du bateau est réduit comme indiqué ci-dessus, et l’espace de chargement est augmenté de 75 % par rapport à la capacité normale.

", - "gmdescription": "" - }, - "Stripped (Row Boat)": { - "name": "Allègement (Barque)", - "description": "

Un bateau peut être débarrassé de toutes ses cabines et superstructures afin de le rendre plus léger ou de maximiser l’espace de chargement. Réaliser ce procédé sur un bateau standard coûte le prix indiqué ci-dessus ; construire un bateau dénué de cabines ou superstructures coûte 75 % du prix d’un bateau normal. Le poids du bateau est réduit comme indiqué ci-dessus, et l’espace de chargement est augmenté de 75 % par rapport à la capacité normale.

", - "gmdescription": "" + "name": "Speckled Rustwort", + "description": "

A Poxy Treatment

\n

This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.

\n

Some find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.

" }, "Stripped (Typical Barge or Patrol Boat)": { - "name": "Allègement (Barge moyenne ou bateaude patrouille)", - "description": "

Un bateau peut être débarrassé de toutes ses cabines et superstructures afin de le rendre plus léger ou de maximiser l’espace de chargement. Réaliser ce procédé sur un bateau standard coûte le prix indiqué ci-dessus ; construire un bateau dénué de cabines ou superstructures coûte 75 % du prix d’un bateau normal. Le poids du bateau est réduit comme indiqué ci-dessus, et l’espace de chargement est augmenté de 75 % par rapport à la capacité normale.

", - "gmdescription": "" + "name": "Stripped (Typical Barge or Patrol Boat)", + "description": "

A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.

", + "effects": { + "Stripped": { + "name": "Stripped" + } + } }, - "Subvert Strength": { - "name": "Force viciée", - "description": "

Votre main brille d’étranges taches bleues. Le prochain objet inanimé non-magique que vous touchez perd sa dureté pour devenir mou et malléable. L’acier plie, le verre fond, la roche ramollit. Si vous lancez ce sort sur une arme, elle se plie ou même se brise si elle est utilisée en combat. Une armure affectée par ce sort cesse d’offrir une protection, perdant tous les Points d’Armure à l’endroit touché (si elle subit un coup, l’armure est détruite à cet endroit). Vous ne pouvez modifier les objets que de 1,5 m 3 maximum. Vous pouvez façonner les matériaux comme vous le souhaitez, mais le MJ peut exiger un Test de Métier approprié.

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" + "Broad Rudder (Typical Barge or Patrol Boat)": { + "name": "Broad Rudder (Typical Barge or Patrol Boat)", + "description": "

A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every Boat Handling Test must also be accompanied by a Strength Test; if the Strength Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional Strength Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!

" + }, + "Bestial Rage": { + "name": "Bestial Rage", + "description": "

You summon up the fury of the beast, temporarily gaining the @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury} Trait.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Bestial Rage": { + "name": "Bestial Rage" + } + } + }, + "Flying Jib (Fishing Skiff)": { + "name": "Flying Jib (Fishing Skiff)", + "description": "

A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.

", + "effects": { + "Flying Jib": { + "name": "Flying Jib", + "changes": { + "system.details.length.value": 1.1 + } + } + } + }, + "Raised Gunwales (Row Boat)": { + "name": "Raised Gunwales (Row Boat)", + "description": "

The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.

" + }, + "Warrior of Tzeentch": { + "name": "Warrior of Tzeentch", + "description": "

@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}

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

Si le bateau dispose d’une cale, et que cette dernière est touchée, tous les Personnages qui s’y trouvent doivent faire un Test d’Initiative ou subir +5 Dégâts à cause des éclats d’échardes. À part ça, le bateau n’est pas affecté.

", - "gmdescription": "" + "description": "

The cabin, if any, is hit, and all characters inside must make an Initiative Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.

" + }, + "Sign of the Beast": { + "name": "Sign of the Beast", + "description": "

Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all Fellowship Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.

\n\n Lore: None

", + "effects": { + "Sign of the Beast": { + "name": "Sign of the Beast" + } + } + }, + "Racing Rig (Typical Barge or Patrol Boat)": { + "name": "Racing Rig (Typical Barge or Patrol Boat)", + "description": "

As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%

A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.tzzrt9PB8SD2MATV]{flying jib}, and the advantages of the two do not stack.

This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.

", + "effects": { + "Racing Rig": { + "name": "Racing Rig" + } + } + }, + "Vigwort": { + "name": "Vigwort", + "description": "

A Personal Favourite

\n

Also known as Fidget, Jumpweed, and Folia Vitae, this plant grows in sunny open areas, especially those that are being left fallow after grazing last year. The root is dried, grated, and left to steep in diluted vinegar for ten days. The mixture is then boiled, strained, and left to stand in a cool, dark room for another four days. Sweetened with honey and added to a hot tea or mulled wine, this preparation gives temporary relief to patients who are suffering from headaches, drowsiness, or lethargy, although it should only be used for short-term results; when it wears off, the patient can often be worse off than they were to start with.

", + "effects": { + "Vigwort Infusion": { + "name": "Vigwort Infusion", + "changes": { + "system.characteristics.i.modifier": 10 + } + }, + "Apply Infusion": { + "name": "Apply Infusion" + } + } + }, + "Zone of Sanctuary": { + "name": "Zone of Sanctuary", + "description": "

You appeal to the righteous might of Sigmar to judge the wicked and keep them from your presence. Characters within the Miracle’s area of effect gain a +20 bonus to resist Fear and Terror. No Undead or Daemonic creatures may enter the zone, nor may they attack those inside it. Such creatures within the Range of this Miracle when it is invoked must attempt to leave it. This miracle is centred on the Character who invoked it, who for its duration may not Move or take any Action other than to vigorously condemn the wicked in Sigmar’s name. 

", + "effects": { + "Zone of Sanctuary": { + "name": "Zone of Sanctuary" + } + } + }, + "Eyes of the Beast": { + "name": "Eyes of the Beast", + "description": "

Your eyes glow with an unholy green light, enabling you to see as if you had the @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Trait. If you already have @UUID[Compendium.wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision}, the range of your vision doubles.You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.

\n\n Lore: None

", + "effects": { + "Eyes of the Beast": { + "name": "Eyes of the Beast" + } + } + }, + "Cannon (Small)": { + "name": "Cannon (Small)", + "description": "

Cannon are hard to come by, dangerous to use — and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.

\n

Cannon can take three different kinds of load:

\n

@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}

\n

@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}

\n

@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}

\n

Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.

" + }, + "Stripped (Fishing Skiff)": { + "name": "Stripped (Fishing Skiff)", + "description": "

A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.

", + "effects": { + "Stripped": { + "name": "Stripped" + } + } + }, + "Gesundheit": { + "name": "Gesundheit", + "description": "

A Festering Treatment

\n

Gesundheit, as everyone knows, means ‘good health’ in Reikspiel, and such a simple name leads me to believe that the knowledge of this plant is very ancient. The Elves call it Leoleghas, and in Bretonnia it is known as Feuille de Blessure. In the Moot, we call it ‘Heal-All’.

\n

It is a very simple herb to use: simply bruise the leaves to release their sap, and create a poultice. There are some who like to add various other healing herbs, according to the nature of the wound or the source of the infection, but I have never found this necessary.

", + "effects": { + "Gesundheit Poultice": { + "name": "Gesundheit Poultice" + }, + "Apply Poultice": { + "name": "Apply Poultice" + } + } + }, + "Water Brakes (Row Boat)": { + "name": "Water Brakes (Row Boat)", + "description": "

This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.

" + }, + "Closed Rowlock": { + "name": "Closed Rowlock", + "description": "

A rowlock is a kind of bracket that holds an oar on a rowing vessel. Most are either C-shaped wooden stops built into the gunwale or U-shaped iron fittings that swivel with the oar’s movement. In either case, an oar can come out of its rowlock if a Row Test is failed, taking one action to replace it before rowing can resume. Closed rowlocks solve this problem. The oar may be threaded through a hole in the gunwale, or lashed to a standard rowlock with leather straps, but in either case it physically cannot come out.

" + }, + "Magical": { + "name": "Magical", + "description": "

For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat’s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.

\n

On very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic — but they will never be sold or given one outright.

\n

That said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel’s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.

" + }, + "Catapult (Medium)": { + "name": "Catapult (Medium)", + "description": "

Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2–3 actions to move them, according to their size.

" + }, + "Raised Gunwales (Fishing Skiff)": { + "name": "Raised Gunwales (Fishing Skiff)", + "description": "

The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.

" + }, + "Chain Shot (Cannon)": { + "name": "Chain Shot (Cannon)" + }, + "Chosen of Tzeentch": { + "name": "Chosen of Tzeentch", + "description": "

@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}

" + }, + "Water Brakes (Large Barge)": { + "name": "Water Brakes (Large Barge)", + "description": "

This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.

" + }, + "Armoured Walls (Row Boat)": { + "name": "Armoured Walls (Row Boat)", + "description": "

The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.

" + }, + "Spoons": { + "name": "Spoons", + "description": "

Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water — but they require strength to operate properly. When using spoons, a rower may make a Strength Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat’s Movement for that round.

" + }, + "Raised Gunwales (Typical Barge or Patrol Boat)": { + "name": "Raised Gunwales (Typical Barge or Patrol Boat)", + "description": "

The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.

" + }, + "Armoured Walls (Large Barge)": { + "name": "Armoured Walls (Large Barge)", + "description": "

The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.

" + }, + "Creeping": { + "name": "Creeping", + "description": "

This creature is relentless, but slow. They cannot take any Run actions.

", + "effects": { + "Creeping": { + "name": "Creeping" + } + } + }, + "Lice": { + "name": "Lice", + "description": "

Though a very common and not terribly serious malady in The Old World, infestations of lice can be quite distracting. These small insects live in and around human hair, causing itching and irritation of the skin on the head and upper neck. If the same clothing is worn for weeks on end, body lice can also become a problem. Effective treatments include the use of a very fine comb to remove the lice and their eggs, shaving one’s head, or the use of very harsh lye soap.

" + }, + "Mage-Leaf": { + "name": "Mage-Leaf", + "description": "

Wizard's Boon

\n

I was unsure at first as to whether to include this herb, since it has no known medicinal value. However, its magical properties are sufficiently well-known that I thought it might be useful at least to mention the different names by which this plant is known, to avoid any mistaken impression that there are several different plants with similar properties. The elven name for Mage-Leaf is Daionillyseiwyn, which I am told means ‘the good plant’. In Norsca it is known as Troldblat, in Bretonnia as Feuille Sorceiere, in Tilea as Folimaggi — a corruption of the Classical Folia Magii — and in Albion as Draodill, meaning ‘the leaf of the Druids.’

", + "effects": { + "Raw Mage-Leaf": { + "name": "Raw Mage-Leaf" + }, + "Apply Raw": { + "name": "Apply Raw" + } + } + }, + "Alfunas": { + "name": "Alfunas", + "description": "

Bonesetters Delight

\n

Alfunas is the elven name for this plant, and has become its most common name throughout the Empire because the Wood Elves have a near monopoly over the supply. In the Moot we call it ‘Bonewort’; the Bretonnians call it Ossefeuille and the Tielans call it Ossoripa; some scholars call it Folium Emendata.

\n

In order for the paste to reach its full potency, it is advisable to let it sit in a covered jar in a cool, dry place such as a root cellar for at least two weeks. Do not let it dry out too much, though: when the surface of the paste begins to show cracks, seal the jar with wax or a cork stopper.

" + }, + "Broad Rudder (Fishing Skiff)": { + "name": "Broad Rudder (Fishing Skiff)", + "description": "

A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every Boat Handling Test must also be accompanied by a Strength Test; if the Strength Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional Strength Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!

" + }, + "Ram (Small River Boat)": { + "name": "Ram (Small River Boat)", + "description": "

A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.

" + }, + "Racing Rig (Row Boat)": { + "name": "Racing Rig (Row Boat)", + "description": "

As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%

A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.gDpv99107lzypFi9]{flying jib}, and the advantages of the two do not stack.

This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.

", + "effects": { + "Racing Rig": { + "name": "Racing Rig" + } + } + }, + "Gun Ports (Small)": { + "name": "Gun Ports (Small)", + "description": "

Cut into a boat’s @UUID[Compendium.wfrp4e-dotr.items.CrXHlfit3BGhcMzf]{Raised Gunwales (Fishing Skiff)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.

\n

Opening or closing a gun port counts as a single action.

" + }, + "Wand of Onyx": { + "name": "Wand of Onyx", + "description": "

This wand of polished, black mineral acts as a well of power. Once per day the bearer of the wand, when casting a spell of up to CN 5, can consider that spell to have been Critically Cast with @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.BU7yhLmMdEyvbfkR#critical-casting]{Total Power}. On doing so, roll [[/r 1d100]].  If the result is less than or equal to the CN of the spell, the wand shatters and is destroyed, dealing [[/r 1d10]] Wounds to each Character within 2 yards.

" + }, + "Ring of Protection from Fire": { + "name": "Ring of Protection from Fire", + "description": "

+10 to all tests involving fire, half normal damage from all kinds of fire

", + "effects": { + "Ring of Protection from Fire": { + "name": "Ring of Protection from Fire" + } + } }, "Swivel Gun": { - "name": "Pierriers", - "description": "

Un pierrier est comparable à un tromblon, en plus imposant. En raison de son poids, le pierrier est souvent monté sur un pivot ou un trépied, mais on sait aussi que certains mercenaires ogres les utilisent à la main.

", - "gmdescription": "" + "name": "Swivel Gun", + "description": "

A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.

" + }, + "Steering": { + "name": "Steering", + "description": "

The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are Very Hard (–30).

" + }, + "Juck": { + "name": "Juck", + "description": "

Juck's The Thing

\n

Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form — boiled until it reached the consistency of hot custard — as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.

", + "effects": { + "Raw Juck": { + "name": "Raw Juck" + }, + "Apply Raw": { + "name": "Apply Raw" + } + } + }, + "Water Brakes (Fishing Skiff)": { + "name": "Water Brakes (Fishing Skiff)", + "description": "

This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.

" + }, + "Gun Ports (Large)": { + "name": "Gun Ports (Large)", + "description": "

Cut into a boat’s @UUID[Compendium.wfrp4e-dotr.items.cgUYHI62x0m2iPFH]{Raised Gunwales (Large Barge)} or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.

\n

Opening or closing a gun port counts as a single action.

" + }, + "Initiate of the Mysteries": { + "name": "Initiate of the Mysteries", + "description": "

@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}

" + }, + "Analgesic Saliva": { + "name": "Analgesic Saliva", + "description": "

The creature’s bites cause no pain, which allows it to attach to sleeping victims undetected. This effect wears off 10 – Toughness Bonus Rounds after the creature detaches.

" + }, + "Cavity Worms": { + "name": "Cavity Worms", + "description": "

The Cavity Worm is a disturbing parasite that infests dirty water and spoilt foodstuffs. About an inch long, and a quarter of an inch wide, the worm has a mottled green-brown hide that forms a strange pattern of a skull near its head. Mothers tell stories of Cavity Worms to frighten their children into keeping their mouths clean, so most Old Worlders dismiss these creatures as nothing more than cautionary tales. They are quite wrong to do so.

Effects of Cavity Worms

Once ingested, a Cavity Worm burrows into the soft tissues of the mouth or throat. It secretes an anaesthetic fluid that instantly numbs the affected area. Each day, the victim may make a Challenging (+0) Perception Test to notice the worm growing. On a success, the worm’s presence is noticed. A Physician or other skilled Character can make an Average (+10) Heal Test to remove the worm; unskilled Characters make a standard Dexterity Test. Characters trying to treat themselves need a mirror and suffer a –10 penalty. On a failed Test, the sufferer gains one @Condition[Bleeding] Condition.

Once ensconced in the victim’s mouth, the Cavity Worm feeds on breath: the essence of the spirit. For as long as this parasite remains, the host suffers a –10 penalty to all Tests.

After a week, the parasite begins its route to the victim’s brain. Each day, the victim may make an Average (+20) Perception Test to notice a small quantity of blood leaking from their mouth. Removing of the Cavity Worm at this stage requires a Difficult (–10) Surgery Test.

If the Cavity Worm is not removed within three more days, it is no longer possible to remove it without killing the host. As the worm burrows into the brain and prepares to lay its eggs, the victim must make a Toughness Test each day. Each day the Test is failed, roll [[/r 1d10]], add the number of levels of failure, and consult the @Table[cavityworms]{Cavity Worms} Table

The Cavity Worm’s eggs hatch [[/r 1d10]] days after being laid, oozing out of the victim’s nostrils to find a new host. For those who survive the process, all penalties are permanent, and can only be restored by magical or miraculous means.

" + }, + "Armoured Walls (Typical Barge or Patrol Boat)": { + "name": "Armoured Walls (Typical Barge or Patrol Boat)", + "description": "

The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.

" + }, + "Ram (Medium River Boat)": { + "name": "Ram (Medium River Boat)", + "description": "

A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.

" + }, + "Potion of Flight": { + "name": "Potion of Flight", + "description": "

When drunk, this potion affects the drinker as a Flight Spell. The effect lasts for 20 Rounds, minus the drinker’s Toughness bonus.

", + "effects": { + "Potion of Flight": { + "name": "Potion of Flight" + }, + "Apply Potion of Flight": { + "name": "Apply Potion of Flight" + } + } + }, + "Stripped (Large Barge)": { + "name": "Stripped (Large Barge)", + "description": "

A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.

", + "effects": { + "Stripped": { + "name": "Stripped" + } + } + }, + "Rotting Flesh": { + "name": "Rotting Flesh", + "description": "

Anyone viewing a guard’s uncovered face or body must make a Fear Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful Challenging (+0) Endurance Test, or fight with a penalty of -10 to WS.

", + "effects": { + "WS Penalty": { + "name": "WS Penalty", + "changes": { + "system.characteristics.ws.modifier": -10 + } + } + } + }, + "Slave to Chaos": { + "name": "Slave to Chaos", + "description": "

You send your consciousness into another living creature, which can attempt a Willpower Test to resist your intrusion. On a failed Test, you take control of the subject’s actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another Willpower Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a Challenging (–10%) Willpower Test or gain one mutation from the Tzeentch column of the @Table[mutatephys]

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Slave to Chaos": { + "name": "Slave to Chaos" + } + } + }, + "Grapeshot (Cannon)": { + "name": "Grapeshot (Cannon)" + }, + "Agurk": { + "name": "Agurk", + "description": "

The Elf Balm

\n

Though commonly called Agurk, in the Moot we call this herb Shiverweed. It is also known as Zitterwort in the Empire, Trema in Tilea and Gysenblat in Norsca. The Elves call it Echryddeillen. It grows in open grasslands where the soil is well-drained but not too sandy. To prepare it, pick the leaves, strip  and discard the stalks, and hang up to dry beside the fireplace for at least a week. This herb is useful for improving the circulation, and also for helping a patient sweat out a heavy cold. Never use it for a fever, since it can cause the patient’s temperature to rise. To use the herb, add the leaves to a dish of boiling water, let stand for a minute or two until the water begins to take on a little colour, and then let the patient inhale the fumes for three or four minutes. After this time, the patient should start to shake — make them comfortable and keep an eye on them for three or four hours. If the trembling has not subsided by this time, you may safely administer a mild sedative. Dispose of the infusion carefully, and never let it be drunk — it can cause fatal convulsions if taken internally.

", + "effects": { + "Agurk Infusion": { + "name": "Agurk Infusion", + "changes": { + "system.characteristics.dex.modifier": -20 + } + }, + "Agurk Draught": { + "name": "Agurk Draught" + }, + "Apply Infusion": { + "name": "Apply Infusion" + }, + "Apply Draught": { + "name": "Apply Draught" + } + } + }, + "Beast Tongue": { + "name": "Beast Tongue", + "description": "

You can speak and understand the Beast Tongue of Beastmen, even without having the corresponding Skill.

\n\n Lore: None

" + }, + "Rigging": { + "name": "Rigging", + "description": "

The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an Initiative Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.

" + }, + "Invisible": { + "name": "Invisible", + "description": "

A Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.

", + "effects": { + "Invisible": { + "name": "Invisible" + } + } + }, + "Water Brakes (Typical Barge or Patrol Boat)": { + "name": "Water Brakes (Typical Barge or Patrol Boat)", + "description": "

This apparatus consists of two broad wooden flaps that can be unfolded from the sides of the boat. When going upstream, opening the brakes increases drag and reduces Movement by 1–2 points, depending on whether they are opened halfway or fully. Going downstream, they catch the current and increase Movement by a similar amount.

" + }, + "Volley Gun": { + "name": "Volley Gun", + "description": "

The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an Average (+20) Endurance Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.

" + }, + "Attach and Feed": { + "name": "Attach and Feed", + "description": "

If the creature makes a successful Bite attack, it becomes attached to the victim, clamping tight with surprising force. It then extracts blood, causing the automatic loss of 1 Wound every Round it is attached. Victims reduced to zero Wounds gain an @Condition[Unconscious] Condition as they pass out from blood loss.

\n

The creature will only free itself when full, which happens after it has extracted its TB in Wounds; it then retreats to digest the meal.

\n

The creature can be pulled off with an Opposed Strength Test, but doing so inflicts 1 Wound on the victim. If the creature has the appropriate Trait, anything it fears makes it release its hold immediately.

", + "effects": { + "Attach and Feed": { + "name": "Attach and Feed" + }, + "Attached": { + "name": "Attached" + } + } + }, + "Armour Plating (Iron)": { + "name": "Armour Plating (Iron)", + "description": "

A thin sheet of bronze or iron adds 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.

Iron: 2 AP; must be scraped at least once per month or blooms of rust erupt, increasing drag and reducing manoeuvrability (M -1, Boat Handling Tests −10). Failure indicates that the iron plates have rusted, losing all armour value.

This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.

", + "effects": { + "Iron Armour Plating": { + "name": "Iron Armour Plating" + } + } + }, + "Bension of Tzeentch": { + "name": "Bension of Tzeentch", + "description": "

You call upon the favour of Tzeentch and gain a temporary +10 bonus to one of the following Characteristics: Weapon Skill, Toughness, Agility, or Willpower. 

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Bension of Tzeentch": { + "name": "Bension of Tzeentch" + } + } + }, + "Valerian": { + "name": "Valerian", + "description": "

Strong Tea

\n

Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it Taillegas and the Bretonnians Thé de Médecin.

\n

It is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.

", + "effects": { + "Valerian Infusion": { + "name": "Valerian Infusion" + }, + "Apply Infusion": { + "name": "Apply Infusion" + } + } + }, + "Ring of Protection against Undead": { + "name": "Ring of Protection against Undead", + "description": "

The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.

", + "effects": { + "Protection Against Undead": { + "name": "Protection Against Undead" + } + } + }, + "Carapace": { + "name": "Carapace", + "description": "

+1 Armour Point on two random Hit Locations; this mutation can only be hidden by clothing

", + "effects": { + "Carapace": { + "name": "Carapace" + } + } + }, + "Luxury Cabin": { + "name": "Luxury Cabin", + "description": "

The Empire’s wealthy like to travel in comfort and the kind of cabin that one finds on a noble’s barge is very different from one on a trading or passenger vessel. For the indicated cost, and taking the space of two normal cabins, a traveller can ply the rivers in comfort and style. At your discretion, any Fellowship Tests made by the owner of a luxury cabin gain a +10 bonus, provided they are made within the cabin itself.

" + }, + "Cannon (Medium)": { + "name": "Cannon (Medium)", + "description": "

Cannon are hard to come by, dangerous to use — and terrifying to anyone looking down their barrels. The largest cannon are restricted to fortresses, but small and medium weapons can be mounted on boats. The River Patrol tends to take a dim view of cannon-armed vessels that are not clearly attached to some kind of military force, and adventurers found in possession of cannon will have to work quite hard in order to prove that they are not pirates.

\n

Cannon can take three different kinds of load:

\n

@UUID[Compendium.wfrp4e-dotr.items.i2ypssXrNcphXgDr]{Ball}

\n

@UUID[Compendium.wfrp4e-dotr.items.Cz7jdAngs0CLwDJ9]{Chain Shot}

\n

@UUID[Compendium.wfrp4e-dotr.items.QlTA200PdF52ZDJL]{Grapeshot}

\n

Cannon may be mounted in the prow of a boat, or the stern, or on one or both sides. Unlike a @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballista}, a cannon cannot swivel and may only fire straight ahead, astern, or abeam, depending on its location.

" + }, + "Racing Rig (Large Barge)": { + "name": "Racing Rig (Large Barge)", + "description": "

As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%

A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.rT9rbkHt09kxr2cR]{flying jib}, and the advantages of the two do not stack.

This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.

", + "effects": { + "Racing Rig": { + "name": "Racing Rig" + } + } + }, + "Wand of Jet": { + "name": "Wand of Jet", + "description": "

Reduces the CN of any spell cast using it by 2, to a minimum of 0.

", + "effects": { + "Wand of Jet": { + "name": "Wand of Jet" + } + } + }, + "Schlafenkraut": { + "name": "Schlafenkraut", + "description": "

A Restful Concoction

\n

Known in the Moot as Dreamleaf, in Tilea as Dormifolio, and to the Elves as Paraudiel, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so — if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.

" + }, + "Spellwort": { + "name": "Spellwort", + "description": "

The Witch-Hunter's Friend

Spellwort is the name by which this plant is known in the Moot. Other names include Unzauber, Wizard’s Bane, Feuille Contraire and Witch-Hunter’s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot} and @UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.

", + "effects": { + "Spellwort": { + "name": "Spellwort" + }, + "Apply Spellwort": { + "name": "Apply Spellwort" + } + } + }, + "Blood Drain": { + "name": "Blood Drain", + "description": "

If the leech scores a wounding blow it becomes attached to its victim, inflicting 1 @Condition[Bleeding] condition until killed or gorged. To see whether it is gorged, roll a [[/r 1d10]] each Round: if the result is a 9 or 10 it drops off, otherwise it keeps feeding. Fire or some irritants (salt, acid, etc.) will cause it to release its hold and try to flee. Simply pulling it off inflicts 1 @Condition[Bleeding] condition.

", + "effects": { + "Blood Drain": { + "name": "Blood Drain" + } + } + }, + "Ram (Large River Boat)": { + "name": "Ram (Large River Boat)", + "description": "

A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.

" + }, + "Broad Rudder (Large Barge)": { + "name": "Broad Rudder (Large Barge)", + "description": "

A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every Boat Handling Test must also be accompanied by a Strength Test; if the Strength Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional Strength Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!

" + }, + "Raised Gunwales (Large Barge)": { + "name": "Raised Gunwales (Large Barge)", + "description": "

The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.

" + }, + "Armour Plating (Bronze)": { + "name": "Armour Plating (Bronze)", + "description": "

A thin sheet of bronze or iron adds 1–2 Armour Points to a boat’s hull, but it increases a boat’s weight and needs regular maintenance, which involves hauling the boat completely out of the water and scraping the hull.

Bronze: 1 AP; must be scraped at least once every three months or oxidation reaches a point where the surface becomes pitted and riddled with river weed, increasing drag and reducing manoeuvrability (M −1, Boat Handling Tests −10). This does not affect armour value.

This represents 10 feet of length of armour. Please modify this item's price and encumbrance according to how many 10 ft. lengths used.

", + "effects": { + "Bronze Armour Plating": { + "name": "Bronze Armour Plating" + } + } + }, + "Anticoagulant Saliva": { + "name": "Anticoagulant Saliva", + "description": "

The victim of the creature’s bite gains one @Condition[Bleeding] Condition.

", + "effects": { + "Anticoagulant Saliva": { + "name": "Anticoagulant Saliva" + } + } + }, + "Racing Rig (Fishing Skiff)": { + "name": "Racing Rig (Fishing Skiff)", + "description": "

As well as developing racing hulls (see above), the wealthy boat-owners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%

A racing rig includes a @UUID[Compendium.wfrp4e-dotr.items.50lomqxMkIIx5jZm]{flying jib}, and the advantages of the two do not stack.

This speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.

", + "effects": { + "Racing Rig": { + "name": "Racing Rig" + } + } + }, + "The Gripe": { + "name": "The Gripe", + "description": "

The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.

\n

Almost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.

", + "effects": { + "Gripes": { + "name": "Gripes" + }, + "BeIbaZVrl1HD4miH": { + "name": "Gripes" + } + } + }, + "Stripped (Row Boat)": { + "name": "Stripped (Row Boat)", + "description": "

A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.

", + "effects": { + "Stripped": { + "name": "Stripped" + } + } + }, + "Flying Jib (Row Boat)": { + "name": "Flying Jib (Row Boat)", + "description": "

A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.

", + "effects": { + "Flying Jib": { + "name": "Flying Jib", + "changes": { + "system.details.length.value": 1.1 + } + } + } + }, + "Steam": { + "name": "Steam", + "description": "

The Dwarf Engineers’ Guild and the Imperial Engineers’ School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat’s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.

\n

A boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with Trade (Engineer) Tests made in place of Boat Handling Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed Trade (Engineer) Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table

" + }, + "Favoured of Tzeentch": { + "name": "Favoured of Tzeentch", + "description": "

@UUID[Compendium.wfrp4e-dotr.journals.uHClvCto8icrUp9P.JournalEntryPage.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch}

" + }, + "Vanera": { + "name": "Vanera", + "description": "

The Goddess' Gift

\n

Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don’t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don’t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb’s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn’t mind paying the price later.

" + }, + "Ball (Cannon)": { + "name": "Ball (Cannon)" + }, + "Capricious": { + "name": "Capricious", + "description": "

The creature’s temper swings from one extreme to the other. When any creature makes a Fellowship Test in dealing with the creature, roll on the following table:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1d10]]Result
1Subtract 2 from SL
2-3Subtract 1 from SL
4-7Use indicated SL
8-9Add 1 to SL
10Add 2 to SL
" + }, + "Mortar": { + "name": "Mortar", + "description": "

A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old World’s wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.

Like @UUID[Compendium.wfrp4e-dotr.items.Cglbo7THNwrPHnuD]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.

" + }, + "Aquatic": { + "name": "Aquatic", + "description": "

The creature can breathe underwater and moves at its full Movement rate in water. It cannot move on land.

" + }, + "Slowmind": { + "name": "Slowmind", + "description": "

Slowmind

\n

I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient’s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated — mixed with a little nutmeg if available — tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.

", + "effects": { + "Slowmind Infusion": { + "name": "Slowmind Infusion", + "changes": { + "system.characteristics.int.modifier": -10, + "system.characteristics.wp.modifier": -10 + } + }, + "Slowmind Poultice": { + "name": "Slowmind Poultice" + }, + "Apply Infusion": { + "name": "Apply Infusion" + }, + "Apply Poultice": { + "name": "Apply Poultice" + } + } + }, + "Enrage Beast": { + "name": "Enrage Beast", + "description": "

Your eyes flash with unwholesome light as you inspire fear in a single ordinary animal within 12 yards (6 squares). The target animal is entitled to a Willpower Test to resist this spell. On a failed Test, it acts strangely. Roll [[/r 1d10]] on the @UUID[Compendium.wfrp4e-dotr.tables.VQTQb4Qlapf7Upuz]{Enrage Beast} Table to see what it does.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Enrage Beast": { + "name": "Enrage Beast" + } + } + }, + "Wilful Corruption": { + "name": "Wilful Corruption", + "description": "

The favoured of Tzeentch are masters of magic, and gain a small measure of insight and control over the horrific gifts their patron bestows. When you gain a mutation, you roll any dice twice and pick the preferred result.

" + }, + "Broad Rudder (Row Boat)": { + "name": "Broad Rudder (Row Boat)", + "description": "

A larger rudder improves steering, but requires a stronger helmsman because of increased water resistance. Every Boat Handling Test must also be accompanied by a Strength Test; if the Strength Test is successful, its SLs may be added to those of the Boat Handling Test. There is no penalty for an ordinary failure on this additional Strength Test. However, an Astounding Failure or Fumble results a sudden swing of the runner sending the unfortunate Character head first into the water!

" + }, + "Smoothing": { + "name": "Smoothing", + "description": "

Less radical than a racing hull is the process of smoothing a boat’s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.

@UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.

Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.

", + "effects": { + "Smoothing": { + "name": "Smoothing", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "Climb": { + "name": "Climb", + "description": "

Your fingernails and toenails become short claws, not long enough to serve as weapons but sufficient to make climbing much easier. When barefoot and without gloves, you gain the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent for the duration of the spell.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Climb": { + "name": "Climb" + } + } + }, + "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)": { + "name": "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)", + "description": "

For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all Boat Handling Tests involving steering receive a +20 bonus.

", + "effects": { + "Fore-and-Aft Rudder": { + "name": "Fore-and-Aft Rudder", + "changes": { + "system.details.move.value": -1 + } + } + } + }, + "Musket Rests": { + "name": "Musket Rests", + "description": "

Forked poles set up along a boat’s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.

In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure

" + }, + "Tremor": { + "name": "Tremor", + "description": "

Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards (except you) must make an Agility Test or fall down, gaining a @Condition[Prone] Condition.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Tremor": { + "name": "Tremor" + } + } + }, + "Racing Hull": { + "name": "Racing Hull", + "description": "

Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat owners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.

A boat with a racing hull is tricky to control, though, and requires a Difficult (−10) Boat Handling Test every hour. On a Marginal (−1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (−4 SL), Movement is half normal; and on an Astounding Failure (−6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.

Normal @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.qpdadmEFPBzFcklt]{repairs} to a racing hull cost twice the normal rate given, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.

Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.

", + "effects": { + "Racing Hull": { + "name": "Racing Hull", + "changes": { + "system.details.move.value": 2 + } + } + } + }, + "Ballista": { + "name": "Ballista", + "description": "

Ballistae are giant crossbows that fire iron-capped bolts the size of fence posts. They can spit a person or creature like a chicken, or punch a nice, neat hole in a boat’s hull. Ballistae are normally mounted on swivels, allowing them a wide arc of fire.

" + }, + "Fore-and-Aft Rudder (Large Barge)": { + "name": "Fore-and-Aft Rudder (Large Barge)", + "description": "

For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all Boat Handling Tests involving steering receive a +20 bonus.

", + "effects": { + "Fore-and-Aft Rudder": { + "name": "Fore-and-Aft Rudder", + "changes": { + "system.details.move.value": -1 + } + } + } + }, + "Subvert Strength": { + "name": "Subvert Strength", + "description": "

Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate Trade Test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Oars": { + "name": "Oars", + "description": "

The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount — a Difficult (–10) Trade (Boatbuilding or Carpentry) Test — the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful Challenging (+0) Boat Handling Test.

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

Tarrabeth

\n

Tarrabeth est un nom elfique, et l’herbe abonde surtout dans les profondeurs des forêts qui abritent les elfes des bois. Cette plante a très peu d’autres noms, même si j’ai déjà entendu des personnes l’appeler « herbe de l’Empereur » dans certaines villes. La plupart du temps, c’était des humains qui se l’étaient procurée par des moyens malhonnêtes, et utilisaient un nom humain pour ne pas attirer l’attention sur eux. Pour tirer le meilleur de cette plante, il faut faire bouillir ses feuilles jusqu’à leur dissolution complète, puis filtrer la mixture, et la faire réduire jusqu’à ce qu’elle atteigne une consistance de fromage fondu, et la laisser refroidir.

", - "gmdescription": "

Emplacement: Forêts mixtes

Saison: Eté

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Cataplasme}

Appliqué à une blessure, un cataplasme de tarrabeth provoque un sommeil de 24 heures chez le patient. Le Test de Résistance effectué pour regagner des Points de Blessure est Très Facile (+60) ce jour-là.>

Étalée sur une lame, ou, comme c’est plus souvent le cas, sur la pointe d’une flèche, la dose sera trop petite pour provoquer un lourd sommeil, utilisation pour laquelle la plante est connue. Cependant, les personnes blessées par une arme ainsi préparée se sentiront quand même terriblement fatiguées, et devront réussir un Test de Résistance Intermédiaire (+0) ou subir un @Condition[extenué]{État Exténué}. Une dose de tarrabeth peut être appliquée sur une seule arme, ou trois flèches ou carreaux.

" + "description": "

Tarrabeth

\n

Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor’s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.

", + "effects": { + "Apply Tarrabath (to Weapon)": { + "name": "Apply Tarrabath (to Weapon)" + }, + "Tarrabeth": { + "name": "Tarrabeth" + } + } }, - "The Gripe": { - "name": "Colique", - "description": "

Le patient est saisi par les douleurs abdominales aiguës qui donnent son nom à cette maladie. Elles surviennent de manière irrégulière, sans prévenir et peuvent être accompagnées de Fièvre, d’Intoxication alimentaire et de Vomissement.

\n

Presque tous les herboristes et les vieilles mégères des campagnes de l’Empire prétendent avoir un remède infaillible ; ils prennent tous la forme d’un bouillon ou d’un thé, et bien que les ingrédients varient, aucun ne semble être plus efficace que l’autre. Le seul véritable traitement de cette maladie consiste à s’hydrater, pour compenser la perte de liquides, et à s’armer de patience.

", - "gmdescription": "", - "durationValue": "2d10 ", - "durationUnit": "jours", - "contraction": " exposition à de l’eau sale ; effectuez les Tests comme indiqué dans la description", - "incubationValue": "2", - "incubationUnit": "heures", - "symptoms": "Crampes abdominales, Fièvre, Intoxication alimentaire (moderate), Nausée.", - "permanent": "" + "Flying Jib (Large Barge)": { + "name": "Flying Jib (Large Barge)", + "description": "

A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.

", + "effects": { + "Flying Jib": { + "name": "Flying Jib", + "changes": { + "system.details.length.value": 1.1 + } + } + } + }, + "Hallucinogen": { + "name": "Hallucinogen", + "description": "

The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM’s discretion, if the victim is downwind) must pass an Average (+20) Willpower Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.

", + "effects": { + "Hallucinogen": { + "name": "Hallucinogen" + } + } + }, + "Fore-and-Aft Rudder (Fishing Skiff)": { + "name": "Fore-and-Aft Rudder (Fishing Skiff)", + "description": "

For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all Boat Handling Tests involving steering receive a +20 bonus.

", + "effects": { + "Fore-and-Aft Rudder": { + "name": "Fore-and-Aft Rudder", + "changes": { + "system.details.move.value": -1 + } + } + } + }, + "Graveroot": { + "name": "Graveroot", + "description": "

Grave Matters

\n

Also known as Grabwort, Dead Man’s Finger, Ghostbane and Morr’s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.

" + }, + "Armoured Walls (Fishing Skiff)": { + "name": "Armoured Walls (Fishing Skiff)", + "description": "

The walls of any cabin or other superstructure are reinforced with iron plates. Any Character or NPC behind an armoured wall counts as being in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Hard cover} and ranged attacks against them are Very Hard.

" + }, + "Gift of the Beast": { + "name": "Gift of the Beast", + "description": "

You call upon the favour of Tzeentch and gain a temporary mutation: consult the @Table[giftofthebeast] Table.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Gift of the Beast": { + "name": "Gift of the Beast" + } + } + }, + "Flying Jib (Typical Barge or Patrol Boat)": { + "name": "Flying Jib (Typical Barge or Patrol Boat)", + "description": "

A flying jib is an extra foresail and requires a bowsprit to be added to the boat; this increases length by 10%. Unfurled in a tailwind, the flying jib gives the boat an extra +5% Movement over the amount given in the @Table[wind]{wind table}. It has no effect in sidewinds, and doubles the Movement penalty for a headwind.

", + "effects": { + "Flying Jib": { + "name": "Flying Jib", + "changes": { + "system.details.length.value": 1.1 + } + } + } }, "Transformation of the Beast": { - "name": "Transformation de la Bête", - "description": "

Vous focalisez le pouvoir de Tzeentch et votre corps se transforme en celui d’un @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. Vous bénéficiez des avantages temporaires suivants :

\n

Caractéristiques: utilisez votre propre caractéristique ou celle d’un Gor, en prenant en compte la meilleure valeur.

\n

Traits: vous gagnez @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armure 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage}, et @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Cornes +3}

\n

Compétences: vous gagnez Langue bestiale mais perdez la capacité de parler intelligiblement dans toute autre langue.

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Bonus de Force Mentale Rounds" - }, - "Tremor": { - "name": "Tremblement", - "description": "

Un de vos pieds se transforme brièvement en un grand sabot enveloppé de flammes violettes. Le sol tremble lorsque vous tapez du pied et toutes les créatures situées dans un rayon égal à votre Bonus de Force Mentale en mètres (sauf vous) doivent effectuer un Test d’Agilité ou tomber, ce qui leur confère l’État À Terre.

\n\n Domaine: Les Cibles des Sorts issus du Domaine de Tzeentch sont déchirées par la Magie transformatrice du Chaos. Celles affectées par un Sort du Domaine de Tzeentch doivent réussir un Test de Résistance Intermédiaire (+0), ou gagner +1 Point de Corruption. Si elles réussissent leur Test, elles gagnent +1 Point de Chance, qu’elles peuvent utiliser normalement. Tels sont les caprices de Tzeentch.

", - "gmdescription": "", - "durationValue": "Instantané" + "name": "Transformation of the Beast", + "description": "

You channel the power of Tzeentch, and your body transforms into that of a @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:

\n

Characteristics: use your own characteristic or that of a Gor, whichever is better.

\n

Traits: gain @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @UUID[Compendium.wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}

\n

Skills: gain Beast Tongue but lose the ability to speak intelligibly in any other language.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Transformation of the Beast": { + "name": "Transformation of the Beast" + } + } }, "Trinkwort": { - "name": "Sobriandre", - "description": "

Sobriandre

\n

Selon la tradition halfling, la connaissance de cette plante nous a été accordée par la déesse Esméralda elle-même, après que son premier mari Bibogenitus nous a fait cadeau de ses connaissances sur les techniques de brassage et de vinification. Dans le Moot, on l’appelle la racine de sobriété, et les elfes l’appellent corrylliamid. Elle se trouve au plus profond de la forêt, et pousse souvent entre les racines des arbres lornalims, ou aux pieds de chênes centenaires. La racine doit être épluchée et rôtie doucement dans un four à basse température, jusqu’à ce qu’elle soit aussi moelleuse que des panais bien cuits. Elle peut alors être mangée.

", - "gmdescription": "

Emplacement: Forêts

\n

Saison: Automne

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}

\n

La sobriandre est un tubercule au goût amer qui a l’étrange pouvoir de supprimer les effets de l’alcool. Un Personnage qui en mange gagne un bonus de +20 à tous ses Tests de Résistance à l’Alcool pendant les 24 heures suivantes.

" + "name": "Trinkwort", + "description": "

Trinkwort

\n

According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it Corrylliamid. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.

", + "effects": { + "Raw Trinkwort": { + "name": "Raw Trinkwort" + }, + "Apply Raw": { + "name": "Apply Raw" + } + } }, - "Valerian": { - "name": "Valériane", - "description": "

Thé corsé

\n

La valériane est appelée thé corsé dans le Moot, ce qui a tendance à embrouiller les visiteurs étrangers. Cependant, selon le contexte, tous les halflings savent immédiatement si c’est de la plante ou du thé dont on parle. Les elfes l’appellent Taillegas et les Bretonniens Thé du Médecin.

\n

Il est important de laisser sécher les feuilles à l’air libre, dans un endroit frais et sec. Avant de les faire infuser, inspectez minutieusement chaque feuille pour vous assurer qu’elles ne sont pas contaminées par de l’oïdium, un champignon particulièrement friand de valériane. La moindre trace peut rendre le thé inefficace, voire toxique.

", - "gmdescription": "

Emplacement: Forêts mixtes

Saison: Printemps

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusion]{Infusion}

Une tasse d’infusion de valériane permet de restaurer un Point de Blessure. On peut en boire une dose par jour, mais elle n’a aucun effet sur les Blessures critiques.

" + "Ammo": { + "name": "Ammo", + "description": "

Represents the default ammunition for a vehicle weapon

" }, - "Vanera": { - "name": "Varena", - "description": "

La cadeau de la déesse

\n

Certains herboristes de l’Empire et de Tilée croient que cette plante tient son nom de la déesse humaine Verena. Moi-même, je n’adhère pas à cette théorie : elle est aussi appelée de la même façon en Norsca et à Kislev, où le culte d’Ulric est bien plus répandu que celui de Verena. Cette plante pousse sur le versant sud de collines de craie, où il y a beaucoup de soleil et peu de vent. Les feuilles sont cueillies, nettoyées, trempées dans de l’eau salée pendant deux semaines, avant d’être bouillies et servies comme des épinards. Un peu de beurre et de poivre noir améliorent grandement leur goût. À titre personnel, je ne m’en sers pas sur mes patients en convalescence, car le mal de tête qu’il provoque quand l’effet stimulant s’estompe peut facilement annuler tous les bienfaits que le patient aura reçus. Je le conseille néanmoins à ceux qui doivent monter la garde, ou passer la nuit à chercher des voyageurs disparus : en somme, à toute personne qui doit rester éveillée à une heure où elle dort habituellement, et qui peut se permettre d’en payer le prix plus tard.

", - "gmdescription": "

Emplacement: Collines

\n

Saison: Printemps

\n

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#raw]{Cru}

\n

La varena est un stimulant qui rend inutile le besoin de repos. Elle est surtout utilisée lors des convalescences où le patient, pour une raison ou pour une autre, ne peut pas se reposer. Pendant [[/r 1d10]] heures après en avoir consommé une dose, le Personnage est considéré comme En repos, mais peut continuer à vaquer à ses activités. Si le Personnage se repose, les bénéfices en sont doublés. Quand les effets s’estompent, il souffre d’un mal de tête atroce, et subit un État Exténué pendant une heure.

" + "Fore-and-Aft Rudder (Row Boat)": { + "name": "Fore-and-Aft Rudder (Row Boat)", + "description": "

For maximum manoeuvrability, a second rudder may be added to the bow of the boat. This reduces the boat’s Movement score by –1, but given a trained crewmember at both rudders, all Boat Handling Tests involving steering receive a +20 bonus.

", + "effects": { + "Fore-and-Aft Rudder": { + "name": "Fore-and-Aft Rudder", + "changes": { + "system.details.move.value": -1 + } + } + } }, - "Cavity Worms": { - "name": "Vers de Carie", - "description": "

Le ver de carie est un parasite inquiétant qui infeste les eaux sales et les denrées alimentaires avariées. D’une longueur d’environ 2,5 cm et d’une largeur de 6 mm, ce ver a une peau marbrée vert-brun qui forme un étrange motif de crâne au niveau de sa tête. Les mères racontent des histoires sur les vers de carie pour effrayer leurs enfants et les inciter à garder la bouche propre. La plupart des habitants du Vieux Monde considèrent donc ces créatures comme de simples mises en garde. Malheureusement, ils se trompent lourdement.

\n

Effets des Vers de Carie

\n

Une fois ingéré, le ver de carie s’enfonce dans les tissus mous de la bouche ou de la gorge. Il sécrète un liquide anesthésiant qui engourdit instantanément la zone affectée. Chaque jour, la victime peut effectuer un Test de Perception Intermédiaire (+0) pour remarquer la croissance du ver. En cas de succès, sa présence est remarquée. Un Médecin ou un autre Personnage qualifié peut réaliser un Test de Guérison Accessible (+20) pour retirer le ver. Les Personnages non qualifiés doivent effectuer un Test de Dextérité Intermédiaire (+0). Les Personnages qui tentent de se soigner eux–mêmes ont besoin d’un miroir et subissent une pénalité de –10. Si le Test échoue, la personne atteinte gagne l’État Hémorragique.

\n

Une fois installé dans la bouche de sa victime, le ver de carie se nourrit de son souffle : l’essence de l’esprit. Tant que ce parasite demeure, son hôte subit une pénalité de –10 à tous les Tests.

Au bout d’une semaine, le parasite se dirige vers le cerveau de sa victime. Chaque jour, cette dernière peut effectuer un Test de Perception Accessible (+20), qui lui permet de remarquer qu’une petite quantité de sang s’écoule de sa bouche. À ce stade, l’élimination du ver de carie nécessite un Test de Guérison Complexe (–10) effectué par un Personnage possédant le Talent Chirurgie.

Si le ver de carie n’est pas éliminé dans les trois jours qui suivent, il n’est plus possible de le retirer sans tuer l’hôte. À mesure que le ver s’enfonce dans le cerveau et se prépare à pondre ses œufs, la victime doit effectuer un Test d’Endurance Accessible (+20) chaque jour. Chaque jour où le Test est raté, lancez 1d10, et consultez le tableau @Table[cavityworms]

\n

Les œufs du ver de carie éclosent [[/r 1d10]] jours après avoir été pondus, suintant des narines de la victime à la recherche d’un nouvel hôte. Pour ceux qui survivent à ce processus, toutes les pénalités sont permanentes et ne peuvent être annulées que par des moyens magiques ou miraculeux.

", - "gmdescription": "", - "durationValue": "8 ", - "durationUnit": "jours", - "contraction": "exposition à de l’eau sale ou à des aliments avariés ; effectuez les Tests selon la description.", - "incubationValue": "5 + 1d10", - "incubationUnit": "jours", - "symptoms": "spéciaux (voir description)", - "permanent": "" + "Spiderleaf": { + "name": "Spiderleaf", + "description": "

Spiderleaf

\n

This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers — mostly Human — in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an actual spider will make the treatment more effective. It does not seem to do so.

" }, - "Vigwort": { - "name": "Herbuste", - "description": "

Ma petite chouchoutte

\n

Aussi connu sous le nom de sautille, plante gigote, et folia vitae, cette plante pousse dans les grandes plaines ensoleillées, surtout celles qui ont été laissées en jachère après avoir servi l’année précédente. On sèche la racine, on la râpe, puis on la laisse infuser dans du vinaigre dilué pendant dix jours. Ensuite, on fait bouillir la mixture, on la filtre, avant de la laisser reposer quatre jours dans un endroit sombre et frais. Sucrée avec du miel ou ajoutée à du thé ou du vin chaud, cette préparation apporte un soulagement temporaire aux patients qui souffrent de maux de tête, de somnolence ou de léthargie. Utilisez-la avec parcimonie : ses effets ne durent pas sur le long terme, et quand ils s’estompent, l’état du patient est souvent pire qu’au départ.

", - "gmdescription": "

Emplacement: Prairies

Saison: Eté

Preparations: @UUID[Compendium.wfrp4e-dotr.journals.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#infusions]{Infusion}

Cette herbe est un léger stimulant, et une tasse d’herbuste permet d’augmenter le score d’Initiative d’un Personnage de +10 pendant [[/r 1d10+4]] minutes. Après ce laps de temps, le Personnage doit faire un Test de Résistance Accessible (+20) ou subir un État Exténué par niveau d’échec. Ceux qui disposent du Trait Immunité (Poison) peuvent profiter des bénéfices de l’herbuste sans jamais devenir Exténué.

" + "Catapult (Small)": { + "name": "Catapult (Small)", + "description": "

Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. They are simple to build but tricky to aim, especially against a moving target. Catapults are not easy to aim, requiring 2–3 actions to move them, according to their size.

" }, - "Volley Gun": { - "name": "Fusils à Salve", - "description": "

Un fusil à salve est assez semblable à un pistolet à répétition, mais contrairement à ce dernier, tous ses canons tirent en même temps. Il comporte généralement sept canons : un au milieu, et six autres disposés tout autour, formant un hexagone. Bien que mortel pour ceux qui se trouvent du mauvais côté de ses canons, le fusil à salve n’est pas sans danger pour l’utilisateur inexpérimenté. Chaque fois qu’il tire, l’utilisateur doit faire un Test de Résistance Accessible (+20), et le violent recul de l’arme contre son épaule lui inflige 1 Blessure pour chaque DR négatif. S’il fait un Échec Stupéfiant, il se voit infliger un Coup Critique à l’épaule : utilisez le tableau des Blessures critiques au bras, en ajustant au besoin quelques détails, pour illustrer la blessure subie à l’épaule.

", - "gmdescription": "" + "Barrakul": { + "name": "Barrakul", + "description": "

\"\"

", + "effects": { + "Barrakul": { + "name": "Barrakul" + } + } }, - "Zone of Sanctuary": { - "name": "Zone de Sanctuaire", - "description": "

Vous appelez la grâce divine de Sigmar pour juger les corrompus afin de les bannir hors de votre vue. Les personnages dans l'aire d'effet du Miracle gagnent un bonus de +20 pour résister à la Peur et à la Terreur. Aucune créature mort-vivante ou Démoniaque ne peut entrer dans cette zone ou ne peut attaquer quelqu'un dans la zone. Ces créatures dans la portée du Miracle lorsqu'il est incanté doivent quitter la zone. Ce Miracle est centré sur le Personnage qui l'a invoqué, qui ne peut rien faire aucune autre action que déclamer des litanies contres la corruption pendant la durée du Miracle.

", - "gmdescription": "", - "durationValue": "Bonus de Sociabilité Rounds" + "Rotgut": { + "name": "Rotgut", + "effects": { + "Apply Rotgut": { + "name": "Apply Rotgut" + }, + "Rotgut": { + "name": "Rotgut" + } + } + }, + "Hull": { + "name": "Hull", + "description": "

The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boat’s Toughness (see @UUID[Compendium.wfrp4e-dotr.journals.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#holed]{Holed}). The water may ruin the cargo, if any.

" } } -} +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-dotr.journals.json b/compendium/To Do/wfrp4e-dotr.journals.json new file mode 100644 index 0000000..3cc88e4 --- /dev/null +++ b/compendium/To Do/wfrp4e-dotr.journals.json @@ -0,0 +1,1197 @@ +{ + "label": "Journals (Death on the Reik)", + "folders": { + "Adventure": "Adventure", + "Companion": "Companion" + }, + "entries": { + "The Emperor Luitpold": { + "name": "The Emperor Luitpold", + "pages": { + "Adventures on the Emperor Luitpold": { + "name": "Adventures on the Emperor Luitpold", + "text": "

Here are a selection of adventure seeds that can be used with the Emperor Luitpold or one of its sister vessels.

Murder Most Foul

A group of apparently unrelated travellers effectively trapped together on a long journey: this is a favourite setting for murder mysteries. In a WFRP adventure the Characters must solve the mystery before the liner reaches the next stop and the murderer can get away. The first thing to do is decide on the murder victim. Next, you need a motive, a means of death, and a group of fellow-travellers. Ideally, most of the other travellers will have a Dark Secret which links them to the victim and provides a motive for murder. Each NPC should have an alibi which makes it impossible for any of them to have done the deed. Then add at least one handful of red herrings…

For example, suppose that the murder victim is Handrijk van den Kuyster, a truly obnoxious merchant. There could be a good many people who would be happy to see him dead. Given his foul treatment of underlings, he might have heaped abuse on one or more of the stewards. He could have been caught cheating at cards, or he might have had a streak of luck which resulted in him winning a vast sum from a fellow passenger who can clearly ill afford it. He might have made improper advances to the daughter of a noble passenger. There might be another merchant on board whom he has recently crossed in a dubious business transaction, and with whom he quarrelled violently on the first night aboard.

Those are the obvious clues. Most of them, at least, will be red herrings, but as the Characters investigate further — assuming, of course, that they have the Fellowship scores and Skills for other passengers to cooperate with them — they uncover deeper and more secret motives. One of the passengers or crew might be the victim’s illegitimate offspring, whose deserted mother died of a broken heart. Another might be the victim of blackmail. And so on, until you have a suitable web of intrigue.

On to the time of death and the method employed. Let us suppose that the victim is found dead in his cabin by a steward who had gone to call him to dinner. He is laying face-down on the bed with a dagger between his shoulder blades. The last time he was seen by any of the passengers was around the middle of the afternoon, when several people saw a violent argument in the lounge between him and another passenger.

So, off the Characters go, questioning passengers, checking alibis, uncovering clues, and so on. There are only three days before the Emperor Luitpold docks in Talagaad, and there are no planned stops in between: the Characters must work quickly to uncover the murderer’s identity before then. If they need any encouragement, the finger of suspicion points squarely at one of their number, who is chained up on the oar deck to be handed over to the authorities in Altdorf. If the other Characters don’t clear his name before then, their comrade is doomed!

The truth of the matter can be as straightforward or as bizarre as you like. The Characters may well discard the obvious motives once they begin to uncover the secret ones, but one of the ‘cleared’ suspects might be the murderer. Alternatively, a large number of the passengers might have arranged this trip purely for the purposes of murdering their mutual enemy and have arranged each other’s alibis. Or the whole murder might be a fake, arranged by the so-called victim to frame one of the other passengers, to escape from mounting debts, or for some other reason.

Setting up a good murder mystery can take a lot of time and work, but it can produce a very challenging and rewarding adventure, especially for groups who like complex plots with a lot a character interaction.

To Catch a Thief

A variation on the murder mystery is the jewel theft. Nobody dies, but some priceless jewellery or some other highly valuable object is stolen. The professional jewel thief is a far cry from his lower-class brethren: he is someone who can move as he likes through the upper classes, who can deal with locks and alarms without even thinking about it — and most important of all, he has the everyday personality of someone who is completely incapable of planning and executing a brilliant robbery. Many impoverished nobles and similar characters try their hands at this glamorous occupation, but few are skilled enough to have long careers. This type of adventure is also about checking alibis and uncovering people who are not what they might seem. The Characters have to be trusted by their fellow passengers in order to get any useful information from them, and again, you might concentrate the Players’ minds by having one of the Characters — or an NPC who is vital to their current adventure — locked up and facing jail or worse.

The Thing in the Locker

At the eastern end of her journey, the Emperor Luitpold is joined by Professor Marius von Groninghof, a scholar of some renown and a professor at Altdorf University. He has been on an expedition into the Worlds Edge Mountains and has brought back several interesting finds from his journey. These are stored in crates in and around the lockers on the oar deck.

Among the finds being brought back to Altdorf are the contents of the centuries-old tomb of an Ogre chieftain. The actual nature of the finds is not being made public to avoid undue concern among the passengers and crew, but they include the bodies and artefacts of the Ogre chieftain and two of his warriors.

Partway through the river journey, the Ogre chieftain is roused from his rest, driven to punish those who have disturbed his eternal rest. The body breaks out of the crate in which it is stored, takes a few weapons and magical items from some of the other crates, and sets out on a killing spree. Staging is all-important in an adventure of this type. You could simply have the undead Ogre break out of its crate and kill everything until it is overwhelmed by the Characters and a few brave NPCs, but this would not do justice to the idea.

Far better if the monster behaves intelligently, killing when it finds a victim alone and hiding the rest of the time. First the crates are found burst open, and then one of the crew is found horribly mutilated. The captain approaches the Characters, swearing them to secrecy to avoid causing panic on board. They must search the oar deck, possibly splitting into small groups so that the creature doesn’t escape. The encounter should be run as a tension filled thriller, an impossibly adept enemy lurking in the dark, always just out of sight.

The undead Ogre might use the profile of a @UUID[Compendium.wfrp4e-core.actors.6B7LMdYtunAftsFN]{Crypt Ghoul}, or you can create a unique creature for this encounter.

" + }, + "The Crew of the Emperor Luitpold": { + "name": "The Crew of the Emperor Luitpold", + "text": "

Any post aboard the Emperor Luitpold is a prestigious position, and most crew members are viewed with a certain envy, and even awe, by those who meet them. This is reflected in a higher Status for many crew than their Career level would typically merit.

\n
\n
\n

@UUID[Actor.qmyTFgfbGqPl1cT9]{Captain Regina Willendorf}

\n
\n
\n

@UUID[Actor.DosEWIDMLtXPCMSo]{First Pilot Ella Greendale}

\n
\n
\n

@UUID[Actor.6455iMweyeMpYj9T]{Bosun Hans Sauber}

\n
\n
\n

@UUID[Actor.JxoG6n49gRjNg6kR]{Purser Eberhardt Kleingeld}

\n
\n
\n

@UUID[Actor.JgMiudqnXlYViAOG]{Chief Cook Maximillian}

\n
\n
\n
\n

@UUID[Actor.3zrEqowes3kjsbOP]{Second Pilot Reiner Petersen}

\n

@UUID[Actor.Jt8EG8i0KLadHXju]{Sailing Crew}

\n

@UUID[Actor.vu4Z1dGlOE1xd3s6]{Oarsmen}

\n

@UUID[Actor.lwV4qSJ0n31COQ0a]{Kitchen Staff}

\n

@UUID[Actor.tJZor0Cob9PdPifY]{Stewards}

\n
\n

Travelling Companions

\n

The passengers on the Emperor Luitpold are a cross-section of the upper echelons of Imperial society, leavened by an occasional but equally distinguished traveller from beyond the borders. A selection of potential travelling companions is presented below, which you can develop into more detailed NPCs as desired.

\n

Merchants

\n
\n

Wealthy merchants are frequent passengers aboard the Emperor Luitpold; it is a favourite means of transport for Ostermark and Talabheim merchants coming to Altdorf, since they think that they can impress the merchants of the capital by arriving in such great style.

\n

@UUID[Actor.UwiVxXsGAf3FqNtp]{Self Made, Obnoxious Trader}

\n

@UUID[Actor.Mz3PWB0kZ8WlussY]{Quick-witted Dealmaker}

\n

@UUID[Actor.sTHKz6t9BrnGpDB3]{Experienced Broker}

\n

Aristocrats

\n

The Emperor Luitpold carries the highest class of passengers, often including members of the nobility. Here are a couple of sample aristocrats:

\n

@UUID[Actor.g16FaMiaWUfmpLZA]{Elderly Duchess}

\n

@UUID[Actor.TwMIxQHXELK0cOnW]{Young Blood}

\n

Gamblers

\n
\n

Gamblers frequent riverboats as much as they do roadside inns, for there is a great deal of money to be made from fellow-travellers. A typical gambler aboard the Emperor Luitpold is at the very top of the profession, able to move among the aristocracy with ease.

\n

A Gambler may be of any Species, mature age, level 3–4 Charlatan and/or level 4 Bawd, chance of one or more levels in a Courtier Career.

\n

@UUID[Actor.hRwq4t2RXObUIk7K]{Dwarf Gambler}

\n

Army Officers

\n

Senior military men and women have to travel regularly between the capital and their bases. Their precise rank varies, but those who can take passage on the Emperor Luitpold are always be high-ranking. They might be commanders of border regiments, heads of orders of knighthood, or other senior commanders.

\n

@UUID[Actor.l4L2tkcw2A2ELU0F]{Frontier Commander}

\n

@UUID[Actor.eXgTGfKnR4vhgZnQ]{Armchair General}

" + }, + "The Emperor Luitpold": { + "name": "The Emperor Luitpold", + "text": "

The Emperor Luitpold is a luxury river liner, named after the father and predecessor of Karl-Franz I. Run by the large and powerful Hindelin Lines of Altdorf, it plies the River Talabec from Altdorf to Bechafen near the Worlds Edge Mountains. Built by the Spee boatyards in Altdorf in 2510, the Luitpold and its sister-ships the Emperor Wilhelm (Altdorf–Nuln) and the Emperor Magnus (Altdorf–Marienburg) give Hindelin Lines an unrivalled luxury fleet. The ‘Imperial-class’ river liners are much favoured by wealthy merchants, those on Imperial business and the lesser nobility.

\n

The Emperor Luitpold has two passenger decks; the upper passenger deck holds eight luxury staterooms and 14 three-berth servants’ cabins, while the lower holds 16 twin-berth luxury passenger cabins. Fares are as follows.

\n
\n

Fares

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Cabin TypeFull JourneyTalabheim to AltdorfOther (per 10 miles)
Stateroom@Pay[50gc]{50 GC}@Pay[20gc]{20 GC}@Pay[1gc]{1 GC*}
Passenger@Pay[5gc]{5 GC}@Pay[3gc]{3 GC}@Pay[6ss]{6/-}
Servants'@Pay[3gc]{3 GC}@Pay[2gc]{2 GC}@Pay[1ss]{1/-}
\n

*A stateroom must be booked for a minimum of one week’s travel, calculated at 30 GC downstream and 24 GC upstream.

\n
\n

The fares cover the cabin plus three meals a day. All other services — drinks and snacks during the day, for instance — are ‘extras’, and a bill for these is presented at journey’s end.

\n

The captain has the discretion to discount fares en route but is forbidden by company regulations to offer a discount of more than 10% on the full fare. If all passenger cabins are full, they may offer passengers any spare servants’ cabins at the servants’ fare.

\n

Passenger and servants’ cabins may be equipped with an extra folding bunk on request, but only if all other cabins of the same class are full. There is a 25% surcharge for this service.

\n
" + }, + "The Journey": { + "name": "The Journey", + "text": "

The Emperor Luitpold’s downstream journey starts at Berghafen, a small town on the upper Talabec a few miles beyond the edge of the forest; this is the highest point on the Talabec which can be reached by large river traffic. By transferring to smaller craft and then to mules, it is possible to follow the Upper Talabec all the way to the Dwarfholds of Karak-Kadrin and Karak-Ungor.

\n

There are few regular stops along the first part of the route, mainly for fresh supplies, but the Emperor Luitpold will stop to pick up and set down passengers as required. Flagpoles are set up on wharves along the route to signal the boat to stop for passengers. Once the Emperor Luitpold reaches Talabhelm, the journey becomes more regular. The boat always stops at Ahlenhof and Schoppendorf, and often at Volgen as well.

\n

The Emperor Luitpold’s combination of sails and oars makes it a rapid means of travel. Its 750-mile trip takes around 2 weeks downstream and 2 ½ weeks upstream: an average of 45 and 38 miles per day respectively.

\n

Rules of Passage

\n

All the laws of the Empire apply aboard the Emperor Luitpold. For legal purposes, the liner is treated as being within the jurisdiction of the legal authorities of Altdorf. There are also certain rules which passengers are expected to observe while on board:

\n

Weapons: All passengers are permitted to carry one sword and one dagger while on board. All other weapons — including hand weapons other than swords, unless the passenger can plead a special case — and all armour must be handed over to the purser for safe-keeping in the liner’s strongroom, although they are available on request if passengers want them for shore visits along the way, or in the event of the liner being attacked.

\n

Magic: Spellcasting of any kind is forbidden on board without the express permission of the captain. This includes the use of magical items. In practice, this rule is difficult to enforce, but anyone openly casting spells will be reported to the captain.

\n

Morality: All passengers are expected to observe ‘common decency’. Basically, this means not doing anything in public which is liable to shock, offend, embarrass or outrage one’s fellow passengers. The captain is the final judge of such matters.

\n

Religious Observance: After dinner each day, the captain leads the company and passengers in a five-minute period of prayers to Sigmar, Ulric, and Taal. Attendance is not compulsory, but those who do not take part are considered impolite (Fellowship Tests become one step more difficult when dealing with any member of the crew). Passengers are free to make any observances demanded by their particular religions, subject to the laws of the Empire, but animal sacrifice of any kind on board is banned.

\n

Passengers who flout the rules of passage will be given one warning, except in extreme cases. The captain has the power to put offenders off at the next stop, handing them over to the local authorities if Imperial laws are broken.

\n
\n

A Typical Day

\n

A day aboard the Emperor Luitpold revolves around mealtimes. Breakfast is served an hour after dawn, lunch at noon, and dinner at 7pm. Mealtimes are announced by the boat’s stewards, who walk the length of the passenger deck ringing small handbells. Meals are served in the passenger lounge, but passengers may arrange to take some or all meals in their cabins. No charge is made for this, but a tip of at least @Pay[5ss]{5/–} per person per meal is customary. Between meals, the passengers are left largely to their own devices. The passenger lounge is closed for 20 minutes before and after each meal as the stewards convert it from a dining-room back to a lounge, clearing away the folding tables and so on.

\n

Light meals and water is available in the passenger lounge throughout the day, and wines and spirits are served from noon till midnight, though ales are only normally available on board if the crew has had prior notice of a Dwarf dignitary travelling, or if a paying stateroom passenger has specifically requested they be available. These are all ‘extras’ and must normally be paid for at the time, although a request for an account, to be settled at the end of the trip, is seldom refused. The Emperor Luitpold has a bill of fare comparable to that of a high-class restaurant in a large Imperial city, both in range and price.

\n

During the day, various deck games are available for those who wish to play, and weapons practice and friendly duels (to first blood) are permitted on the promenade deck by prior arrangement. Those wishing to engage in friendly competition must inform the captain or purser before any fight. If the crew are not aware of any prior arrangement, they will treat the incident as a common brawl and step in to restrain the combatants.

\n

After dinner, entertainments are staged in the passenger lounge: it is common, for example, for a musician or other entertainer to work his passage in return for a reduced fare. The standard fare reduction is 50% and is not subject to negotiation. A Character wishing to strike this kind of deal must make a successful Difficult (–10) Perform or Play Test, modified as follows for each of the listed skills:

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Reaction Mod.Activity
ForbiddenFire Breathing
-10Clowning, Miming, Bagpipe, Horn
+0Acrobatics, Juggling, Rope Walking, Lute
+10Dancing, Harpsichord, Violin
\n

You can derive modifiers for other specialisations following this pattern. Anything involving fire is banned since the Emperor Luitpold is built almost entirely of wood. Animal acts are not generally acceptable, since an unfortunate incident three years ago involving a dancing bear, and more ‘refined’ arts and instruments are favoured over more ‘rustic’ or ‘vulgar’ entertainments. No entertainment may include material that is insulting to the Emperor, the nobility, or any of the major religions, or which is in any way ‘in bad taste’ (as decided by the captain). These rules are explained to every entertainer at the outset, and any breach results in the captain disallowing part or all of an entertainer’s discount. If an offending Character protests that he or she cannot pay the full fare, the captain hints darkly that they have contacts on the staff of the notorious Mundsen Keep debtors’ prison in Altdorf.

" + } + } + }, + "Chapter 1: Bögenhafen To Altdorf": { + "name": "Chapter 1: Bögenhafen To Altdorf", + "pages": { + "Kidnapped!": { + "name": "Kidnapped!", + "text": "

Alberich Hollzauber, a daemonologist in Altdorf, has discovered that Elvyra is wanted there under another name. He is using this information to try to blackmail her. Some of Hollzauber’s minions arrived in Weissbruck two days ago, with a message threatening to turn her in to the authorities there unless she gave him some rare and skilfully mixed ingredients for a powerful spell.

\n

Elvyra rejected their demands and threats until the daemonologist’s lackeys grew frustrated. They kidnapped her and gathered up every ingredient they could find in the house. The plan is to take her to their master in Altdorf. As the adventurers arrive in Weissbruck, the thugs are holding Elvyra in a disused barn just outside the town, not far from the canal.

\n

The Watch

\n

Elvyra is unpopular in certain quarters due to her fraudulent medicines, including the commander of Weissbruck’s Watch. 

\n

Reporting the apparent crime to the town Watch has little effect. The half-dozen volunteer watchmen have their hands full keeping order in the town, and are aware of their commander’s low opinion of Elvyra. They are even busier when miners from the nearby Delfgruber mine visit to drink away their pay. Elvyra simply isn’t wealthy or influential enough to merit more than the promise of an investigation, maybe, possibly, at some point, in the fullness of time… perhaps. It should quickly become clear that the adventurers are pretty much Elvyra’s only hope of rescue. Saying that, the watchmen are not entirely unhelpful, and one of them will offer to look after Liza with his wife until Elvyra can be found.

\n

The Happy Man

\n

The adventurers need to win over the locals to get any information in The Happy Man inn. They can buy drinks, entertain the crowd, or simply chat to people and turn on the charm. Making an Average (+20) Charm Test will determine how people react to them and, depending on what questions are asked and how much drink is poured, the adventurers can obtain one piece of information for each Test.

\n

Three strangers did stay at the inn a few days ago. Last night they settled up and left. The landlord remembers that they were expecting to meet ‘a boatman friend’ who was to take them to Altdorf, but he wasn’t due until tomorrow morning. 

\n

The landlord was a little puzzled about where they were going to stay, but not particularly curious. ‘Folks have a right to their own business,’ is his attitude.

\n

There are lots of barns hereabouts. Some of them might well be red. Barns come in lots of colours. According to everyone ‘good old Otto’, the tavern’s geriatric potman, is a great source of information. He has worked here for as long as anyone can remember, and he sees everything.

\n

For his part, Otto remembers that he saw three strangers leave last night with a large trunk piled on a wheelbarrow. He knows, though, that his memory is not what it once was. A drink or a few coins have miraculous restorative powers. Otto does remember that the strangers headed north, towards the canal. There is a red barn near there, on the far bank.

" + }, + "Weissbruck": { + "name": "Weissbruck", + "text": "

In @UUID[.sDCpxwZ4AINph6av]{Weissbruck}, the adventurers have the opportunity to buy equipment and supplies, and perhaps to train for Career changes. They may wish to trade their salvaged cargo, and to look up @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}, the herbalist they met at the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest} in Bögenhafen. They may also make enquiries about the bounty hunter @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}, whom they encountered there. 

\n

First, however, they must deal with the Purple Hand cultists who are anticipating their arrival.

\n
\n

The Purple Palm

\n

When the adventurers first arrive in the town, they are approached by two cultists disguised as pedlars. Under cover of an innocent-sounding sales patter, these two try to exchange secret signs with Lieberung’s double among the adventurers. If ‘Lieberung’ is dead, the pedlars will try to use secret signs to determine the cult loyalties of the other adventurers.

\n

While one ‘pedlar’ carries on with a normal sales pitch, the other scratches the right-hand side of his nose with the little finger of his left hand while inserting the thumb of his right hand into his right ear, palm to the front and the fingers fully extended. If any adventurer copies this gesture, both cultists will wink knowingly, and the one who did not make the sign will hold out his right hand to shake hands. The cultist’s palm is coated with purple ink, and after the handshake, the two will quickly disappear into the crowd or a maze of back alleys. The target of the handshake will have a stained, purple palm. This is a sign used by the cult to convey a warning. In this case the warning is ‘hand over the inheritance’, and there’s an ‘or else’ in there too…

\n
\n

If the adventurers don’t respond, the cultists’ gestures become more and more deliberate. They will eventually give up and disappear (as above, into the crowd or through a maze of alleys) when a Watch patrol appears. They don’t talk or answer questions, except for their false sales pitch.

\n

Until the ‘purple palm’ warning is properly delivered, the cultists will repeat the attempt, using a variety of disguises: beggars, Strigany, entertainers, and so on. After the first few encounters you can tell the adventurers that the odd folk gesticulating at them seem strangely familiar as well as just… strange. If the cultists have not managed to pass the purple palm after two days, they will leave for Altdorf to report to their superiors.

\n

The adventurers may try to tail the cultists either to their lodgings in Weissbruck or all the way to Altdorf. Both cultists are skilled at avoiding pursuit and relevant Tests are Hard (-20) or Very Hard (-30) at your discretion. If the adventurers do manage to corner the cultists, they will fight to the death rather than allow themselves to be captured. Use the profile for @UUID[Actor.coToMwKXdQLbuDVF]{Purple Hand Cultist} if required.

\n
\n

The Red Barn

\n
\n

Some Players familiar with the adventure may decide to head straight for the Red Barn as soon as they reach Weissbruck, and not bother investigating Elvyra’s house. This sort of ‘short-circuiting’ the story should be discouraged, so feel free to make the Red Barn a completely innocent farm building. You could add a vicious guard dog or three, and a farm hand who has a blunderbuss and is not afraid to use it. Meanwhile, the kidnappers are holding Elvyra at some other location.

\n

Alternatively, Liza could be an ally of the kidnappers, acting out a grudge because Elvyra once refused to help her or someone she loved. She will lead the adventurers straight into an ambush.

\n

The kidnappers themselves can be very different from the way the Players remember them: for a start, there could be more of them. They could be better organised and, perhaps, their employer Hollzauber is with them, with spells that tip the balance against rash adventurers. Instead of being a daemonologist, he might be a witch hunter who has arrested Elvyra as a suspected daemonologist. He has staged the kidnapping as bait to draw out any accomplices or, as he sees it, anyone who turns up to rescue her. Imagine The witch hunter's pleasure when a handful of highly suspicious, well armed characters stumble directly into his trap?

\n
" + }, + "Leaving Bögenhafen": { + "name": "Leaving Bögenhafen", + "text": "

Regardless of where they decide to go, the first leg of the adventurers’ journey is down the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen} to @UUID[.sDCpxwZ4AINph6av]{Weissbruck}. @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD]{the Glorious Reikland} gives an overview of the Reikland and surrounding areas. If the Players decide to head in a different direction, the GM can use some of the ploys mentioned in the @UUID[JournalEntry.gnr5Hw8IJgA62V3R.JournalEntryPage.S580mI25DFXiq7gg#running-the-adventure]{‘Running the Adventure’ section} to discourage them from straying.

The mountains upriver are dangerous. Somewhere between the peaks, and among many other hazards including hostile tribes of Greenskins, lies the dread @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.uFGkN1WJQAhWlGOs]{Castle Drachenfels}. Following the Bögen to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} and @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}. The highway leads south to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Übersreik}, which has nothing to offer, and north to Altdorf, a longer and more dangerous journey by road than by river. Other detours lead the adventurers into danger or present no opportunities for them to learn what is going on.

If your Players are determined to go another way, you can let them. They can travel for a while but, sooner or later, they will be recognised by an agent of the Purple Hand. With a little help from you, the unanswered questions about Kastor Lieberung, the Cult, and the events in Bögenhafen will gnaw at them, until they realise they cannot rest until they have found the truth.

Leaving  Bögenhafen

At the end of Enemy in Shadows, the adventurers have several compelling reasons to get out of town.

The Long Arm of the Law

Gideon, the daemon behind the whole plot in Bögenhafen, has framed the adventurers for the murder of prominent merchant @UUID[Compendium.wfrp4e-eis.actors.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, and probably for arson as well. The Bögenhafen authorities are actively looking for the party. They are likely to hang disreputable adventurers rather than listen to some elaborate tale about the town’s leading citizens being involved in a Chaos cult. After all, no one except @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Teugen} knew about any link to the Ruinous Powers. To most of its members, the Ordo Septenarius was a club for merchants. To the Inner Council, it was using sorcery to make them all rich. Leaving town is by far the healthiest option.

The Hordes of Chaos

If the ritual in Bögenhafen succeeded and the Chaos portal opened, the town’s authorities have bigger problems than a band of suspected criminals. Equally, the Characters have bigger problems than being wanted. In the face of an unstoppable horde of abominations, their best option is to leave quickly.

The Letter

The adventurers may have found a @UUID[Compendium.wfrp4e-eis.journals.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{letter} from @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} among @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Teugen’s} papers, giving her address as Black Peaks near @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}. The letter implies that she has been in correspondence with Teugen for some time. She almost certainly knows more about Teugen’s plans than the adventurers were able to learn. Perhaps she will even know how to close the gate and save the Empire.

At any rate, she is the only solid lead, so a trip to Grissenwald may be in order.

The Purple Hand

Ever since they first arrived in Altdorf, the adventurers have been followed by strange, gesticulating men with purple hand tattoos. These men seem to think that one of the adventurers is named Kastor Lieberung, and they are convinced that ‘Lieberung’ is part of their organisation and owes them something. Even though the authorities in Altdorf want to question the adventurers about the murder of a young nobleman, they may decide to return to Altdorf to track down this mysterious Purple Hand.

The Bounty Hunter

Also convinced that one of the Characters was Kastor Lieberung, @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter pursued the party from Altdorf to Bögenhafen. Kuftsos is dead, but the adventurers know he was active in Altdorf and Weissbruck, and they have recovered documents pointing to Nuln. If they can pick up his trail and identify his client, they may be able to learn why Kuftsos was after Lieberung. They may also discover his connection to the Purple Hand.

An Open Invitation

Closer than Altdorf or Nuln is the town of Weissbruck, home of the herbalist @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} whom the adventurers met at Bögenhafen’s @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. She invited them to visit, and may even offer a training opportunity to any Character interested in becoming an Apothecary or Charlatan. A few quiet days in a small town may be just what the adventurers need as they decide what to do next.

Heading My Way?

Lastly, the adventurers’ friend @UUID[Compendium.wfrp4e-eis.actors.nxLsH2WvU6xmjzfg]{Josef Quartjin} is taking his barge the @UUID[Compendium.wfrp4e-eis.scenes.fjSU58G83rHfvIDn]{The Berebeli} back to Weissbruck. He has a fresh cargo of local wine if all went well, or a group of terrified refugees if events went badly. At least some of the adventurers signed on as crew when the barge was headed to Bögenhafen, and he offers them a ride back to Weissbruck on the same terms: @Pay[2ss]{2 shillings} per day for up to four Characters who sign on as crew. The rest of the party may travel free of charge.

" + }, + "The Pharmacist": { + "name": "The Pharmacist", + "text": "

Elvyra Kleinestun is well known in Weissbruck, and nearly everyone local can tell the adventurers where to find her. @UUID[Scene.XeqaGwPkcvKcnPLd]{Elvyra's home} is a simple, two-up-two-down cottage near The Happy Man inn. The cottage is well kept and recently painted, with window boxes of herbs and flowers. As the adventurers approach, however, they will notice that one of the windows has been smashed and its window box is broken. An adventurer making an Average (+20) Perception Test will see that it was smashed from the outside, and that a couple of threads caught on a broken glass show that someone has climbed through it. Looking through the window, the signs of a violent struggle are obvious, with broken furniture, glass, and so on. 

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There are no signs of life in the house, and knocking doesn’t bring anyone to the door. The house seems deserted. The door lock is a normal one, and requires a Challenging (+0) Pick Lock Test, SL 2 to open. 

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If the adventurers search the house, each one can make a Hard (-20) Perception Test or Very Hard (-30) Intelligence Test. Any who succeed will notice that there are no drugs, herbs, or other ingredients around the place. This is very odd for a pharmacist’s house.

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A. Parlour

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This room has been thoroughly wrecked and there is broken glass on the floor. A Very Hard (-30) Perception Test reveals traces of blood on a few slivers of glass, but there is no discernible blood trail that goes anywhere. A Challenging (+0) Perception Test turns up a handwritten note (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.lLbtCMjxJSi6JF2F]{Handout 2 - Last Warning!}).

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B. Kitchen/Storeroom

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The kitchen has been thoroughly ransacked. The contents of the shelves and cupboards have been thrown on to the floor alongside pots, pans, and broken crockery.

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The steps to the cellar are concealed behind a large cupboard in the kitchen, and the hidden door will only be noticed if the Characters look behind it. An Average (+20) Perception Test will reveal a slight draft from behind the cupboard. If the hidden door is not discovered, you can give the adventurers a Very Easy (+60) Perception Test to hear a faint noise coming from the cellar. The noise is slightly louder near the cupboard.

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C. Cellar

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The hidden door opens on to a steep, narrow flight of steps leading 15 ft down into the cellar. As the adventurers open the door, a small, indistinct shape shoots to the bottom of the stairs and is lost in the darkness. Anyone who makes a Challenging (+0) Initiative Test is not surprised. The mysterious shape is about 3 ft high and humanoid, but nothing else can be seen in the dim light. Characters with the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent will be able to see something moving behind a jumble of boxes. There is a faint scrabbling noise from the cellar, then silence.

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There is a missing step about halfway down the stairs. If the first Character down the stairs has the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent, a light, or makes an Average (+20) Perception Test, the gap is spotted. If not the Character must make a Very Hard (-30) Agility Test or fall down the steps. Anyone falling the 6 ft to the cellar floor ends up with a twisted ankle; Movement and Initiative are halved for [[/r 1d10]] hours.

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A @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber} is hiding among a pile of rags and boxes in one corner of the cellar. A Human Character who makes an Average (+20) Fellowship Test will convince the girl that the adventurers mean her no harm. A non-human character must make a Challenging (+0) Fellowship Test. 

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If the Test fails this, she will try to dodge around them and escape. Any adventurer between her and the door can grab her by making an opposed Challenging (+0) Initiative/Dodge Test. She wriggles and tries to bite anyone holding her. The bite is a normal attack, and causes 1 Wound to the holding arm. 

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Anyone bitten must make a Challenging (+0) Endurance Test to keep a hold. The adventurers may repeat the Challenging (+0) Fellowship Test every Round until they calm her down.

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Once calm, the girl will say that her name is @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber}. She is ten years old, and an orphan: she thinks that Elvyra is her mother’s sister, but she is not certain. She works for @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra}, cleaning the house and fetching and carrying in return for bed and board. If she is asked what happened to Elvyra, she says that some men came to see her two days ago, and then left after a lot of shouting. After their visit, Elvyra warned her to stay away from The Happy Man inn.

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The following day, @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber} was banished to the cellar after @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} caught her playing with her pretty coloured powders. Soon after there was a lot of noise from above, and she heard Elvyra scream. She also heard one of the men shouting something about ‘Taking her to the red barn’. The noise went on for a long time, and Liza hid among the boxes and stayed very still, hoping no one would find her. Everything has been quiet since then, but she has not dared to leave the cellar. When she heard the adventurers moving about in the house, she went up the steps to try to see what was going on. They frightened her when they opened the door.

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This is all @UUID[Actor.XuxvUnVILyAvhDw1]{Liza Sauber} can tell them. She has no idea who the men were or what they wanted, and she can only describe them as big and rough and smelly. 

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@UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra’s} pharmaceutical cabinet is carefully hidden in the cellar. It is concealed behind a section of fake wall and it will take a very thorough search to find it. It will require a Hard (-20) Perception Test to spot the wall panel, and it has a very complex lock. Opening this requires a Hard (-20) Lock Pick Test, SL 5. You should feel free to improvise the cabinet’s contents. If the adventurers look for a specific remedy or herb, they will find [[/r 1D6]] doses of the desired preparation.

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Once rescued, Elvyra will be willing to sell the adventurers up to half her stock in the cabinet at a 50% discount. If the adventurers simply help themselves to her property she will be quite angry until she has been paid in full for her wares.

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D & E. Bedrooms

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These two simple bedrooms each contain a wooden bedstead with feather mattresses and pillows, a washstand, bowl and jug, and a chest of drawers. Both rooms have been thoroughly ransacked. The mattresses and pillows have been cut open, and stuffing is strewn about the room, mixed with a tangle of bedding, clothes and other items.

" + }, + "Weissbruck to Altdorf": { + "name": "Weissbruck to Altdorf", + "text": "

News and Rumours

The following information can be learned as the adventurers travel from Weissbruck to Altdorf, and in the capital itself. As always, you can choose news to fit the person speaking to the adventurers, or roll randomly. Don’t worry if the adventurers hear a rumour more than once. Repetition shows that lots of people are talking about a particularly interesting or important topic. Feel free to word things differently or to change minor details if you want.

  1. Two more coaches have been ambushed on the way into Altdorf in the last two weeks! That’s terrible! The Emperor hasn’t done anything so far, but some of the city’s adventurous young nobles are talking about an expedition to clear the roads of bandits and mutants. Good for them! Despite the brave talk, though, no one is recruiting in the capital yet.

  2. A friend of a friend (or a third cousin by marriage) works at the Temple of Sigmar, and says that the witch hunter Fabergus Heinzdork met with the Grand Theogonist about his destruction of the nearby village of Teufelfeuer. You can change what is heard next as you like, but according to what was ‘o’er’eard by my sister’s cousin-in-law’s third brother’s friend’, the witch hunter said that:

    • The villagers were all horribly mutated, and were seen eating human flesh!

    • One of the villagers had a birthmark that looked like a symbol of Chaos. Imagine that!

    • The mother of a village maiden tried to prevent the witch hunter from having his way with her daughter, and her neighbours supported her.

    • Heinzdork overheard a local folk song with a verse about Taal and the changing of the seasons. Obvious that Taal meant Tzeentch, the — gulp! — Changer of the Ways! Couldn’t be clearer, could it? 

  3. Emperor Karl-Franz has not been seen in public for a few weeks. He’s supposed to be ill, but the palace is saying nothing.

  4. The Emperor’s edict on mutants is unpopular. Everyone knows about mutants! Everyone! And everyone knows they’re a right menace!

  5. Crown Prince @UUID[Compendium.wfrp4e-empire-ruins.actors.3GcQxRuIm1MgoAMF]{Wolfgang Holswig-Abenauer}, the heir to the Imperial throne, remains at Castle Reikguard. Everybody thought he would hasten to the palace at the first word of the Emperor falling ill. Again, you can choose a reason why this is the case.

    • He is a mutant and dare not show himself in public.

    • He is waiting for the Emperor to die, and using the time to bribe Electors and hire mercenaries.

    • He is afraid of being assassinated by someone. He has rivals, you know…

    • He has the same disease as the Emperor. In fact, he infected the Emperor. Or the Emperor infected him. Or both were infected by a (whisper it) secret conspiracy. Each informant will also name a different disease. 

  6. The river wardens and excisemen are becoming more corrupt by the day, levying non-existent taxes and stealing anything that takes their fancy. Petitions have been sent to the Emperor, but he hasn’t done anything yet.

  7. Crown Prince Hergard von Tasseninck has been killed while on an expedition in the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. He was the only son and heir of Grand Prince Hals von Tasseninck, the ruler of Ostland. Some of them that were with him came back raving about beastmen using guns! Have you ever heard such tripe! 

  8. The Grand Prince of Ostland blames Grand Duke Gustav von Krieglitz of Talabecland for his son’s death. He says that an assassin working for the Grand Duke murdered his son. Gustav has long had designs on the Ostland forests. Everyone of consequence knows that.

  9. People have started arriving in Altdorf from the north. They say they were persecuted in Middenland for their Sigmarite faith. Some even report that two chivalric orders have been involved in the religious violence. The Ulrican Templars of the Order of the White Wolf, and the Knights Panther, the elite guard of the local Elector! Fighting! What is the world coming to?

  10. Merchants in Marienburg are re-labelling Bretonnian brandy as ‘Produce of Sudenland’ in an attempt to dodge the import embargo imposed by the Emperor’s excisemen.

There is a toll of @Pay[18ss]{18/-} to take a boat into the Weissbruck canal, or @Pay[2gc]{2 GC} for barges over 12 ft wide. The alternative to paying is a journey down the river to Carroburg, then back up the Reik to Altdorf. This is approximately three times as far as the canal trip.

It takes three days to get from Weissbruck to Altdorf by canal, which is peaceful, with a regular river patrol presence. The chances of any attack are almost nil, but at your discretion the journey can be punctuated by hazards and human encounters. The Death on the Reik Companion section is a good place for inspiration. The adventurers will get a chance to practise their boat handling skills and become used to a waterway life in this comparatively safe and controlled environment.

Altdorf

The Empire’s capital looms above the dock, vast and full of promise. Though they may not know it, the adventurers are pressed for time, and can’t explore the fabled city any more thoroughly than when they were on the way to Bögenhafen. However brief, their visit this time will not be uneventful.

A Routine Check

A river patrol boat stops the adventurers while they are approaching Altdorf. The crew are friendly and not very thorough, so any hidden contraband goes undiscovered. The check should serve to make the adventurers feel uncomfortable. If they are carrying anything illegal, have the river patrol come close to discovering it. Encourage the adventurers to find a way to distract their visitors.

One of the @UUID[Actor.Az8G5vd6t6lQk1hU]{River Patrol Crew} is, however, a Purple Hand agent. He stares suspiciously for a moment at the adventurers and particularly at ‘Lieberung’. He says nothing and goes about his business, avoiding further contact with the adventurers. As soon as the patrol boat reaches docks, he reports the sighting to his superiors in the cult.

The @UUID[Actor.xsp8SRHEsbicn702]{River Patrol Captain} will take a statement from the adventurers about how they came into possession of the boat. Depending on how much trouble you want to make for your adventurers there are a couple of ways of dealing with their salvage. The captain can issue them a Writ of Salvage giving them legal title to the boat and its cargo. This costs @Pay[5gc]{5 GCs}. He can, if they are in any way evasive, direct them to the Harbourmaster’s Court on the dockside. In this case, the adventurers can look forward to two or three days of bureaucratic delays, paperwork, and (even higher) documentation fees. 

In the Market

If the Characters have not yet managed to find a buyer for the wool on the boat, shortly after mooring they will be approached by a Herr Hohenzoll. This merchant drives a hard bargain, and will offer them @Credit[10ss mode=split]{10 shillings} per sack of wool, but can be haggled up to @Credit[2gc mode=split]{2 GC} per sack by anyone who makes a couple of Hard (-20) Charm or Haggle Tests. Hohenzoll wants to do business, but he isn’t a charity. You should encourage your adventurers to spend some of this money on equipment. They will certainly need it later on in the adventure!

Wanted!

The adventurers may be apprehensive about entering Altdorf after the young noble’s murder during their last visit. They won’t know that the real culprits have already been caught and hanged. Wanted posters accurately describing two of the adventurers and offering a 10 GC reward are still posted around the docks, and in many of the surrounding villages.

While they are in the city there is a [[/br 20%]] chance per day that someone will report the adventurers and claim the reward. Perhaps someone stares at them in the street, then hurries away. A six-man Watch patrol arrives later to arrest the adventurers and, if they don’t bribe or bluff their way out, they will spend three days in a damp, lice-ridden cell. Their captors release them when it comes to light that the case is solved. However, it’s quite possible that some of their gear mysteriously goes missing while they are incarcerated. This is your opportunity to remove one or two items that are a little too useful to the Characters.

If and when the adventurers next visit Altdorf, the wanted posters have disappeared, pasted over with new announcements. There is no further danger from the Watch over that incident. 

Keeping Tabs

The Purple Hand has been expecting the adventurers to arrive in Altdorf, as they were tipped off by their agents in Weissbruck when the adventurers’ boat left town. 

While the cultists are watching the docks, this time they do not attempt to make contact. Instead, two low-level cultists tail the adventurers night and day, trying to learn what ‘Lieberung the Magister Impedimentae’ and his companions are doing. When the adventurers leave Altdorf, the cultists will hire a small boat and follow them.

Twice each day you should make a secret Challenging (+0) Initiative Test using the highest Initiative value among the adventurers, and grant a +10 bonus to any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent. Make the Test when the adventurers stop for the night and when they resume travelling in the morning.

If the adventurers spot the cultists, you should give them a brief description. The cultists should make an Average (+20) Intelligence Test to realise that they have been spotted. They will then do their best to evade any fight with the adventurers. If the Test is failed, they will walk straight into any ambush set by the Characters. 

If the cultists are captured or killed, the only information that the adventurers will find is a note (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.tLMVwSDNdwO3JkiF]{Handout 3}).Do not worry if the cultists in Weissbruck failed to pass on the purple palm. Your Players will be mystified as to what is going on. Let them come up with all kinds of entertaining theories as to the nature of the note’s ‘purple palm’.

The shadowing continues, using replacements for any cultists killed, until the adventurers are confronted in Kemperbad.

Pursuing the Kidnappers

If the adventurers didn’t rescue @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} and have rushed to Altdorf in the hope of saving her, they are going to be disappointed. The pharmacist has vanished, and there is no chance of finding one person hidden in a city of this size.

Of course, news of the adventurers’ inquiries could reach the ears of Alberich Hollzauber, the daemonologist. He might take steps to silence them using hired thugs, a summoned daemon, or some other means. He is always careful to shield himself from any unpleasantness, though, and the Players may never learn his name. His hirelings are paid in cash through intermediaries. All anyone knows is that someone of wealth and power paid well to be rid of the adventurers.

Training and Advancement

Altdorf is a vast city with inhabitants from all walks of life. If the adventurers can gain the right introductions, they will be able to find training in almost any Skill. They will also find instructors to prepare them for any required Career change.

As at other times during this adventure, you can handle training in whatever way suits your group’s playing style. Bear in mind that staying too long in one place takes away the sense of urgency that should be driving the adventure forward.

A Familiar Face

As the adventurers leave the city for the second time, one of them (you can pick one at random) will catch sight of an oddly familiar face. 

Boarding a coach at the @UUID[Compendium.wfrp4e-eis.journals.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons} depot near the docks is @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}, the ‘Physician’s Student’ they met at the @UUID[Compendium.wfrp4e-eis.journals.mbXVJGCGSm8m7ANd.JournalEntryPage.U1AyyYhJ5Oqyb6VP]{Coach and Horses Inn}. They travelled with him at least part of the way to Altdorf some time ago. The adventurers’ boat passes fairly close to the coach on the dockside. Heidlemann looks out from the coach window and makes accidental eye contact with one of the adventurers before hastily ducking out of sight. The coach pulls away before the adventurers have time to stop it. If you want to be particularly dramatic, a cloud crosses the sun just at that moment…

Heidlemann is a member of @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown} cult. His superiors have ordered him to go to @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} and help another cultist, @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} the wizard, to organise an expedition into the Barren Hills. He and the adventurers will meet again. 

" + }, + "The Red Barn": { + "name": "The Red Barn", + "text": "

Just across the canal is a group of miscellaneous buildings. The Red Barn, below left, stands at the northern edge of this group, dilapidated and almost overgrown by foliage. Only the barn doors are properly red, and even then the paint is faded and peeling.

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Inside, the three thugs (see The Red Barn @UUID[Actor.xUFB9X37gs00Pe6e]{Kidnappers}) are holding @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra} in the hayloft, gagged and tied to a chair. 

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@UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}

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@UUID[Actor.xUFB9X37gs00Pe6e]{Kidnappers}

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One of them is supposed to be a sentry, but is dozing, slumped against a broken cart near the doors. The other two thugs are asleep. Elvyra is drifting in and out of sleep, because she is simply not comfortable enough to get any rest. 

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The adventurers have a good chance of being able to approach the barn undetected. The dozing sentry should make a Challenging (+0) Perception Test to hear them coming. This is an Average (+20) Perception Test if the adventurers simply walk up to the barn. Shouting a challenge or being noisy will always alert the sentry. 

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If he hears them coming, the sentry readies his weapon and stands behind the door. It is wedged shut, and needs a Challenging (+0) Strength Test to force it open. Up to three Characters can make separate tests to do this at any one time, and only one needs to succeed. The noise of a complete failure always wakes the sentry and he arms himself to confront intruders. If the sentry isn’t awake, he gets up as soon as the adventurers enter the barn. He is automatically @Condition[Surprised] if he was woken. 

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The sentry tries to imitate an irate yokel, and protests in a cod-rustic accent that the adventurers have damaged his door and have no business on private property. He even tries the classic ‘Get orff my lahhhnd!’ approach with them. He is not terribly convincing, though. Any adventurer who makes an Average (+20) Intelligence Test spots that he is an imposter. You can give anyone with local knowledge or a Career from the Peasant Class a +10 bonus to the Test if you wish. If the Test fails then the two thugs in the hayloft have time to prepare a response (see below).

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As soon as he realises that the adventurers aren’t leaving, the sentry shouts a warning to his comrades and makes a dash for the back of the barn. He ducks and weaves to make maximum use of the cover from the cart and stalls. He takes two Rounds to get to the back of the barn. If he makes an Average (+20) Initiative Test each Round he put some cover between himself and the adventurers. Missile attacks have a -20 penalty if he does.

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The other two thugs in the hayloft take two Rounds to react to the sentry’s warning or the sounds of fighting. On the first Round, they look over the 3 ft high railing on the hayloft, and dodge back as soon as they see the adventurers. The second Round is wasted in panic, as they were not expecting trouble. On the third Round, they hoist Elvyra out of the chair, leaving her hands and feet bound. Should the adventurers come up the ladder, the two thugs are standing behind Elvyra with a dagger at her throat.

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The thugs do not intend to kill Elvyra; she is valuable to their master. They do expect the threat to make the adventurers hesitate, giving them time to push her out of the hayloft into a pile of mouldy straw outside, jump after her, and then escape as best they can. The plan is not perfect by any means, but it is the best that they have. If it becomes clear that they cannot win in a stand-off or fight, the thugs will surrender, hoping to make a run for it when they are led out of the barn.

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Elyvra’s rescue should pose little trouble. If the adventurers fail she will be taken to Altdorf, never to be heard from again. 

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If possible, you should arrange matters so that the thugs all escape or are killed. If necessary, have Elvyra kick one of them so that he falls onto a pitchfork or hits his head. She will be distraught at the death. The point of this is that if the adventurers get to interrogate the thugs they may be tempted to waste time in Altdorf looking for a daemonologist. 

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If an interrogation does happen, then the thugs admit:

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 We was hired by a tall man. Tall-ish. Not quite my size. Sort of. Looked about forty, I suppose, though it’s hard to tell with posh folks. I dunno. Middling years, perhaps. Piercing-blue eyes, he had, like ice. Right hard looking, in a soft sorta way. Or were they brown? Or maybe green. He definitely had two of them. I noticed that.'

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After a while, the adventurers should realise that the thugs know nothing useful about their employer, except for the fact that he paid them 5 GC and promised another 20 GC on Elvyra’s delivery. Searching the barn and the thugs turns up an assortment of glass vials and bottles from Elvyra’s house, three @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Dagger}, two pairs of @UUID[Compendium.wfrp4e-core.items.kOfcQJQOgmGsqA5U]{Knuckledusters}, and a total of @Pay[10ss]{10 shillings}.

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If asked about her kidnappers, Elvyra will say that they were working for someone in Altdorf who wanted her to do something she definitely didn’t want to do. Beyond that she refuses to explain anything. She is happy to be free though, and polite enough with her thanks. 

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If the adventurers ever return to @UUID[.sDCpxwZ4AINph6av]{Weissbruck}, @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra} and @UUID[Actor.XuxvUnVILyAvhDw1]{Liza} are gone, moved to a new town under new names. 

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A New Career

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If the adventurers succeed in rescuing Elvyra, she will willingly train anyone who wants to become a Charlatan or Apothecary, and Characters may enter those careers for 100 fewer XP than it would typically cost. She can also introduce any suitably qualified adventurer to the town’s Physician. Other opportunities for training and advancement are at your discretion. Elvyra knows a wide variety of people in Weissbruck, and some may agree to provide an adventurer with training.

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You can decide how long any training takes, depending on your group’s preferred play style. It might be a week before any adventurers can use a new Career, or a new Career can be available for the next play session.

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The Bounty Hunter

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The adventurers may decide to spend some time inquiring in the riverside inns for @UUID[Compendium.wfrp4e-eis.actors.rYlDGJx20M72PydJ]{Bengt}, @UUID[Compendium.wfrp4e-eis.actors.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Compendium.wfrp4e-eis.actors.BLrqbYcSiVvWnmws]{Willi}, the three thugs hired by @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} to attack their barge on their last visit to the town. 

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At your discretion, and with some Average (+20) Fellowship Tests and a little bribery, it will be possible to track the three labourers down as they are quite well known on the docks. The Test will be Challenging (+0) or harder if the adventurers are suspiciously pushy or hostile. 

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Three or four failed tests should mean that the labourers hear about the adventurers’ inquiries and decide, not unreasonably, to disappear. Armed people asking questions are usually trouble, after all.

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If the adventurers pursue their quarry, the thugs lead them a merry chase around and through a variety of warehouses and inns. Use the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#pursuit]{Pursuit} rules and make the adventurers sustain a series of successful Tests to keep up with the trio. You can keep the chase going for as long as your Players enjoy it, adding complications to reflect the fact that the labourers are on their home ground. 

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If it looks like the adventurers are having a hard time, remember that thuggish types rarely have too many friends, and that a bystander will always point the adventurers in the right direction. No one is going to be too upset if @UUID[Compendium.wfrp4e-eis.actors.rYlDGJx20M72PydJ]{Bengt}, @UUID[Compendium.wfrp4e-eis.actors.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Compendium.wfrp4e-eis.actors.BLrqbYcSiVvWnmws]{Willi} get a bit of a thumping… or worse. 

\n

Capturing one or more of the labourers allows some questions to be asked, but without many helpful answers. ‘The boss man’ paid in cash; he might be an Altdorfer, they didn’t ask about his business with the adventurers, they ‘Just did a job, y’know… that’s all. Bit o’ fun and a larf.’ Kuftsos was a very recognisable figure. The adventurers can find plenty of dockside innkeepers and bar patrons who remember him. However, he never spoke to a Weissbruck local about the business that brought him there.

" + }, + "Bögenhafen to Weissbruck": { + "name": "Bögenhafen to Weissbruck", + "text": "

The journey to @UUID[.sDCpxwZ4AINph6av]{Weissbruck} can be as peaceful or as eventful as you wish. If things went badly in Bögenhafen, the river is choked with refugees fleeing the doomed town. Rumours abound about the terrible things that happened there, and every nearby town and barony is desperately mustering soldiers. If Bögenhafen was spared, traffic on the rivers runs as normal.

This journey offers a perfect opportunity to introduce Players to the @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fv0905hHiihpshgD]{boat handling rules}. You can also try out some of the hazards and encounters described there. Conversations with passing riverfolk, or in riverside inns at night, allow the adventurers to pick up news and rumours.

News and Rumours

You can give out the following news and rumours as the adventurers talk with fellow travellers and riverfolk between Bögenhafen and Weissbruck. Choose which titbits to impart, or roll a [[/r d10]]. Feel free to reuse a particular piece of news with some of the information changed or misreported.

  1. The road to Altdorf is troubled by bandits and coaches are failing to get through. One traveller spoke of horrible mutants attacking his coach, and the road wardens have recovered some partially eaten bodies. It’s time the Emperor did something!

  2. The village of Teufelfeuer to the south of Altdorf was recently burnt down by Fabergus Heinzdork, the witch hunter. Word in the capital is that mutations are on the increase in rural areas.

  3. Foresters are reporting that beastmen are growing bolder. It’s something to do with Morrslieb, which has been behaving oddly in recent nights according to the scholars. Beastmen worship the moon, you know!

  4. Emperor Karl-Franz has fallen ill with some unknown disease. All hell could break loose if he dies, because it’s well known that his heir — Prince Wolfgang — is (voice lowers to a whisper) a complete imbecile. The other Electors are unlikely to accept his accession.

  5. Crown Prince Wolfgang Holswig-Abenauer is being held prisoner in his own castle on the orders of the Emperor. This is because (you should choose a different explanation each time the adventurers hear the rumour):

    • He’s been touched by Chaos and has sprouted a rat’s tail.

    • He’s contracted Tomb Rot, Red Pox, or some other horrible disease. You can choose a different disease each time this tale is retold.

    • 'It’s for his own protection. His jealous brothers are out to have him assassinated!

  6. Emperor Karl-Franz has issued a new edict declaring that there are no mutants in the Empire. The practice of exiling or slaughtering those unfortunate enough to carry some sort of physical deformity purely because of their appearance is henceforth illegal and punishable by death. (Give the Players @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.aubTBmqvCOpstku3]{Handout 1})

  7. The Crown Prince is not a prisoner, but he won’t let anyone see him except to deliver food. This is because (again, you should choose a different cause on each retelling):

    • He’s taken to worshipping the Chaos Gods. This is a treasonous story, and will only be passed on by someone who trusts the adventurers’ discretion.

    • He’s a raving lunatic. Prince Wolfgang always was a bit strange, and now he’s gone completely round the bend. 

    • ’E’s been made mad by one o’ them there daemonyologists, and the Emperor’s tryin’ to keep it secret.

  8. The river wardens and the excisemen are all crooks, you know. They’ll confiscate your cargo with the slightest excuse and then sell it themselves. It happened to my friend/brother/casual acquaintance/vagabond I met once only last week.

  9. Crown Prince Hergard von Tasseninck, the only son and heir of Grand Prince Hals von Tasseninck, the ruler of Ostland, has been killed while on an expedition in the Grey Mountains. They say there's beastmen out there, throwing lightening out of green sticks. Some say the have the scars to prove it! Have you ever heard such tripe?

  10. There have been riots in Middenland, to the north. The locals have always followed Ulric, and now they’re turning on the true followers of Sigmar. It’s time the Emperor declared them rebels and sent troops to deal with them!

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[40,Securing the abandoned river boat]{40 points for securing the abandoned river boat.}

  • @Exp[50, Rescuing Elvyra]{50 points for rescuing Elvyra.}

  • @Exp[15,Calming down Liza]{15 points for calming down Liza.}

  • @Exp[15, Tracking down Kuftsos's thugs]{15 points for tracking down Kuftsos’s thugs.}

" + }, + "A Boat In Need": { + "name": "A Boat In Need", + "text": "

So far, the adventurers have been lucky that their travel plans have coincided with those of Josef and he let them tag along. Now, though, it’s time for them to part ways. Josef has his own life and business, and he cannot wander all over the Empire with a group of adventurers. He has customers to serve and contracts to fulfil. By now, the adventurers have hopefully learned a little about boat handling, and they should be ready to strike out on their own. All they need is a boat.

\n

The First Victim

\n

It all begins when one of the party spots a human corpse floating in the river, face down, with several crossbow bolts sticking out of its back. As the Berebeli draws closer, other terrible wounds can be seen.

\n

If the adventurers left Bögenhafen by road, the encounter starts a little differently. A tattered, bedraggled man comes staggering towards them from the direction of the river. He is bleeding from a number of wounds, and two crossbow bolts protrude from his side. He sees the adventurers, points back towards the river and, before he dies, gasps, ‘Mutants!’ The corpse has nothing of value or interest. Following his trail, clearly marked by blood, back to the river is quite easy.

\n

The Boat

\n

As the adventurers continue along or beside the river, they see a riverboat of the same type as the Berebeli. The boat is adrift, and a number of corpses — some human, some less so — are on deck and afloat in the river. There is no sign of life. A rowing boat is conveniently tied up along the bank, allowing road travellers to reach the drifting boat without swimming.

\n

At this point, you can ask any adventurers with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent to make an Average (+20) Intuition Test. Don’t give any information regardless of the result: the intention is that the adventurers should have an uncomfortable feeling that they are being watched, and that ‘something is out there’.

\n

The boat has been attacked by a band of mutants (@UUID[Actor.LU1GuIBsrcwGkNjR]{Tentacled Mutant}, @UUID[Actor.RFvY1DZtLCZVC1u0]{Beak-Face Mutant}, @UUID[Actor.lYCFrEGSkken5SBz]{Furry Mutant}, @UUID[Actor.SF8pUozAlQ7gFSbw]{Winged Mutant}) and the surviving marauders are still on the scene. A winged mutant is keeping watch from a tree and anyone making a Hard (-20) Perception Test will spot the creature. It will warn its companions on the boat by imitating an owl call, and Ranger Characters who make an Average (+20) Intelligence Test should be told that this is an odd time for owls to be out and about. There are two mutants ransacking the boat’s cabin, and a Beastman is lurking in the water on the other side of the boat from the adventurers.

\n
\n
\n

@UUID[Actor.LU1GuIBsrcwGkNjR]{Tentacled Mutant}

\n
\n
\n

@UUID[Actor.SF8pUozAlQ7gFSbw]{Winged Mutant}

\n
\n
\n

@UUID[Actor.RFvY1DZtLCZVC1u0]{Beak-Face Mutant}

\n
\n
\n

@UUID[Actor.lYCFrEGSkken5SBz]{Furry Mutant}

\n
\n
\n

As soon as the adventurers attempt to board the boat, the winged mutant dives toward them. The two mutants in the cabin attack anyone trying to enter and they fight to the death. The winged mutant flees if it sees the other two killed, or if it is reduced to 3 or fewer Wounds.

\n

After one Round of fighting, the @UUID[Actor.LU1GuIBsrcwGkNjR]{tentacled Beastman} rises from the water and reaches up to the deck, trying to seize anyone on its side of the boat. Characters who are close to the rail must make a Challenging (+0) Cool Test or gain a @Condition[Surprised] condition. It will seize a leg of someone near the rail if it makes a successful Melee (Brawling) Test and drag its target into the water. Targets are wrapped in the creature’s cloying tentacles, suffering SL @Condition[Entangled] Conditions, with a Strength equal to the mutant’s. It will attempt to surprise and entangle a Character each Round until it succeeds or until it is reduced to 3 Wounds or fewer, at which point it will try to flee. Characters who are warned about the mutant by someone who can see it emerge  automatically pass the Cool Test and will not be surprised.

\n

Entangled Characters may attempt to escape by making an Opposed Strength Test. Additionally, the creature’s tentacles may be cut away by any suitable bladed weapon. They are a static target, and the victim is cut free if the tentacles take 5 or more Damage.

\n

At the beginning of the Beastman’s Round, if it has @Condition[Entangled] a victim, it will pull them over the side of the boat. The target may make a Difficult (-10) Strength Test to grab hold of the rail and avoid being pulled into the river. 

\n

Failing costs 1 Wound regardless of armour and Toughness. The Beastman tries to hold its target under water until they drown. Characters pulled into the water in this way can hold their breath for their Toughness Bonus in Rounds — after this, they lose 1 Wound per Round until they fall unconscious.

\n

The victim may fight back while underwater, but only using thrusting weapons such as swords, spears, or daggers, and even these suffer -2 damage. While held underwater, the usual -10 penalty for actions taken while Entangled becomes -20 instead. The Beastman will continue to attempt to drown its victim until they break free, until it is reduced to 3 Wounds, or its victim falls unconscious. If the latter happens, the creature will happily  depart, dragging its next meal with it.

\n
\n

We Were Expecting Mutants!

\n
\n

Experienced Players will be expecting mutants, so you may wish to keep things fresh with different foes for the adventurers to wrestle the barge away from.

\n

Mundane human river pirates are a possibility, throwing the bodies of the boat’s crew overboard and preparing to get under way for Weissbruck. Once there, they intend to sell the boat and its cargo. Perhaps they plan to just sell the cargo and keep the boat to be fitted out as a pirate vessel. In this case there are three pirates on board, all humans with Warrior-Class Careers.

\n

If they see the adventurers coming, one of them will blow a horn just before battle is joined. On the fourth combat Round, a pirate boat comes around the bend with 4–8 more pirates on board. The number varies depending on the party’s combat strength. Three of the pirates will be working the boat, while the others attack with bows and crossbows, showing little regard for the safety of their fellow pirates on the captured vessel. They keep up this fire for three more Rounds, by which time the two vessels will be alongside each other, and hand-to-hand fighting can take place. 

\n
\n

Taking Stock

\n

Once the marauders have been defeated, the adventurers can look over the boat. There are five corpses in total: three of them are Humans (a man and a woman in their mid-twenties and a man in his forties) and the other two are mutants. One has a skull face and eyestalks, the other has bird’s legs, a furry tail, and a single eye on the end of its nose.

\n

A search of the bodies will reveal: 2 @UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{Mail Coats} (which will fit two of the adventurers), 2 @UUID[Compendium.wfrp4e-core.items.4xV16ttsxCa311vl]{Mail Coifs}, 3 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{swords}(one broken), 1 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 13 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolts}, 4 @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{Daggers}, 2 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Clubs}, and a total of @Credit[30ss mode=split]{30 shillings} in mixed coinage.

\n

Something Down Below

\n

As the adventurers search the boat, they hear the sound of movement in the hold. If anyone searches the hold, they will find many sacks of wool and 10 crates. A Difficult (-10) Perception Test lets that Character see a crate lid move ever so slightly. If that test is failed, a second Difficult (-10) Perception Test allows an adventurer to hear a faint sound from inside the crate.

\n

If the adventurers call out ‘Who’s there?’ (or anything else) all movement stops abruptly. If the crate is opened, there’s a woman cowering inside. She screams and brandishes a small knife ineffectually as the lid is removed, but then collapses with relief at the sight of friendly faces. Or perhaps it’s at the sight of normal, non-mutated faces…

\n

This is @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier}, a pedlar from Grünburg and passenger who was on her way home after the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. She was in the hold when the mutants attacked. ‘I looked out and saw this horrible skull-faced creature — I knew I ought to fight, but all I could do was run. I hid in here and hoped no one would notice me.’ Renate will be able to identify the three human corpses as Fritz Segel, the boat’s owner, his son Albrecht, and his daughter-in-law, Heidi. If asked, she thinks the cargo belonged to the Segels rather than being a contract load. 

\n
\n

@UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier}

\n

There are, if anyone wants to count them, 75 sacks of wool in total, each the equivalent of 3 Encumbrance Points. 

\n

What Now?

\n

If the adventurers are unsure of what to do after winning the fight, Renate encourages them to take over the boat and cargo so that she can get to her destination in Weissbruck. If the adventurers are still travelling with Josef, he points out that normal practice on the river is to take over a salvaged boat and work it until any next of kin can be traced, keeping any profits as salvage fees. It’s not uncommon for the next of kin to pay a reward too, if they are traced. An Easy (+40) Lore (Riverways) Test by an adventurer will bring this to mind, or Renate or Josef can tell the adventurers about salvage. The adventurers have now acquired a boat, a cargo, and a passenger who could serve as a replacement adventurer if one is needed. They are now ready for the next part of the adventure. 

\n

If they are travelling with Josef there will be a fond, and moderately alcoholic, farewell. This can take place now, or when the two boats arrive in Weissbruck. 

\n

If none of the adventurers have Row or Sail Skills, Josef will spend a day teaching at least one of them the rudiments of boat handling. This is not enough time to learn a Skill, but each of the adventurers being taught should make a Challenging (+0) Intelligence Test. Those who succeed gain a +10 bonus to any Tests involving boats that you decide are relevant until they properly acquire either Skill. 

\n

Even if Josef is available, Renate will offer to help with the boat. It’s the least she can do for the heroes who rescued her.

\n

Her offer is quite sincere, but she is quite gushing in her praise when she makes it: she has been shaken by the mutant attack, and is very glad to be alive. Renate is actually quite useful around boats, too.

\n

@UUID[Actor.wwwoy9PIIDOQZdF8]{Renate} or @UUID[Compendium.wfrp4e-eis.actors.nxLsH2WvU6xmjzfg]{Josef} can also explain how to trade the cargo on arrival at a suitable port. See the @UUID[JournalEntry.VZwUZdMLeYOqKhDL]{Trading Rules} for more details.

" + } + } + }, + "The Imperial Semaphore Service": { + "name": "The Imperial Semaphore Service", + "pages": { + "The Signal Towers": { + "name": "The Signal Towers", + "text": "
\n

@UUID[Scene.8MQkKCUMV45D08D2]{The Signal Tower} built on the remains of Dagmar’s hidden laboratory plays an important role in the events of Death on the Reik, but it is not a singular creation. There are currently several of the devices being built across the Empire, with the intial line designed to connect Altdorf and Nuln. If your Characters take an interest in the effort by assisting the Dwarf workcrew, you can use the material in this chapter as a basis for further exploration of the Semaphores which, to the average Imperial citizen, appear to operate by what is essentially magic.

\n

Communications within the Empire are typically slow. News travels at the speed of a coach or a river barge, and until recently, military dispatches were limited to the speed of a rider on a fast horse. While some magical communications exist — certain Colleges use them, and the temples of Verena are known to be in regular contact with each other regardless of distance — the Emperor decided that a new, quicker form of communication was needed, that did not rely on magic and the uncertain loyalties of organizations that are not directly under his control. Thus, by a decree of 2510, Emperor Karl-Franz instituted the Imperial Semaphore Service.

\n

So far, one chain of signal towers has been substantially completed, running in nine stages between Altdorf and Nuln. It has been estimated that a message from one city can reach the other in less than an hour, and initial tests are planned as soon as construction is complete. Building crews from the Dwarven Engineers’ Guild, like the one the Characters encounter near Castle Reikguard, are hard at work finishing the great structures, while Imperial surveyors are scouting locations for further chains connecting the capital to the Empire’s other great cities, and beyond them to key border forts and passes.

\n

When the network is complete, it is estimated that an alarm from anywhere in the Empire will be able to reach Altdorf in less than half a day, allowing Electoral and Imperial forces to respond to any threat — from armies of Chaos pushing through Kislev to Greenskin hordes pouring through Black Fire Pass — with a speed and flexibility previously unknown.

" + }, + "Construction": { + "name": "Construction", + "text": "

Situated on hilltops and other prominences within sight of each other in clear weather, the signal towers are built of stone using the strongest and most durable Dwarven techniques. They vary in height, but the apparatus at the top is always the same.

Signal Ramp

Running around the outside of the tower’s base, a spiral ramp allows personnel and supplies to reach the lowest level. The door at the top of the ramp is heavily fortified and is winched up and down rather than opening on hinges. In the event of an attack, the crew need only lower it to be relatively safe: it is too heavy for outside forces to raise, and the ramp outside is too narrow to permit the use of a battering ram.

Living Quarters

The towers are designed for a crew of six: two officers and four observer-operators, divided into two twelve-hour shifts of three people each. The living quarters are sufficient for three people: an economy that pleases the Imperial treasurers more than the crews themselves.

The Beacon

A great fire, backed by a huge mirror, is laid behind an iron shutter, which opens on the side of the tower that faces the capital. This allows urgent messages to be sent to Altdorf even at night, although messages from the capital must wait for daylight and are sent using the semaphore paddles.

The Pylon

The tower is topped by a circular wooden structure, equipped with a Dwarf-built crank-and-gear mechanism that allows it to be rotated to face either one of its neighbours. There is an observer’s post with a telescope and an operator’s post with controls for the semaphore paddles. Each position is equipped with a writing surface, and a locked strongbox holds a pair of code-books — one for the operator and one for the observer — along with a supply of parchment, pens, and ink. The key to the strongbox is held by the duty officer, who is also charged with destroying the code-books in the event of an attack. Picking the lock on the strongbox requires 5 Success Levels with a Challenging (+0) Pick Lock Test: attempts to break it open must overcome its Toughness of 50 and 25 Wounds.

" + }, + "Support and Supply": { + "name": "Support and Supply", + "text": "

Because the towers are often built in remote places — the greater part of the Altdorf to Nuln chain runs through dense and dangerous forests — they and their crews must be able to hold out for weeks or even months without seeing another soul. Each tower is equipped with a capacious cellar beneath the floor of its living quarters, capable of holding enough non-perishable supplies for three months.

The Emperor’s plan calls for fresh supplies to be brought every four weeks from the nearest town or city, if necessary in armoured carts escorted by local troops. This has not yet been put into practice, and some Imperial counsellors worry that local forces from a small town or village could not guarantee to get supplies through in the event of an attack by Beastmen, or — in some cases — even prolonged bad weather. This part of the plan is under review, and among the options being considered is the construction of garrisoned depots at the settlements in question, with supplies and relief troops ready to respond to any alarm. However, many questions remain to be answered, including how these depots will be paid for and how, exactly, the tower can raise an alarm that will be heard at a depot several leagues away.

" + }, + "Careers": { + "name": "Careers", + "text": "

Crews for the semaphore towers are still being recruited, largely from the local military forces in their home areas. Most successful recruits have at least one level as a Soldier or Scout; all are required to have the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent, and before taking up their assignments all are trained in the Imperial semaphore alphabet and the use of a standard code-book.

While a posting at a remote signal tower does not offer many possibilities for wide-ranging adventures, Characters may wish to join a semaphore crew temporarily for some adventure. As mentioned above, all applicants must be literate. Those with Leadership are eligible to be officers. Other Skills and requirements are for the GM to decide, depending on how important the posting is to the adventure: military backgrounds are considered desirable, but in remote or especially dangerous places the authorities take whomever they can get.

" + }, + "Adventure Seeds": { + "name": "Adventure Seeds", + "text": "

In Death on the Reik, the Characters encounter a semaphore tower that is built on the ruins of an earlier structure with an unknown past and some dangerous inhabitants. Other towers might offer different possibilities for adventure. Here are some ideas.

\n

State Secrets

\n

Each tower is equipped with a code-book that holds the standard Imperial codes for transmitting military secrets and other sensitive information. Truly sensitive messages are transmitted down the line using top-secret ciphers that are not in the standard books, so that the crews do not know the contents of the messages that they are passing on.

\n

Even so, there are some people who would pay well for a current set of Imperial codes, ranging from disaffected Electors to would-be rebels, cultists bent on causing confusion, and the spies of foreign powers. 

\n

While the Characters are at a signal tower — forced there by bad weather or marauding Beastmen, perhaps, or having gone there on some other errand — they contend with a spy or thief who tries to steal the tower’s code-book. Alternatively, the Characters themselves might be hired to steal the book, or — a little farcically — to replace a faulty volume with a corrected one without the crew’s knowledge. This might be because the authorities want to avoid the embarrassment of admitting to a mistake, or it might be an exercise to expose an enemy agent who has been intercepting signals with the help of an accomplice at the tower.

\n

The Altdorf Imperial Society of Pigeon Fanciers

\n

While the towers are poorly understood, many are quick to talk up their supposed capabilities. It is generally presumed that they will make many forms of communication, such as writing, or perhaps speaking, obsolete. Many are put out by this suggestion, but few more so than the Altdorf Imperial Society of Pigeon Fanciers. They have come up with various plans to interfere with the towers, culminating in the despatch of a half dozen pigeons laden with small incendiary bombs to roost in the tower! One fire has already started, and the smell of roast fowl abounds. Can the Characters prevent the entire tower from going up in smoke?

\n
\n

Beseiged!

\n

The forests of the Empire are full of Beastmen and worse things, and Characters travelling through the deeper woods may find themselves pursued. They may be taking supplies or equipment to a new tower, or engaged in some other adventure in the area, but suddenly they find themselves pursued by a horde of enemies so numerous that their only hope lies in flight. They reach a signal tower mere minutes ahead of their pursuers and must persuade the crew to open the door and let them in before the enemy arrives. An alarm is set up and sent down the line, but it takes a day or more for a relief force to arrive and the tower must be defended until then.

\n

The first wave of attackers breaks on the near-impregnable tower, and a period of quiet follows as the enemy leaders consider their options. There may be drumming and chanting in the woods, infiltrators and assassins climbing the walls, destructive spells, summoned Daemons, and other forms of attack, all of which the Characters must thwart. For added fun, perhaps one of the tower’s crew is a secret cultist, who decides to throw in his lot with the Chaotic horde outside and begins a series of grisly, ritual murders in secret.

\n
\n

King of the Hill

\n

The foot of the tower stands on a small hill that the Imperial surveyors took to be a natural feature — but in fact, is an ancient burial mound going back to pre-Sigmarite times. The mound’s owner, a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}, @UUID[Compendium.wfrp4e-core.actors.hMbcLVjk7eUdxtqC]{Cairn Wraith}, @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee}, or other powerful Undead creature, sets out to destroy the tower and punish its crew.

\n

The creature may be alone, or it may be the remains of an ancient chieftain or chieftainess who was buried with a retinue of servants and warriors — now lesser Undead creatures, such as @UUID[Compendium.wfrp4e-core.actors.Mt5JAoOSaEH1PdcP]{Skeletons} and @UUID[Compendium.wfrp4e-core.actors.T79RqnDOAQLn3I1s]{Zombies} — who climb the tower and try to dismantle it stone by stone while their leader deals with the terrified mortals within. To make things even more horrific, the Undead leader may have a rare Trait which causes those he or she kills to rise as Zombies or other Undead creatures a few Rounds after their deaths.

" + } + } + }, + "The Empire's Rivers": { + "name": "The Empire's Rivers", + "pages": { + "Locks And Tolls": { + "name": "Locks And Tolls", + "text": "
\n

Vast numbers of ships and boats ply the waterways of the Old World, and as with the roads there are tolls to be paid for passage. Along narrow waterways and canals, tolls are collected at locations where vessels can be easily halted; swing bridges or locks being very popular places for the collection of tolls. Where the course or width of the river prevents this, a strategically placed castle (complete with catapults, ballistae or bombards) can be very effective in convincing passing traffic to stop and pay any tolls. Tolls in these instances can be fairly high, as maintaining a castle is not cheap. Other areas employ booms across the river which can be winched or towed out of the way.

\n

Such locations are best designed by the GM. Most locks are unexceptional places where boats pay a toll to go through to the next stretch of river. Each lock is maintained by a lock keeper, whose family may live in the lock-house as well.

\n

The frequency of riverside toll points varies, but they generally occur every 20 or 30 miles. Where a section of river crosses the lands of a number of landowners, tolls have been known to be charged every few miles. This behaviour is frowned on by the Imperial authorities, though, and some form of common agreement is usually enforced.

\n

Tolls

\n

Tolls vary from a few silver up to a crown for a small barge, to as high as 6-12 GC for the largest kind of vessel. As with all tolls, these vary from place to place, according to the level of traffic and the greed of the collecting authority. Toll keepers may be River Patrol officers (see @UUID[JournalEntry.nb2WIUXzQEmZYPox]{The Imperial River Patrol}), or they may be bailiffs employed by the local ruler or town council.

\n

Locks

\n

A lock is normally stationed at a point where the river falls steeply; rocks and rapids are generally present in more remote areas; in busier waters these have been removed and replaced with a fast-moving weir. The lock itself is a clear, straight channel, bound on either side by a stone wall and with a pair of gates at either end, each equipped with a winch-operated sluicegate. The river can be as much as 15 feet lower on the downstream side.

\n

A boat wishing to go up or down enters the lock; the gates are closed, and the sluices on one end are used to let water into or out of the lock, raising or lowering the water level — and the boat along with it — as desired. The sluices can only be opened by a key, which is held by the lock keeper.

\n

A lock keeper's house is usually home to a lock keeper's family, but in dangerous areas, or areas where a high toll is charged, armed guards are often in residence to protect their lord's interest.

\n

Lock Keepers

\n

This does not mean, of course, that all lock keepers are completely incorruptible, and some may be open to bribery or actually in league with a band of pirates.

\n

Locks often have attendant lock keepers who operate the locks and charge any tolls. Like toll keepers on land, lock keepers are capable of looking after themselves in most situations and co-operate with the authorities in pursuing criminals and other fugitives.

\n

Most lock keepers are deputized members of the @UUID[JournalEntry.nb2WIUXzQEmZYPox]{The Imperial River Patrol}, in the same way that toll keepers stationed along roads — and at spots where a road runs alongside a river or crosses it via a toll bridge — are members of the Imperial Road Wardens. Some are bailiffs or other officials in the employ of a local lord who enjoys the right to exact tolls through ancient custom or Imperial charter.

\n

Lock keepers have a notorious lack of patience with people who cannot handle their boats properly and will keep up a torrent of abuse until the boat is finally in the lock. ‘There are other people wanting to use this lock this week, you know’ is a favourite cry.

\n

Negotiating Locks

\n

Characters with the appropriate boat handling Skill (Row or Sail) will have no trouble in using a lock. Other Characters must make an Average (+20) Boat Handling Test whenever they approach a lock. If the Test is failed, the boat fails to enter the lock properly; results are as follows:

\n

Lock gates have Toughness 8 and [[/r 4d10]] Damage points (average 22). Handle Damage to lock gates as if it had taken place in normal combat. Critical Damage destroys one of the lock gates, putting the lock out of action until it can be repaired. A Hard (–20) Trade (Carpentry) Test is required to repair a lock gate. Each Test takes [[/r 1d10]] hours; if successful, it restores [[/r 1d10]] Damage points to one gate, at a cost of @Pay[6ss]{6/-} per point. By the code of the river, the guilty party pays for repairs — plus a fine of at least [[/r 1d10]] GCs — and is detained until they are complete.

\n

Characters who bungle an attempt to enter a lock suffer a penalty to all Fellowship Tests made while talking to the lock keeper or any travellers they delay. Depending on the amount of Damage suffered by the lock gates, this penalty ranges from –10 to –30.

\n

Lock Navigation Failure Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Failure LevelResult
Marginal Failure (-1 to -0 SL)The boat scrapes the side of the lock, taking one hull hit for +5 Damage and causing identical Damage to the lock gates; with a little pushing and pulling, it gets into the lock safely.
Failure (-2 to -3 SL)The boat runs into the side of the lock, taking one hull hit for +10 Damage and causing identical Damage to the lock gates; it must be backed up and attempt the approach again.
Impressive Failure (-4 to -5 SL)The boat runs into the bank beside the lock, taking one hull hit for +10 Damage and with a [[/r 1d10]]{20%} chance of grounding.
Astounding Failure (-6 SL or worse)The boat misses the lock and runs over the adjacent weir (taking one hull hit for +15 Damage and with a [[/r 1d10]]{30%} chance of grounding) or rapids (taking one hull hit for +20 Damage and with a [[/r 1d10]]{40%} chance of grounding).
" + }, + "The Aver and Stir": { + "name": "The Aver and Stir", + "text": "

The Aver and the Stir are the major rivers of the southern Empire, giving their names the provinces of Averland and Stirland. Both rise in the Worlds Edge Mountains, and the dark waters that flow from that range give the rivers a deep, rich colour. They are major paths of trade to and from the great Dwarfholds of Karak Kadrin and Zhufbar. Ancient roads follow their course to towns that mark the furthest point upstream that riverboats can travel.

" + }, + "The Empire's Rivers": { + "name": "The Empire's Rivers", + "text": "

While several major highways cut through the Empire, as described in the @UUID[Compendium.wfrp4e-eis.journals.XGUpnYfS67guNIWJ]{Enemy in Shadows Companion}, these are slower and often more dangerous than the rivers, especially for the transport of bulk goods such as timber, metals, and agricultural produce. The rivers are the Empire’s preferred highways for commerce and long-distance travel. All of the Empire’s great cities — and the vast trading-port of Marienburg in the Wasteland — are linked by the rivers, so that it seems foolish to move goods and people by any other route.

\n

In addition, the great rivers are the natural and legal boundaries between several of the Electoral Provinces, providing both clear demarcation and a frontier for squabbles between nobles.

\n
\n

Behind The Scenes

\n

Just as the Enemy in Shadows Companion provided background information and advanced rules to cover journeys by road, this volume presents everything the GM needs to play river journeys in detail.

\n

River Navigation covers the most common types of vessel encountered on the waterways of the Empire, and presents detailed rules for boat handling, combat, accidents, and damage. Consideration is given to the locks and toll houses that punctuate many river journeys. Riverside inns, and the people who frequent them, are also described.

\n
\n
" + }, + "The Reik": { + "name": "The Reik", + "text": "

The Reik is arguably the most important of the Empire’s rivers, for it provides the realm with access to the outside world through the great port of Marienburg. Imperial goods flow down it, bound for Bretonnia and beyond, while the luxury imports demanded by the wealthy classes — Bretonnian brandy, Cathayan silks, and the perfumes of Araby, among others — make their way upstream, both legally and otherwise.

Rarely blocked by ice, the Reik is fed at its source by the Upper Reik and the Soll, while the @UUID[.XlhCYu4ClJHqCyOx]{Aver}, @UUID[.XlhCYu4ClJHqCyOx]{Stir}, and @UUID[.CW2w86aXWAd6ZpPl]{Talabec} rivers join it at Nuln, @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}, and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} respectively. Flooding can be a problem in spring, as the snowmelt from the mountains swells the rivers. Cities and towns take what steps they can to mitigate the damage, but only Nuln and Altdorf have made much progress. The lower-lying parts of any riverside settlement tend to be the poorest, and the great and the good can always find more deserving uses for city funds, such as statues of past rulers and grand feasts for the city council.

" + }, + "Lock Encounters": { + "name": "Lock Encounters", + "text": "

Here are a few brief encounters at a lock, which can be used as desired. These can provide a good diversion for Characters if recent events have become a little stale, and if used cleverly can be an a good way to get errant parties back on track. Bandits or smugglers might have come across @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} in her travels, before her persuastive use of money, or magic, convinced them to let her pass. Mutants or Beastmen attackers may have ties to @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown}, and know something @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka's} mission.

\n

The Ringer

\n

The lock keeper has been killed or tied up and hidden somewhere around the lock-house and has been replaced by an agent working for a gang of smugglers which is about to bring a valuable cargo through the lock. While waiting for the smugglers' boat to arrive, the replacement lock keeper tries to conduct business normally, but any Character who makes a successful Lore (Local) or Lore (Riverways) Test realises that something is wrong.

\n

A successful Test reveals that the bogus lock keeper seems unsure of how to operate the lock mechanism or arouses the Characters’ suspicions in some other way. If the party stay at the lock long enough — either by disabling the smugglers' agent or by returning to stake the lock out — they see the smugglers' boat going through and may alert the River Patrol or take action on their own. If they choose the latter course, there are four smugglers, including the one on the bank; their levels can be determined by the GM.

\n

New Management

\n

The lock keeper has been killed or disabled as above, and the lock has been taken over by a group of outlaws, who stand menacingly on either bank of the river. They are charging the standard toll rate for allowing boats through the lock (‘After all,’ they say, ‘we're not greedy. It's bad manners to be greedy.’) but of course the money is being diverted to their own pockets.

\n

The precise number of outlaws is up to the GM; either there are so many that the Characters’ obviously have no choice but to comply, or there are few enough for the Characters to be able to defeat them without incurring serious losses which will affect their success in their current adventure. The bulk of the group are standard outlaw NPCs, with one high-level leader.

\n

Accident

\n

As the Characters’ boat approaches the lock, they see that a vessel has become stranded on the weir. The lock keeper and the boat’s crew are struggling to get it off before it suffers serious damage. Boatmen are on both banks of the river, pulling on ropes to try and refloat the vessel, and a couple of horses may have been borrowed for the task as well.

\n

Dragging the boat off the weir requires an additional 110 Strength points. Once the boat is clear, its captain provides drinks all round for all who helped and may be a useful friend if encountered again. The lock keeper is grateful to the Characters and may let them through the lock free of charge — ‘But don't tell no one, mind.’

\n
\n

Attack

\n

The lock and house are in smoking ruins. The lock keeper may live long enough to tell of an attack by outlaws or mutants, or the attackers may still be on the scene when they arrive. If this is the case the raiders may run off. If they stand and fight, each attacker will each have lost [[/r 1d10-3]] Wounds in the recent battle.

\n

There may be a few items of value left in the ruins, but there is also the chance that Road Wardens or River Patrol vessels might arrive just as the Characters are picking over the rubble, leaving them with some fast talking to do if they want to avoid arrest. The GM can use such an event to give the players a few anxious moments, pointing out that bandits are normally strung up on the spot without the benefit of a trial. The Characters should be able to explain events eventually, either through bribery, charm, or by showing the bodies of dead mutants.

\n

A Bit on the Side

\n

The lock keeper overcharges the Characters for passage through the lock. If the Characters fail to notice that this lock seems to be more expensive than the last few, give each Character a Lore (Riverways) Test. If the Characters comment on the overcharging, the lock keeper apologises for the ‘mistake’ and rectifies matters immediately, or becomes abusive and refuses to let their boat through the lock until they pay the amount he/she has demanded.

\n

An Inspection

\n

A bailiff escorted by a River Patrol vessel, has moved into the lock and is inspecting every boat which passes through it. They may be looking for smugglers, or simply carrying out a routine inspection.

\n

In either case, boats are tailing back on either side of the lock, and it takes the Characters about two hours to reach the lock and be inspected in their turn. Their boat is searched (which might be embarrassing if they are carrying any illicit cargo) and they are questioned about where they have come from, where they are going, and why. The bailiff is unlikely to believe the truth, so a successful Charm Test is required to concoct a plausible story.

\n

Any contraband is confiscated, and a spot fine anywhere from 5–50 GCs is imposed, according to the size of the illicit cargo. At the GM’s option, the Characters may be taxed on their remaining cargo, at 1% of its wholesale value. This is a good way of dealing with a party which has acquired too much money, but you should be lenient if the party is running short of funds.

\n

The Characters may have trouble keeping their patience during this encounter, but the River Patrol boat is full of riverwardens who are simply itching for something to relieve the monotony. If the Characters back away from the lock and wait until the bailiff goes away, they arouse suspicion. They are stopped and searched with particular thoroughness — make two Perception Tests for the bailiff, and the search delays them for a further 2-3 hours.

\n

As a variant on this encounter, the bailiff may actually be a Charlatan, whose forged credentials have even convinced the River Patrol. Later in their journey, the Characters may encounter the ‘bailiff,’ having been exposed as a fake and on the verge of being strung up. Needless to say, the PCs are not be able to recover any of the money which was collected from them previously.

\n
" + }, + "The Talabec": { + "name": "The Talabec", + "text": "

The Talabec begins in Kislev, where the waters of the Upper Talabec and Urskoy Rivers meet. A broad, slow river for most of its length, the Talabec is a major highway through the dark forests of the north, and is the preferred route for communicating with distant Kislev. Its waters are rich with life, and many small villages line its path, subsisting on the fish it provides. Its only major city is Talabheim, whose port of Taalgrad has a reputation for danger — and as a good spot for dumping anyone who cannot pay their fare.

\n

The Talabec also serves as a border between Talabecland and its neighbours to the north: Middenland, Hochland, and Ostland. It is a contentious border, with raids in both directions in times when Imperial authority is weak. Too wide to ford, ferry landings are frequent points of dispute, not least for their profitable toll-houses.

" + } + } + }, + "Deck It Out": { + "name": "Deck It Out", + "pages": { + "Deck It Out": { + "name": "Deck It Out", + "text": "

The @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fZNJ3wA4kOfKMVQZ]{Riverboats of the Empire} represent the typical  vessels encountered on the Empire’s waterways, but there are many ways to modify a craft, if one has the money. Modifications may add to Vehicle Encumbrance, for every added point of Vehicle Encumbrance lose a point of Carries.

The Fastest Barge on the Reik

These rules allow for Characters to customise their barge to their liking, increasing its speed, defensive, and offensive capability. You will notice that prices are quite high — this is both because skilled artisans don’t work for free, and because Characters engaged in a good deal of trading up and down the Reik may have an excess of gold from which they must be parted.

These upgrades work best if you provide your Characters with some opportunity to benefit from them. Make use of the river encounters found throughout this book to challenge your Character’s presumed mastery of the Empire’s waterways. Should they be overwhealmed and robbed by pirates, they may well wish to deck out their barge with some weaponry and armour in the future. If they do, be sure to have the pirates revisit, haughitly setting upon a known ‘easy mark,’ only to find hidden guns and armoured plating awaiting them...

Hull

Armour Plating

@UUID[Compendium.wfrp4e-dotr.items.dFmFqI0lRDSZ8PJe]{Armour Plating (Bronze)}

@UUID[Compendium.wfrp4e-dotr.items.TfM6LAHIQiFLpWBc]{Armour Plating (Iron)}

Racing Hull

@UUID[Compendium.wfrp4e-dotr.items.p2koJMixjjVp1PjV]{Racing Hull}

Smoothing

@UUID[Compendium.wfrp4e-dotr.items.mqdPFau0fgu2aUrB]{Smoothing}

Steering

Broad Rudder

@UUID[Compendium.wfrp4e-dotr.items.m0eJlsVuBagJzTxK]{Broad Rudder (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.HcODeEfQaFzLloKS]{Broad Rudder (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.27zh83ZWBmeqmyB3]{Broad Rudder (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.b9pHfs2BwjJkGJKK]{Broad Rudder (Large Barge)}

Fore-and-Aft Rudder

@UUID[Compendium.wfrp4e-dotr.items.wzTfpkxbwvwovaDE]{Fore-and-Aft Rudder (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.svilwYqG1icWDxhm]{Fore-and-Aft Rudder (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.oPNqOvWaRguJMiAr]{Fore-and-Aft Rudder (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.qArWUfjBUf41zK9A]{Fore-and-Aft Rudder (Large Barge)}

Water Brakes

@UUID[Compendium.wfrp4e-dotr.items.BAlHdsEJs1QX5g7A]{Water Brakes (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.NtiilaD1JmEnMlzR]{Water Brakes (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.Rfwo40mg8VSQEWyx]{Water Brakes (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.DhbLoPOnEbK4kdc9]{Water Brakes (Large Barge)}

Superstructure

Armoured Walls

@UUID[Compendium.wfrp4e-dotr.items.DiQ3oiXBunxToCiz]{Armoured Walls (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.tdIhEFVidKYKxx9F]{Armoured Walls (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.PPRgubR8oXZkbsYk]{Armoured Walls (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.EsGV80YVlHWMuyjt]{Armoured Walls (Large Barge)}

Gun Ports

@UUID[Compendium.wfrp4e-dotr.items.J0huJ6NTBd4tCQcW]{Gun Ports (Small)}

@UUID[Compendium.wfrp4e-dotr.items.O2pVvDiY0IAhCDNd]{Gun Ports (Large)}

Luxury Cabins

@UUID[Compendium.wfrp4e-dotr.items.XAFtDlv6ZF7ZKhsU]{Luxury Cabin}

Raised Gunwales

@UUID[Compendium.wfrp4e-dotr.items.Item.5InlrPpTE5DEntu7]{Raised Gunwales (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.Item.CrXHlfit3BGhcMzf]{Raised Gunwales (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.Item.EImPMcvAAsqes7mK]{Raised Gunwales (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.Item.cgUYHI62x0m2iPFH]{Raised Gunwales (Large Barge)}

Stripped

@UUID[Compendium.wfrp4e-dotr.items.fav1xVeiw6dIhCLu]{Stripped (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.9GvZlgtnivrwXS6Y]{Stripped (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.1D3EAxQ6SKld08Xm]{Stripped (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.QJLC9bbFnW5raZ1J]{Stripped (Large Barge)}

Rigging

Flying Jib

@UUID[Compendium.wfrp4e-dotr.items.gDpv99107lzypFi9]{Flying Jib (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.50lomqxMkIIx5jZm]{Flying Jib (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.tzzrt9PB8SD2MATV]{Flying Jib (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.rT9rbkHt09kxr2cR]{Flying Jib (Large Barge)}

Racing Rig

@UUID[Compendium.wfrp4e-dotr.items.I6k7WflAYaN6iACJ]{Racing Rig (Row Boat)}

@UUID[Compendium.wfrp4e-dotr.items.dsxPXQuh4XHwslTL]{Racing Rig (Fishing Skiff)}

@UUID[Compendium.wfrp4e-dotr.items.6oqnyS4OYQv2DdPM]{Racing Rig (Typical Barge or Patrol Boat)}

@UUID[Compendium.wfrp4e-dotr.items.XMijIrB6PFOKMPFa]{Racing Rig (Large Barge)}

Oars

Closed Rowlocks

@UUID[Compendium.wfrp4e-dotr.items.BUwqY7CdN1eK7C4j]{Closed Rowlock}

Spoons

@UUID[Compendium.wfrp4e-dotr.items.DrRxzoz3eydKUbcG]{Spoons}

Weapons

Ballistae

@UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{Ballista}

Cannon

@UUID[Compendium.wfrp4e-dotr.items.8q6JqGkz243apv9T]{Cannon (Small)}

@UUID[Compendium.wfrp4e-dotr.items.XJCQGKwZOnzCKxl7]{Cannon (Medium)}

Catapults

@UUID[Compendium.wfrp4e-dotr.items.yaCccGBqyJFWyFH1]{Catapult (Small)}

@UUID[Compendium.wfrp4e-dotr.items.Cglbo7THNwrPHnuD]{Catapult (Medium)}

Mortars

@UUID[Compendium.wfrp4e-dotr.items.kC3V7qRZiIU6LKNK]{Mortar}

Musket Rests

@UUID[Compendium.wfrp4e-dotr.items.ozsU7yv8O6CRQ8gN]{Musket Rests}

Ram

@UUID[Compendium.wfrp4e-dotr.items.HdjNUR4cEVgsqoQG]{Ram (Small River Boat)}

@UUID[Compendium.wfrp4e-dotr.items.PUlGl2qfOFgPrNaP]{Ram (Medium River Boat)}

@UUID[Compendium.wfrp4e-dotr.items.a99o5nuo0f2QHfub]{Ram (Large River Boat)}

Swivel Guns

@UUID[Compendium.wfrp4e-dotr.items.Me4sRLgUkY95C1zi]{Swivel Gun}

Volley Guns

@UUID[Compendium.wfrp4e-dotr.items.SSLhdMqpmL3xBYmQ]{Volley Gun}

Propulsion

Magical

@UUID[Compendium.wfrp4e-dotr.items.CG6l2uQ5in0bWx8S]{Magical}

Steam

@UUID[Compendium.wfrp4e-dotr.items.gKVXroddFeA0GOl1]{Steam}

" + } + } + }, + "Waterborne Diseases": { + "name": "Waterborne Diseases", + "pages": { + "Waterborne Diseases": { + "name": "Waterborne Diseases", + "text": "

The waterways of the Empire vary from sparkling mountain streams to fetid tidal marshes. Rivers that pass through cities can be virtual open sewers, full of human effluent, rotting refuse, dead cats and worse. Whenever someone drinks river water that has not been boiled first, there is a chance of catching a disease or ingesting a parasite.

\n

Drinking is not always a voluntary action, of course: a Character who fails a Swim Test accidentally swallows some water if they fail a Challenging (+0) Willpower Test.

\n

At the GM’s option, Characters with open wounds may also risk exposure if they fall or jump into the river.

\n
\n

Are We Having Fun Yet?

\n

The Diseases presented in this Chapter vary from the disgusting, to the annoying, to the actual debilitating. They serve to remind Characters of the day to day difficulties, and even horrors, of living in the grim and perilous world of Warhammer Fantasy Roleplay. After all, the only thing worse than fending off Beastmen is doing it with a severe case of Reikworms.

\n

However, you should still take care in applying these rules too liberally. A careless Character constantly splashing about in the Reik’s murky waters should certainly call for a few Endurance Tests to see if they picked up any unwelcome visitors. Conversely, having Characters roll a Test for various diseases every time they take a drink with their meal at an otherwise clean (for the Empire) inn is going too far. If the entire party is constantly debilitated with an assortment of ailments, this will quickly get in the way of actual gameplay.

\n

However, this Chapter and Hortensia Puddlefoot’s various herbal cures and remedies given in Chapter 2 do give you some leeway here. If the party includes a herbalist or other healer who can treat the Character’s ailments, then these diseases are less likely to derail your game, and will make the herbalist Character very popular indeed.

\n
\n

Exposure

\n

Every time a Character risks exposure to disease from river water, they may have to make a Challenging (+0) Endurance Test, modified by the circumstances. Consult the following tables: all modifiers are cumulative.

\n
\n

Exposure Table 1: Water Source

\n

The following modifiers apply to ingestion and immersion.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LocationModifier
City; swamp-30
Within 5 miles downstream of a city; town-20
Within 2 miles downstream of town-10
Countryside0
Headwaters, above highest settlement+10
\n

 

\n

Exposure Table 2: Wounds and Conditions

\n

The following modifiers apply to immersion only.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LocationModifier
1 Wound or less remaining-30
5 or more Wounds lost-20
0-5 Wounds Lost-10
Per @Condition[Bleeding]-10
Per @Condition[Stunned]-5
Per @Condition[Entangled]-5
@Condition[Unconscious]-20
\n

If the Endurance Test is failed, roll on the @Table[waterborne], with a +10 modifier for each level of failure.

\n

Waterborne Diseases Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1d100]]Disease
01-40@UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}
41-60@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{The Gripe}
61-70@UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}*
71-75@UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}*
76-80@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Cavity Worms}
81-90@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikworms}
91-00@UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux}
\n

*Re-roll if the Character is unwounded.

\n
\n

Diseases and Parasites

\n

@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Cavity Worms}

\n

@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{The Gripe}

\n

@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikworms}

\n

New Symptoms

\n

@Symptom[Gripes]

" + } + } + }, + "Herbs And Their Uses": { + "name": "Herbs And Their Uses", + "pages": { + "Hook: Triage on the Reik": { + "name": "Hook: Triage on the Reik", + "text": "

Triage on the Reik

Travelling down river, the Characters come across a barge desperately in need of help. The crew are all terribly ill, with no two suffering from quite the same plethora of symptoms. Unexplained shakes, terrible headaches, nausea, hemorrhaging, and more have seen the barge turned away from every harbour on the river where a doktor might be found. It is clear that, without some assistance, at least some of the crew may well perish. It is only through the ministrations of a Bretonnian herbalist, Marie Du Pont, who happened to be aboard escorting her cargo of expensive herbal remedies that they have survived this long at all!

Unknown to the crew, the herbalist is the cause of their troubles. A few days ago, due to some poorly packaged sacks of dried herbs and a leaking brandy keg, some of her preparations leached into the barge’s drinking water. In small doses, most of the herbs are curative, but in uncontrolled amounts and randomly mixed they are exceptionally harmful! Marie is still studying the herbs of the Empire, and is unfamiliar with all of their effects. She is desperate to find the counteragent to each before someone dies, and will reward any knowledgeable local herbalist who might be able to help her!

" + }, + "Herbs of the Empire": { + "name": "Herbs of the Empire", + "text": "

What follows is a selection of comonly used herbs in the Empire, with notes on their preparation and use taken from  Hortensia Puddlefoot’s Common Herbal and General Concordance of Regional Herb Names. While this is not an exhaustive list, it does provide a selection of herbal treatments to expand the repotoire of any budding @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist} or @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ItemCostEncAvailabilityLocalitySeason
@UUID[Compendium.wfrp4e-dotr.items.ROzJeAQVk3EshRuN]{Agurk}1GC0RareGrasslandAutumn
@UUID[Compendium.wfrp4e-dotr.items.GoykR79bNKIeAQAv]{Alfunas}1GC0ScarceConiferous forestSummer, Autumn
@UUID[Compendium.wfrp4e-core.items.WiPzDDFjCAo2EQDT]{Earth Root}3GC0ScarceGrasslandsSummer
@UUID[Compendium.wfrp4e-core.items.nRfcszo6wF2sVFDn]{Faxtoryll}15/-0ExoticMountainsSpring
@UUID[Compendium.wfrp4e-dotr.items.9WIdtena4dRBBghq]{Gesundheit}15/-0ScarceMixed forestWinter, Spring
@UUID[Compendium.wfrp4e-dotr.items.tWLwV2bXuyr3sV4R]{Graveroot}5GC0RareForest clearings, graveyardsAutumn, Winter
@UUID[Compendium.wfrp4e-dotr.items.Nh3NiZPL6dpdSo1n]{Juck}1GC0ScarceForestSpring
@UUID[Compendium.wfrp4e-dotr.items.GYkqqFzrDLaBvKux]{Mage-Leaf}1GC0ExoticHillsSpring
@UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade}3GC0RareConiferous forestAutumn
@UUID[Compendium.wfrp4e-dotr.items.XhzxqkiSTuOFaLJN]{Schlafenkraut}10-0RareGrasslandsSpring
@UUID[Compendium.wfrp4e-core.items.mUTrC5DA6bF8DDWz]{Salwort}12/-0CommonMixed forestAutumn, Winter
Sigmafoil5/-0CommonMarshSummer
@UUID[Compendium.wfrp4e-dotr.items.kTRVWXs9H5K4Zfir]{Slowmind}2GC0RareMarshAutumn
@UUID[Compendium.wfrp4e-dotr.items.10DNDv9cpd3dA2hw]{Speckled Rustwort}2GC0RareHillsSpring
@UUID[Compendium.wfrp4e-dotr.items.XwXrTpz1xZbhD2Lj]{Spellwort}3GC0ExoticForestSummer
@UUID[Compendium.wfrp4e-dotr.items.xxSKdVTXKfdihFwO]{Spiderleaf}15/-0CommonConiferousAutumn
@UUID[Compendium.wfrp4e-dotr.items.rO3d16KikVqfoqwn]{Tarrabeth}10/-0CommonMixed forestSummer
@UUID[Compendium.wfrp4e-dotr.items.w3IO3Z15wffAB64T]{Trinkwort}1GC0ExoticForestAutumn
@UUID[Compendium.wfrp4e-dotr.items.USYIGWygB03fwvMl]{Valerian}5/-0CommonMixed forestSpring
@UUID[Compendium.wfrp4e-dotr.items.gi7WgQ5XiD3zpTHw]{Vanera}2GC0ScarceHillsSpring
@UUID[Compendium.wfrp4e-dotr.items.6uvrIOfUgYG77IaG]{Vigwort}1GC0ScarceGrasslandSummer
\n

 

" + }, + "Poultices, Draughts, and Infusions": { + "name": "Poultices, Draughts, and Infusions", + "text": "

While, to the lay person, the art of herbal preparations may seem to be a singular pursuit, this is not the case. Different herbs require differing preparations to extract their potential, while some herbs can simply be chewed, swallowed, or rubbed onto the skin to unlock their benefificial — or harmful — effects. Additionally, some herbs can have wildly different effects depending on how they are prepared. For example, an infusion of dried @UUID[Compendium.wfrp4e-dotr.items.USYIGWygB03fwvMl]{Valerian} is said to neutralise the effects of an excess of alcohol, whereas the raw leaf induces mild nausea.

\n

The appropriate preparation for each herb is included in it’s description, as is the Skill required to prepare it. Note that for any preparation with a harmful effect, the Skill Trade (Poisoner) may be used in place of other Trade Skills.

\n

Poultices

\n

Poultices are carefully prepared pastes, usually made by griding up plant matter and mixing it with carefully chosen oils or other liquids. These can be stored for up to a month before losing their effect, or in some cases becoming toxic. Poultices are usually applied topically, often using a bandage or other covering to prevent the patient from rubbing the treatment away. Poultices require the Trade (Herbalist) Skill to prepare.

\n

Infusions

\n

Infusions are essentially teas, a mix of herbs and other ingredients added to boiling water. The trick is in carefully drying the materials while preserving the herb’s useful properties. Infusions are created using the Trade (Herbalist) Skill, and if stored correctly will last for years.

\n

Draughts

\n

Draughts are carefully brewed and distilled mixes of herbal ingredients, preservative fluids, and other, more arcane ingredients. They are created using the Trade (Apothecary) Skill, and a properly prepared draught in a well sealed glass vial or bottle will last for at least a year.

\n

Raw

\n

Raw perperations are exactly what they sound like - one simply chews, slathers on, or otherwise ingests the raw ingredient to benefit from it’s effects. Occassionally ingredients may be cooked in some way, but this is usually to make them more palatable and has little other effect. Raw ingredients must be used while still fresh, and raw preparations rarely last more than a few days before they spoil. No special skill is required to prepare such treatments, though use of the Trade (Cook) or Trade (Poisoner) Skill allows a Character to disguise the taste of unpleasant ingredients, for good or ill.

" + }, + "Locality and Season": { + "name": "Locality and Season", + "text": "

Each herb has an Availability rating, just like all the commodities in @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN]{The Consumers' Guide} in the WFRP rulebook. In addition, many herbs are only found in certain environments, and are more plentiful in a certain season. The table below includes this information for all the herbs in the WFRP rulebook, as well as the new herbs described in these pages.

Seasonal Availability

Out of season, the Availability of any herb becomes one step rarer: Common becomes Scarce; Scarce becomes Rare; Rare becomes Exotic; and Exotic herbs cannot be found at all.

Herbs may be located and identified using the Lore (Herbs) Skill, but most complex preparations require the Trade (Herbalist) Skill and a suitable set of trade tools to create a useful poultice. Draughts can be brewed using the Trade (Apothecary) Skill. Correctly prepared herbal treatments, or poisons, can be administered by almost anyone and rarely require any special skill.

 

" + }, + "Herbs And Their Uses": { + "name": "Herbs And Their Uses", + "text": "

The herbs published in the WFRP rulebook are a small sample of those which may be found growing throughout the Old World. Herbalists have always tended to rely on local knowledge and herb lore handed down from teacher to student; textbooks on herbs and their uses are rare — perhaps due to widespread illiteracy in rural areas where knowledge of herbal medicine is strongest.

Because of this, the publication of Hortensia Puddlefoot’s book, Common Herbal and General Concordance of Regional Herb Names has generated some excitement — and not a little controversy — among physicians, herbalists, and academics in general. This renowned herbalist from the Moot has spent much of the last century collecting information on useful plants of all kinds, the names by which they are known in different parts of the Old World, and their different preparations and uses. The following extract covers a selection of herbs that may be of use to adventurers, with her comments on each.

Notes on herbs, collected from the original The Enemy Within and the Hogshead Publishing supplement Apocrypha 2, give the Characters something to discuss with Death on the Reik NPC @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}, as well as some useful resources if they have the Skills to make use of them. Notes by Mistress Hortensia Puddlefoot, one of the Moot’s foremost herbalists, give important information on preparation and dosage, as well as the most common names by which each one is known.

" + }, + "Foraging": { + "name": "Foraging", + "text": "

Rather than relying on traders to procure herbs useful for the creation of poultices and draughts, those trained in the Lore (Herbs) skill may instead search for their own raw materials. This requires access to an area of the correct terrain — see the chart above for the locality in which specific herbs can be found. You may search any locality within a day’s travel of your current location. You may only search for Herbs that are in season.

\n

Make an Average (+20) Lore (Herbs) Test. The total SL achieved may be spent to acquire one dose of any assorted herbs found in that locality at the rates below. Any unspent SL are lost.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ScarcitySL
Common1
Scarce2
Rare3
Exotic4
" + }, + "Hook: Two Out of Three Aint Bad": { + "name": "Hook: Two Out of Three Aint Bad", + "text": "

Two Out of Three Aint Bad

The apothecary Fritz Schubert has a problem. A few weeks ago he was approached by a shifty but clearly wealthy individual about a special preparation of @UUID[Compendium.wfrp4e-dotr.items.XwXrTpz1xZbhD2Lj]{Spellwort} that Fritz had never heard of. The individual, one Schultz Langhosen, ordered three draughts and paid quite a few crowns to have it done quickly. Fritz took advantage of the strange offer, despite the fact he had ingredients sufficient to prepare only two draughts. Certain it could have no useful properties in any case, Fritz fudged the third draught, providing an inert mixture of similar appearance.

Three days ago, Schultz Langhosen was burned as a witch, and the authorities are looking for his two accomplices who somehow eluded a Witch Hunter and the licensed Wizard she works with. Now Langhosen’s angry associates, not to mention the Witch Hunter, are closing in on the terrified apothecary, who is desperate for help in proving his innocence, such as it is.

>

" + }, + "Gathering Herbs": { + "name": "Gathering Herbs", + "text": "

Optional rules for foraging and gathering many natural materials, including herbs, have been provided with @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3#options:-gathering-food-and-herbs]{Options: Gathering Food and Herbs}. However, you will find that, given the high prices certain herbs can fetch, these rules may prove a touch too lucrative for Characters with the skills to find several doses of costly herbs such as @UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade} or Graveroot.

While these rules are suitable for use in a pinch, especially if there is a pressing need for just the right remedy for an ailing Character or NPC, they are otherwise best avoided. Instead, the following @UUID[.klyuhGujQ31zWrhj]{optional Endeavour} may be used by Characters with the Lore (Herbs) Skill during the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures} portion of a game. While it still provides plenty of opportunity for profit, it will at least keep your adventures from being bogged by long sessions of herbal foraging — time that might be better spent engaged in more adventurous activities.

" + } + } + }, + "Chapter 2: Altdorf to Kemperbad": { + "name": "Chapter 2: Altdorf to Kemperbad", + "pages": { + "Outside the Tower": { + "name": "Outside the Tower", + "text": "

@UUID[Scene.8MQkKCUMV45D08D2]{The Signal Tower}

The wall is made from blocks of a black, shiny and completely featureless mineral. Breaching this wall is impossible without specialised siege or engineering equipment. Aynjulls will reluctantly agree to create a hole if the adventurers insist. This takes a couple of hours, and @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls} will worry all the time that it will compromise the tower’s stability. 

The secret doors are completely indistinguishable from other sections of the wall, even though there are obvious paths that come to a dead end at a blank wall where the doors are hidden. The doors open automatically if the ghoul’s key (see The Magical Keys) comes within 1 yard, and close again when it is further away.

The Magical Keys

There are three types of magical keys associated with the tower. The @UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact} Talent will hint that each of the keys has a magical aura, but there is no clue as to what the keys do that’s magical.

The first key is on a leather thong around the ghoul’s neck. This gives access to the observatory, either through the trapdoor in the floor of the signal tower or through the secret doors in the observatory’s outer wall. These doors open of their own accord whenever the key comes within 1 yard of them, and close when it is more than 1 yard away. The key has no effect on any other doors. It is a rod of iron, 6 inches long and with a five-pointed star cross-section.

There are five other keys of the second type. These are carried by the five @UUID[Actor.xpL1PCjRpv8nWYea]{zombie} guardians of the observatory. These keys have a cross-section like a six-pointed star. Any one of these keys will open all of the observatory’s internal doors, except the entrance to the secret library. 

The third type of key needs to be recovered from the Barren Hills. This key, plus the five carried by the zombies, opens the trapdoor entrance to the secret library (see below). The library holds the vital information that will lead the adventurers to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} and the climax of this adventure!

A. The Signal Tower

The Dwarfs have managed to complete the bottom floor of the signal tower, which houses the signal fire and mirror. The wooden pylon with its signalling arms has yet to be added. Both the tower and its foundation, which is the ground floor of the old observatory, are surrounded by wooden scaffolding.

The floor of the tower is actually the ceiling of the observatory. It is from this room that the workers have disappeared. They were attacked by the @UUID[Actor.YtXOCYBXgY0SHh3N]{ghoul} which entered from the observatory below through a secret trapdoor. Even if the Players suspect there is a trap door in the floor, they will not be able to open it from this side without the ghoul’s key. 

If the adventurers decide to spend the night here, the @UUID[Actor.YtXOCYBXgY0SHh3N]{ghoul} will attack in the small hours. The trapdoor opens noiselessly and the ghoul springs into the room. The creature is so swift that no one can attack it until it is clear of the trapdoor and fully in the room. If, foolishly, no one is watching the trapdoor, no one knows of the ghoul’s presence until it attacks. The ghoul attempts to flee back through the trapdoor if it has 2 or fewer Wounds remaining. In this case, the adventurers will have time to follow it, or to wedge the trapdoor open before it snaps shut.

The Observatory

The adventurers can enter the observatory (see @UUID[Scene.8MQkKCUMV45D08D2]{The Observatory map}) through the trapdoor in the signal tower using the ghoul’s key, or from the outside using one of the zombie keys. (See The Magical Keys, above).

All of the observatory’s rooms are windowless and unlit, so the adventurers will require a light source. Leaving the trapdoor open provides enough dim light for those with the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent. The place has a musty smell and is shrouded in dust and cobwebs. It has clearly not been used for a very long time.

The Zombies

There are five @UUID[Actor.xpL1PCjRpv8nWYea]{zombies} in the observatory. Three are in the library (e), one in the laboratory (c) and the final one in the study (d). Each carries a magical key that automatically opens any of the observatory’s inner doors. Without a key, opening a door requires a Hard  (-20) Pick Lock Test, SL 2. 

The @UUID[Actor.xpL1PCjRpv8nWYea]{zombies} are usually dormant, moving only to attack trespassers or to help one of their number who is under attack. A reinforcement zombie arrives on the second Round of combat, and another each Round until all five have appeared. The zombies will not attack anyone carrying Dagmar’s staff (see @UUID[.khUlYVN4A1f5R6W9#d.-study]{Study}). They were enchanted by Dagmar so that they would not need a controller, and they do not suffer from the @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} Creature Trait while they are within the observatory.

@UUID[Actor.YtXOCYBXgY0SHh3N]{Ghoul Champion}

@UUID[Actor.xpL1PCjRpv8nWYea]{Zombies}

B. Entrance Hall

The hall is empty. Strange geometric patterns adorn the floor, walls, and ceiling. Obscured by years of dust, these patterns lend the room a strange aspect, giving the appearance of impossible, disorienting angles. All the doorways are covered in cobwebs, and dust falls from the ceiling as the adventurers pass through. When they first approach one of the doors, a mysterious and chilling wind will seem to rush past them. Any adventurer who fails a Challenging (+0) Cool Test will hear (or believe they hear) a ghostly voice whispering: ‘Go back!

C. Alchemist’s Laboratory

A @UUID[Actor.xpL1PCjRpv8nWYea]{zombie} stands in the middle of the room. It only moves if someone enters the laboratory or if a fight starts involving one of its fellows.

The laboratory is littered with alchemical apparatus. Benches are piled with beakers, retort stands, odd-shaped jars, lumps of different ores, and so on. Various esoteric calculations have been chalked on most surfaces: the walls, ceiling, floor, and bench tops. A gargoyle-shaped lectern bearing a large, leather-bound book stands in one corner.

The book is hand-written in Classical language and has copious marginalia and multiple revisions. An appropriately skilled Character would take days to read it thoroughly. Studying it for a couple of hours reveals that it contains research into the summoning and control of skeletons, zombies, and ghouls. 

A reader making a Hard (-20) Research Test will spot several, deliberately elliptical, references to warpstone. The information contained in the book can be studied in the same manner as a spell. It enables a wizard to control these types of undead, but not summon them. A pinch of powdered warpstone is required for each undead creature, which the wizard may then control as if they had cast a @UUID[Compendium.wfrp4e-core.items.7BJDTRG65hwt1fUK]{Reanimate} Spell.

D. Study

This room is guarded by a @UUID[Actor.xpL1PCjRpv8nWYea]{zombie} that will attack anyone not carrying Dagmar’s staff.

The room contains a large desk, a plans chest, and a drawing board. Various ancient portraits hang on the walls.

Opening the desk requires an Average (+20) Pick Lock Test (SL 2), or it can be smashed open with an Easy (+40) Strength Test. An adventurer smashing it open will get covered in ink. This is harmless, but there’s no need to tell the Players that! Inside there are quills, bottles of ink (many dried up), and parchment. There is also a battered notebook with yellowing pages covered in complex calculations and notes written in a spidery hand. Anyone with the Lore (Magick) Skill quickly works out that the calculations are to do with the orbit of the Chaos moon Morrslieb. No test is necessary as the moon is mentioned several times in the text.

The plans chest has several antique maps showing various parts of the Empire, the Reikland, and the western marches of Talabecland in particular. Give your Players @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.MRj437M5nzaMR0dU]{Handout 5}. All the maps have a number of intersecting lines carefully drawn on them. One intersection in the Barren Hills has been roughly ringed. Anyone who has grasped the calculations in the notebook and makes a Difficult (-10) Intelligence Test realises that the lines of the triangle trace Morrslieb’s erratic orbit. You can allow a +10 bonus if anyone has advances in the Navigation Skill, or a second adventurer has the Lore (Magick) Skill. There is, however, no clue as to what the ringed intersection means.

The drawing board itself is empty. The portraits depict various members of the von Wittgenstein family, though they are not labelled. The adventurers will not know this if they have not yet visited Castle Wittgenstein. However, the family resemblance between the portrait subjects is clear: all have aquiline noses, high foreheads, and thick, bushy eyebrows.

Propped in one corner of the room is an ornately carved staff. Anyone with the @UUID[Compendium.wfrp4e-core.items.g3y373FnWJEAxgEB]{Detect Artefact} Talent will feel a strong aura coming from the staff. The zombies will not attack anyone carrying it.

E. Library

There are three zombies in this room, which is lined with bookshelves from floor to ceiling. The books are written in a variety of mundane, secret, and arcane languages. They cover many subjects, from alchemical treatises to ‘novels’ of a somewhat insalubrious literary nature. There is nothing of immediate use to the adventurers, but anyone making a Challenging (+0) Evaluate Test will find [[/r 2d10]] books in the library that a book trader or collector would consider valuable. Their musty condition means that each is worth [[/r 1d10]] GCs. You can include a couple of historical or religious books if you want to pass on some background information to your Players.

F. Inner Corridor

The inner wall of this area is made of 2-inch-thick steel. If no one taps the wall, this is spotted by anyone who makes an Average (+20) Perception Test. There are two 18-inch-long bars attached to the wall at waist height, one at each end. If any two adventurers push on these bars, the entire wall rotates so that a gap in this wall will align with the central accessway (area G, below).

G. Central Accessway

Note: the entrance from the inner corridor (area f ) can only be opened and closed by two people in that area. If that entrance is closed and the adventurers enter through the trapdoor, they can only leave the way they came in.

The floor here is inscribed with a glowing hexagram, or six-pointed star. Anyone making an Average (+20) Perception Test will notice that there is a hole at each point of the hexagram. These holes are star-shaped, and the right size to accept the keys carried by the five zombies. Of course, one key is missing unless it has been brought from the Barren Hills. If all six keys are inserted into the hexagram the secret trapdoor in the floor will open (downwards). Anyone standing on the trapdoor must make a Hard (-20) Initiative Test or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall 3 yards} into the secret library beneath. An Average (+20) Athletics Test will reduce the Damage taken.

H. Secret Library

The corridors radiating from the central hexagonal chamber are lined with shelves containing books. These are on a variety of subjects, mostly written in Classical and Magickal, though some have marginalia in Reikspiel, Bretonnian, and Tilean. 

For each hour spent examining the books, there is a [[/r 1d10]{50%} chance of turning up one of the following. Where a spell is marked as Arcane, the GM may choose which Lore it is from.

  • A grimoire with one of the following spells (your choice): @UUID[Compendium.wfrp4e-core.items.HOqmAugvYdgLwoQt]{Healing Light} (Light), @UUID[Compendium.wfrp4e-core.items.gJYXrZa4pW49R9Vu]{Blast} or @UUID[Compendium.wfrp4e-core.items.lM8c3LlW4s3KBVHR]{Push}(Arcane).

  • A section of false book fronts conceals a Potion of Healing. This is a green, viscous liquid that smells of almonds, and instantly restores [[/r 1d10+2]] Wounds when consumed.

  • A torn grimoire page with one of the spells (your choice): @UUID[Compendium.wfrp4e-core.items.pHITBuvCatCOBhZb]{Aethyric Armour} (Arcane), @UUID[Compendium.wfrp4e-core.items.dGSUQiUmXHrGqwxY]{Mindslip} (Shadows), or @UUID[Compendium.wfrp4e-core.items.Tv9BIBNTPT6JV0HG]{Mystifying Miasma} (Shadows).

A table in the centre of the library bears three large books. Two are ancient tomes: Sternschau’s ‘Astronomickal Records: Being A Guide of the Mysterious Phenomena of the Nighte Sky’, and ‘True Omens and Prophecies of the Seer Unserfrau’. The books are open at the pages shown in @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.l7DAxuLNSZsZRhTw]{Handouts 6} and @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.dj4oXVTEQ55FJPo8]{Handout 7}, respectively.

The pages of the third volume are filled with a spidery script in the Magick language. The title page may be translated as ‘The Journal of the Year 2405, by the hand of Wizard Dagmar von Wittgenstein’. The final entry is reproduced as @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.0wJL6aUpSDRspa7q]{Handout 8}, and it is the most revealing. This provides the adventurers with the final piece of information they need to lead them to Castle Wittgenstein, and the climax of the adventure.

The Signal Tower

Veteran Players will already know all about the tower and its secrets, including the undead, the keys, and the books. You can make this location more challenging for them by making a few changes, like the following.

The iron rods worn by the undead are completely inert. Instead, the head of the ghoul, or its whole body, is required to open the trapdoor. The same goes for the five zombies. To open the trapdoor to the secret library, the right thumb of a zombie must be jammed into each hole at the star’s points. The sixth thumb key is a zombie that replaces of one of the Dagmar expedition skeletons (see @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.njLfByWaqDw6PhnI#b.-the-cave-of-the-dead]{The Cave of the Dead}).

Neither the ghoul nor the zombies carry anything like a key around their necks. Instead, the keys are stitched into their stomachs. Anyone making a Challenging (+0) Perception Test will notice that the undead creatures have strange, crudely-stitched stomach wounds. You can allow a +10 bonus for anyone with the Detect Artefact Talent.

The books on the table in the secret library are closed, and are:

  • Esme Puddlefoot’s Common Herbal in Reikspiel. After reading the book, anyone who makes a Challenging (+0) Research Test gains a permanent +10 bonus to all Intelligence Tests connected to plants, herbs, and herbal preparations. 

  • The Daemons Amonge Us in Reikspiel. This book is so apparently authoritative, yet incredibly misleading, that any reader must make a Challenging (+0) Research Test or suffer a permanent -10 to any future Intelligence Tests involving daemons. A Journey

  • Through Bretonnia in Reikspeil, is entertaining, but no significant knowledge will be gained by any reader. 

The books with the handouts are on the shelves and it requires a thorough search to find them. For each hour spent searching, an adventurer can make an Average (+20) Perception Test to spot a book with a silk-ribbon bookmark indicating the handout page.

" + }, + "Journey To Grissenwald": { + "name": "Journey To Grissenwald", + "text": "

The adventurers’ journey from Grissenwald and Black Peaks takes them up almost 270 miles of the River Reik. Once again, you are free to enliven the journey with hazards and encounters as desired. There are also some landmarks worth mentioning.

Castle Reikguard

As the adventurers travel up the Reik from Altdorf, they will pass the towering fortress of Castle Reikguard. This commands the point where the River Teufel flows into the Reik, bringing traffic to the capital from Grunberg, Auerswald, and Übersreik.

The castle’s battlements are thick with guards in shining plate armour, and cannon barrels can be seen poking through the crenels. Commoners are not admitted within the castle. Enquiries at any of the nearby villages will reveal wildly contradictory rumours that the adventurers can pick up elsewhere. See @UUID[.jberdZpMtWm8UQfT#kemperbad-news-and-rumours]{News and Rumours}.

The Signal Tower

One of the Emperor’s pet projects is the construction of chains of signal towers to give warning of any attack or other emergency. One chain of signal towers runs between Altdorf and Nuln. The adventurers pass a tower under construction a little way south of Castle Reikguard. From the river the characters can see the signal tower is being built on the remains of an older, partially ruined structure.

Perched on top of the tower is wooden scaffolding, with stanchions, ropes, and pulleys. All over this confused-looking mess swarm a number of short, bearded, tool-wielding figures. Clearly, work on the structure is not finished yet.

Hitch-Hikers

It is not necessary for the adventurers to stop at the signal tower on their journey to Black Peaks. However, they should return after they have been to the Barren Hills, as the key they will find in the hills opens the secret library beneath Dagmar’s ruined observatory.

As their boat rounds a river bend near the tower site, the adventurers see two Dwarfs waving frantically from a small wooden landing stage close to the construction works. 

When the boat comes within earshot, the adventurers hear cries of: ‘Oi! Give us a lift! We can pay!’ One of Dwarfs holds up a bulging purse.

If the party shows no signs of stopping, the Dwarfs leap into a small rowing boat and row out toward the boat, shouting, ‘Hey! Wait! Wait! You’ve got to take us!’ 

They will not be able to catch up, however, and will soon be left behind unless the adventurers decide to stop.

If the adventurers stop for them, the Dwarfs clamber hurriedly aboard, introducing themselves as Thingrim and Belegol, Dwarven engineers ‘to the gentry’. They are in a great hurry to leave and want to go to Altdorf or Nuln, or as close as they can get. They can be haggled up to twice the usual fare, or @Credit[6bp mode=split]{–/6} per mile.

Before the adventurers have a chance to question the two Dwarfs, another one comes running down to the bank. She is somewhat overweight and gasping for breath, her face almost as red as her voluminous breeches. Thingrim and Belegol fall silent as the newcomer arrives. 

She glowers at them and points at the half-finished signal tower, wheezing as she speaks: 

‘Unless (gasp!) you want to be blacklisted (wheeze!) with every dwarf in the Empire (splutter!) you’ll get back to the site NOW!’ 

With a look that is a mixture of apology, embarrassment, and appeal, the pair of dwarfs disembark and trudge back up the bank.

Gradually recovering her breath, the newcomer introduces herself as @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls Isembeard}, Master Artisan and foreman in charge of the construction of the Emperor's signal tower. Clearly the task has not been a pleasant one. Her eyes are red-rimmed with dark rings beneath, and a permanent frown furrows her brow. Aynjulls apologises for Thingrim and Belegol, whom she claims are simply 'overworked', but she does not look to be in any great hurry to get back to work herself.

@UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls Isembeard}

If the adventurers try to strike up a conversation she can tell them:

‘I run a crew of twelve engineers. All good, solid dwarfs until this job. We were hired in Altdorf six weeks ago, with an Imperial Commission to build this signal tower as specified.’

‘It seemed like an ideal site. Good visibility to the next towers up and down the chain, and this ruin is sound enough for a foundation.

‘Nothing went right from the start. There were accidents and injuries. And mind, these aren’t blockheaded manlings — no offence — but trained and seasoned dwarfs. They’d no business slipping off scaffolding and dropping hammers on each other. Then they started falling sick, with no cause anyone can find. 

‘We carried on regardless. Contracts have been signed, after all. But five days ago the disappearances started. Two more vanished only last night, leaving six of us, including me. The rest of the crew’s asking for danger money now. Some think the place is an accursed elven burial mound. Or something worse. Them two favours the “something worse” thing.

‘We’re falling woefully behind. But… I gave my word and the tower must be finished on time. I’ll take any help I can get. I’ll pay good money for good work. What do you say?’

Aynjulls can be haggled up to @Credit[6ss mode=each]{6/–} per person per day, plus @Credit[5gc mode=each]{5 GC} payable when the signal tower is complete (which will take seven more days). She will also pay the bonus if the mystery of what has been happening to her workers is solved. 

She has a diagram (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.pZc0ifr3yzAQKGwT]{Handout 4}) which she will show the adventurers to explain how the signal tower works.

If the adventurers decide to help, keep track of how much time they spend at the tower. This will affect @UUID[.fXyDc5vrtm7tzDhx]{the timeline} which tracks their movements and those of the two Red Crown cultists.

" + }, + "Kemperbad": { + "name": "Kemperbad", + "text": "

There are no required encounters or events for the rest of the journey to Kemperbad, although you can use Death on the Reik Companion as a source of ideas for enlivening the journey.

The Town

Kemperbad sits atop a 500-foot cliff overlooking the Reik, just north of its confluence with the River Stir. The Stir originally plunged over a mighty waterfall into the Reik, but the river has cut a narrow gorge into the cliffs. The waterfall has slowly moved upstream to its present location at the confluence of the Stir and Narn. The gorge of the Stir is crossed by a narrow rope bridge, and this makes the town all but inaccessible to southern road traffic.

Fortunately for commerce, a dock has been built on the Reik at the base of the cliffs. This is connected to the town by an ingenious system of lifts. There are baskets and platforms of varying sizes, suspended from huge block and tackle sets on Elven ropes, and all raised and lowered by counterbalances. The system is maintained and operated by Dwarven engineers. Remarkably, there has been only one fatal accident in the last fifty years. Some drunken young nobles tried to race each other to the bottom. The winner was too unwell to claim his prize.

Use of the lifts costs @Pay[2bp]{2d} per person on the passenger platforms (holding up to four average-sized individuals), and @Pay[2bp]{2d} per ten baskets or sacks of bulk cargo, or 30 encumbrance equivalent. For the poor, the miserly, and the athletic, 1,111 steps are cut into the cliff in a zig-zag staircase to the town. 

A ferry service at the docks provides the safest way to cross the Reik between Nuln and Altdorf. It connects the Great North Road to Grünburg and Altdorf. The ferry costs @Pay[2bp]{2d} per passenger, and @Pay[4bp]{4d} for a horse. The locals joke that this is a foot tax. The @UUID[Compendium.wfrp4e-eis.journals.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons Coaching Line} maintains a large coaching inn and staging post at the nearby village of Jungbach.

Government

Thanks to an Imperial Charter from Boris the Incompetent in 1066, Kemperbad is an autonomous trading town or ‘Freiburg’. This means it is independent of the Reikland and answerable only to the Emperor. A Council of Thirteen governs the town. Its members are elected by the most influential guilds and families. The Emperor retains the right to appoint or dismiss any of the councillors, but has never done so.

Kemperbad has become very wealthy through trade, and all kinds of goods may be found here. It should be considered a City for item @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i#availability]{Availability}.

In theory, the removal of any liege lord, and their accompanying tax demands, should reduce the cost of living. In practice everything costs about as much as elsewhere, as the town’s council has simply increased local taxes and tolls. Therefore, Kemperbad is cleaner and better maintained than some other towns, as the council can afford to keep the streets in good order.

Kemperbad News and Rumours

The following information can be picked up in Kemperbad. As always, you can choose these, or pick something randomly. Not all of the rumours are trup>>

  • People are whispering, with many a nervous glance, that something bad has happened to the Emperor. He hasn’t been seen for a long time now. Perhaps too long…

  • Crown @UUID[Compendium.wfrp4e-empire-ruins.actors.3GcQxRuIm1MgoAMF]{Prince Wolfgang} has not left Castle Reikguard for weeks. He must have the same affliction as the Emperor! (Each informant will give a different disease.)

  • Crown @UUID[Compendium.wfrp4e-empire-ruins.actors.3GcQxRuIm1MgoAMF]{Prince Wolfgang} has not left Castle Reikguard for weeks! He must be plotting to seize the throne!

  • The Emperor’s mutant edict is suspicious. Why does he love mutants all of a sudden? Has someone close to him developed a mutation?

  • The Grand Prince of Ostland is hiring mercenaries and levying troops for an attack on Talabecland. War could break out at any time.

  • Mutant corpses are regularly found drifting down the Reik just south of Kemperbad. ‘Only the other week we pulled one out of the river with bright green fur, and four eyes on stalks.’ (These are failed ‘experiments’, thrown fp>stle Wittgenstein’s battlements.)

  • River patrols have been recruiting wardens in all the towns between Altdorf and Nuln. Banditry and mutant attacks are threatening trade and the authorities have decided to act at last. Good thing too!

  • The city folk of Altdorf are only getting stranger. Some merchants came from there a few weeks back and were insistent that Kemperbad used to be on the other bank of the river, and we must have up and moved it! City folk are p>ad.

  • Princess Isabella von Holswig-Schleistein, the Emperor’s sister, hasn’t been seen in public all year! Everyone knows this is because she had an affair with a peasant, a Priest of Sigmar, or a noble of low standing (ep>will confidently name a different paramour).

  • Some down and out dwarfs over in Grissenwald have been causing trouble for half the town! You wouldn’t catch any Kemperbad dwarfs acting like that — they don't get involved in the affairs of humans.

Rumours about Wittgendorf

Use these rumours in response to questions about @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}, @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, or the Wittgenstein familp>>

  • Wittgendorf is an unhealthy place. All the villagers are simple, but ‘that’s what happens when too many relatives get married.’ It used to be a thriving little town, but no one goes there now.

  • @UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein} has an evil reputation. No one has gone near the place for years. Village mothers use the name of the place to frighten their children to sleep, though. ‘Behave, or the castle folk will come for you!’

  • @UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein} is a ruin. No one has lived there for years. No one comes, and no one goes.

Arriving in Kemperbad

The adventurers are most likely to arrive at Kemperbad for the first time as they travel south along the Reik, heading for @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} and Black Peaks. They are also likely to stop here again on the way to the @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.r83tFodzTXJHggQq#the-barren-hills]{Barren Hills}.

During the day, the docks are bustling. Riverboats load and unload cargoes, and the ‘lifts’ to the town proper are in constant use. If the adventurers have a cargo to sell, or are looking to buy one, they couldn’t have come to a better place!

In addition to trading, the adventurers may wish to find help in learning Skills or changing Careers. If the Players decide to take the time to do this, refer to @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.kZ7NZ8ywN3m3MIFE]{Training and Mentors}.

The Purple Hand in Kemperbad

The cultists of the Purple Hand are still tracking the adventurers, and are determined to apprehend the Character who they believe is their renegade Magister Impedimentae. His supposedly rich ‘inheritance’ is still to be acquired for the cult. 

Shortly before the party leaves Kemperbad for Grissenwald, Lieberung’s double, or another adventurer, is jostled in a crowded street. The adventurer feels a sharp tug at their hair. There is just time to notice a man dressed in purple disappearing into the crowd, but no chance to stop or follow him.

A lock of the Character’s hair is gone! Nothing obvious will happen as a result, but the adventurers will have plenty of time to worry.  For a typical cultist profile, see @UUID[Actor.coToMwKXdQLbuDVF]{The Cultists}.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[10, Helping complete the Signal Tower]{10 points for helping to complete the Signal Tower.}

  • @Exp[15, Defeated the Ghoul]{15 points for defeating the Ghoul.}

  • @Exp[25,Defeating the zombies and recovering the keys]{25 points for defeating the zombies and recovering their keys.}

  • @Exp[50,Accessing the secret library]{50 points for accessing the secret library (Note: they will need the 6th key from the Barren Hills to do so).}

" + }, + "Timeline": { + "name": "Timeline", + "text": "

Red Crown cultists play a major role in the next four chapters, although the adventurers will directly interact with them only rarely. However, you will need to keep track of where the cultists are, and in particular how and when they encounter the adventurers.

The Schemes of the Red Crown

@UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown} is a Cult of Tzeentch, and bitterly opposed to the Purple Hand: the servants of Chaos are, after all, rarely united. Where the Purple Hand is quietly gathering power and influence in high places, the Red Crown is dedicated to uniting the Old World’s mutants and Beastmen into an army that is poised to attack from within. Among its members are @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}.

The Red Crown’s agents in Altdorf have recently, and unknowingly, replicated the research of Dagmar von Wittgenstein. They have learned that there might be large chunks of warpstone in the Barren Hills. @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}, whom the Characters encountered briefly in Enemy in Shadows, has been ordered to visit @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, near Nuln, and consult @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}. She is the cult’s leading expert on warpstone. By coincidence, she supplied a vital scroll to @UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Johannes Teugen} in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen}, and she wrote a @UUID[Compendium.wfrp4e-eis.journals.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{letter} the adventurers should have found among Teugen’s papers.

@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}

@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}

Timeline

This timeline starts when the adventurers see @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} set out from Altdorf. The exact date is left blank, for you to fill in to fit your campaign. Subsequent events have been numbered by day, according to the mode of transport used and the distance travelled. You should feel free to alter these times to reflect your party’s actual progress. A detailed schedule is provided to help you keep track of everyone’s progress and position.

Unforeseen Delays

By the time the adventurers reach Black Peaks, @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} must have left for the Barren Hills. From then on, the adventurers should follow her trail until they eventually catch up with her. If the adventurers spend a day or two at the Signal Tower, the Red Crown cultists will have left Black Peaks by the time the adventurers arrive. If it looks as though the adventurers will reach Black Peaks before the timeline has Herzen and Heidlemann setting out, you can use one or more of these delaying tactics.

  • The adventurers’ boat is damaged by accident, requiring them to spend one or two days at a riverside inn for repairs. The Death on the Reik Companion includes several suitable events.

  • A river patrol boat stops the adventurers for an inspection (see @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.L7wWxrzEBcU6rqlw#a-routine-check]{A Routine Check}). The patrol captain sees right away that the adventurers are not river traders, and interrogates them about their backgrounds, how they came to possess the boat, where they are going, and why. Each answer from the adventurers leads to several more questions, and by the time the patrol captain is satisfied (or bribed sufficiently) a whole day will have passed.

  • Ahead of the adventurers, a large trading boat has run aground to partially block the river, and has then been rammed by a second boat. Traffic is backed up in both directions, and it will take at least half a day before the adventurers’ boat can get past the obstruction.

  • The river passes through a series of ravines, and recent bad weather has caused a landslide. The river is impassable until the blockage is cleared away. The river patrol are working with a gang of labourers and a couple of Dwarf engineers. It will be two days before a channel is clear unless someone helps with magic or gunpowder.

  • @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown} has ordered @UUID[Actor.wXB3Bam0z0kp45Ht]{Herzen} and @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} to meet up in Kemperbad rather than Black Peaks. They set out for the Barren Hills on Day 9 rather than Day 17. The events of Days 8–15 are ignored, and the rest of the timeline is moved up by six days.

  • After the failure of their expedition to the Barren Hills, the cultists spend longer in Kemperbad than the day or two given in the timeline.

What About Delberz?

In the original campaign the pre-generated Characters came from the small town of Delberz. After the drama at the Red Barn, they had an opportunity to return there. One of their group, Wanda Weltschmertz the wizard’s apprentice, could return to her mentor’s house to complete her training as a Wizard.

Hieronymus Blitzen, the mentor, can be found in the Appendix of this book. He can now be placed wherever you need. This makes him a far more useful resource, and he can act as a mentor to any eligible adventurer. The heroes in this version of the campaign are all Player-generated, and could be from anywhere: the chance of Delberz being their home is very remote.

Of course, Characters who have an attachment to Delberz are welcome to go there, but the plot of this adventure does not require them to do so.

Meetings with the Red Crown

@UUID[Scene.8MQkKCUMV45D08D2]{The Signal Tower} is an ideal location for a confrontation with the Red Crown cultists. This happens when the adventurers return there with the sixth key after exploring the Barren Hills. However, the adventurers may run across the cultists at some other point in time. Here are the most probable occasions.

Between Kemperbad and Grissenwald, Day 13 – 15

If the timeline continues without changes, the cultists will be travelling north to Kemperbad by road at the same time as the adventurers are travelling south from Kemperbad to Grissenwald by river. There is a chance that a sharp-eyed adventurer will recognise Heidlemann riding along the bank. He will be in the company of a lady and a couple of pack horses. After being recognised in Altdorf, though, Heidlemann is cautious, and has taken to wearing a broad-brimmed hat that hides much of his face. A Hard (-20) Perception Test is required to spot him, although you can allow a +10 bonus for any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent if you wish.

When Heidlemann sees that he has been spotted, he and his ‘lady friend’, Herzen, will spur their horses to a gallop and be gone before the adventurers can reach the bank and disembark. The close encounter, however, should serve to pique the adventurers’ interest.

Kemperbad, Day 15 or 16

If the adventurers waste no time in Grissenwald, there is a small chance that they might reach Kemperbad before the cultists have departed. Kemperbad is a small town, but it is possible for the two parties to miss each other. If Heidlemann saw the adventurers on the river (above), he persuades Etelka that steps need to be taken. She pays a couple of dockside thugs to look out for the adventurers’ boat and set fire to it at night. If necessary, refer to @UUID[Compendium.wfrp4e-eis.journals.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO#the-bounty-hunters-plan]{The Bounty Hunter’s Plan} in Enemy in Shadows

This attack, and the Watch inquiry that will follow, should delay the adventurers by anything from a few hours to a full day. If the attackers are captured, all they can say is that a ‘nice lady hired us to discourage an over-eager lover from bothering her’, further muddying the waters for the adventurers.

Between Kemperbad and the Devil’s Bowl, Day 17 – 23

The River Stir is narrower than the Reik, but it is still a major waterway and traffic moves freely along it. If necessary, you can use one of the ploys above to make sure the adventurers do not catch the cultists before they have reached the Barren Hills.

The River Narn becomes considerably narrower and faster as it rises toward the Barren Hills. Working a boat upstream against the current is a slow business. Half normal speed is good progress. The cultists will be able to travel faster on horseback.

The Devil’s Bowl, Day 20 – 24

This could be a good time and place for a showdown, especially if the cultists have reached the conclusion that the meteorite is not here. If the Characters are strong combatants, the situation could turn into a three-sided fight between the adventurers, the cultists, and the Skaven.

@UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde’s ghost} might join the adventurers if they need reinforcement, as she recognises the nature of the cultists. She could scare off any hired thugs quite easily, leaving the adventurers to deal with the two wizards. For extra reinforcements and drama, she might clear the rock fall from @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.njLfByWaqDw6PhnI#b.-the-cave-of-the-dead]{B. The Cave of the Dead} with an impressive gesture. This allows the four skeletons to enter the fight under her command. A normal ghost could not do such a thing with normal skeletons. The manner of their deaths, and the presence of warpstone, have given the undead strange and unexpected powers. They also have a thirst for vengeance and hate the followers of Chaos…

Between the Devil’s Bowl and Kemperbad, Day 24–29

An encounter in this section could work well, but will be less dramatic than a confrontation at the Devil’s Bowl or the Signal Tower. If the party needs reinforcements, the conflict could take place near the village of @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.YMz2qRfYwqkfavWD]{Unterbaum} or the @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4#the-inn-of-the-roaring-falls]{The Inn of the Roaring Falls}. Some of the more able NPCs in either location could help out. A mutant or two, recruited in the warpstone-irradiated hills, can be added to the Red Crown expedition if the adventurers’ party is strong.

Between Kemperbad and the Signal Tower, Day 29–36

Again, an encounter during this period can work well, but it lacks the drama of a confrontation at the Signal Tower. For a really dramatic conclusion to the chase, it might be preferable to have the two groups miss each other in Kemperbad. The adventurers then reach the Signal Tower first and the cultists arrive at a suitable later time. Alternatively, some of the tricks mentioned above could be used to delay the adventurers so that they find the cultists in control of the Signal Tower, with the surviving Dwarfs held prisoner.

The Timeline

The next part of the adventure revolves around the actions of two groups of people in different locations. Although the Players don’t know it yet, they are racing against @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.M5pnsRFFdFH7Obkt]{Red Crown cultists}. It may not seem much like a race, as travel is only ever as fast as the nearest horse or riverboat, but keeping track of events in the timeline will make your life as a GM a bit easier. There are long distances to cover, secrets to reveal, and not a lot of time for the Players to do either.

The ‘Day’ column is effectively a clock, measuring the progress of the cultists in obtaining the last key needed to get into Dagmar’s secret library beneath the Signal Tower. A game aid has been included at the back of the book to keep track of your party’s location. If the Players dawdle or delay too much, or get side-tracked by other events, you can inject a hint that they are wasting time by having a cultist or two watch them from a distance. This monitoring becomes more overt as Heidlemann moves towards his goal. If the Players are sluggards, then you should feel free to rearrange matters so that Heidlemann has the sixth key as he arrives first, rather than second, at the Signal Tower. The adventurers are then in a chase to prevent him reaching the secret library. 

" + }, + "Dagmar von Wittgenstein": { + "name": "Dagmar von Wittgenstein", + "text": "

The original tower on the site was built as a small observatory about 120 years ago by Dagmar von Wittgenstein, a dilettante wizard and astronomer. This choice of remote location, far from the family’s castle at Wittgendorf, was deliberate. The family’s social position was secure, thanks to an Imperial Charter from Empress Margaritha in 1979 for unspecified ‘services to Imperial security’. Dagmar had his own reasons to keep his research away from prying eyes. The observatory was protected by various magical means, and its location was kept secret even from the rest of the family.

Some years later, Dagmar stumbled across an ancient tome of astronomical records in which the @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.l7DAxuLNSZsZRhTw]{following passage} (dated 2302) attracted his attention:

Others would have regarded this as an astronomical curiosity, but Dagmar had recently finished translating an ancient scroll written in the arcane language of daemons. 

@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.dj4oXVTEQ55FJPo8]{One passage} read as follows:

Dagmar realised immediately that the meteorite mentioned in the astronomical records must actually be a piece of the moon, Morrslieb. Checking his histories, Dagmar learned that the hills around the headwaters of the River Narn had come to be known as the Barren Hills sometime around 2302. This date coincided with the record of the meteorite’s fall and a major Incursion of Chaos. Concluding that the meteorite must possess great power, Dagmar set off for Kemperbad, where he raised a small expedition to journey into the Barren Hills.

According to legend, the expedition never returned. In fact, once he had located the meteorite, Dagmar slew the others and made his way home by a circuitous route to cover his tracks, with the chunk of warpstone safely stored in a lead-lined casket.

Unfortunately for Dagmar, he did not live to reap the fruits of his labours. One of his cousins, Hermann, known to chroniclers as Hermann the Mad, strangled Dagmar in a rage because his relative had refused to let him see the contents of a certain casket. In the customary manner of noble houses, the family covered up the murder. Hermann was confined in an outer tower of the castle, and quietly erased from memory. The strange casket and its deadly contents were also never mentioned again. So things remained until Lady Margritte, Dagmar’s great-great-grand-daughter, found his books and learned of the stone...

The Ruinous Powers, however, have also recently discovered its existence. Red Crown cultists and the Skaven ratmen are determined to possess it for their own terrible ends.

Over the years, the observatory tower has fallen into partial ruin, but some of Dagmar’s original protections are still in place. They include a powerful ghoul and five zombies, which are responsible for the deaths, disappearances, and paralysis afflicting some of the Dwarfs working on the site. There is also a set of magical keys without which it is impossible to access the observatory.

" + } + } + }, + "Trading Rules": { + "name": "Trading Rules", + "pages": { + "Trading Rules": { + "name": "Trading Rules", + "text": "

The roads and waterways of the Empire are bustling with trade, and in Death on the Reik the Characters have plenty of opportunities to do some trading. The following rules are designed to help you handle this.

It should be noted that most trading groups have established relationships and long-standing contracts to ship bulk goods. These contracts are the reserve of talented merchants, litigants, the nobility, and others of means, and as such are inaccessible to the typical adventuring party. In any case, the profits are quite modest. Such trades are best handled by a Character in the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant} Career, using the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavour. 

These rules represent the casual trading opportunities that Characters may take on during their travels on the waterways of the Reikland. It is at your discretion if the gold made from these trades is exempt from being lost to the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.BpwePtm5CHEfnexN#money-to-burn]{Money to Burn} rules. If you choose to allow Characters to accumulate vast amounts of wealth, remember that the cost of living, taxation, banditry, boat repairs or upgrades (see @UUID[JournalEntry.FtADtP0t2I9PBiSa]{Deck It Out}) and @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.prfMvzrSMhiMmHtF]{lock fees} should all take their toll on any profits that are generated. While some Characters will find the accumulation of wealth a worthy goal in its own right, it is possible that they may gather more money that they know what to do with, trivialising major purchases, and ultimately giving rise to the question of why such wealthy individuals partake in the dangerous business of adventuring at all…

" + }, + "Gazetteer of the Grand Principality of Reikland": { + "name": "Gazetteer of the Grand Principality of Reikland", + "text": "

 d100: Use this column so select a random settlement, when required.

Size: 1=Hamlet, 2=Village, 3=Town, 4=City. W=@UUID[.e85Gyxoede4a9YQ3#demand]{Wealth}.

Garrison/Militia = A Garrison are made up of standing, professional soldiers, available at most times. A Militia is raised from the local populace, and available only seasonally.

The letter after the number indicates soldier quality. a=properly drilled, well trained and equipped soldiers. b=average troops, moderately trained and equipped. c=poorly trained troops, possibly required to bring their own equipment, which is generally old and/or of poor quality.

[[/r d100]]SettlementSizeRulerPopWProducesGarrison/ MilitiaNotes
1-8ALTDORF4Emperor Karl-Franz I Holswig-Schliestein10000005Trade, Government1800a/26000bImperial Capital, Great Cathedral of Sigmar
9Autler2Emperor1242Timber,Grain-/10cFerry
10Blutroch0Emperor00 -Wiped out by Red Pox in 2511
11Braunwurt1Emperor751Luxuries- 
12Bundesmarkt2Emperor1051Grain-/5c 
13Dorchen2Emperor1052Grain- 
14Frederheim2Emperor1161Grain,Wool-Great Hospice of Shallya nearby
15Furtild1Emperor901Subsistence-Great Hospice of Shallya nearby
16Geldrecht1Emperor561Timber,Grain- 
17Gluckshalt1Emperor872Grain-Ferry on River Reik
18Grossbad1Emperor832Grain-/10c 
19Hartsklein1Emperor781Luxuries- 
20Heiligen1Emperor702Grain- 
21Hochloff1Emperor982Grain- 
22Kaldach1Emperor631Subsistence-/10bFerry
23Rechtlich1Emperor511Subsistence- 
24Rottefach1Emperor1052Grain,Wine-Ferry
25Schlafebild1Emperor461Grain,Wine- 
26Teufelfeuer1Emperor551Subsistence-/5cOnce burnt to the ground by the Witch Hunter Fabergus Heinzdork.
27Walfen2Emperor1812Bricks,Grain-Ferry
28-29CASTLE REIKGUARD3Emperor3004Government200c/-Seat of the Grand Prince, fortress
30-34DUNKELBURG3Emperor89002Grain,Wool20b/150c 
35Barfsheim1Emperor771Subsistence-Ferry
36Gemusenbad1Emperor561Subsistence-Ferry
37Harke1Emperor371Subsistence-Ferry
38Ruhfurt1Emperor902Grain-/10c 
39Schattental1Emperor862Grain-/15b 
40Steindorf1Emperor701Subsistence-/10cFerry
41DIESDORF2Emperor2102Grain-/25c 
42-45EILHART3Graf Johann von Hardenburg32003Grain,Wine25b/125c 
46-49GRÜNBURG3Emperor29002Trade, Boatbuilding25b/100cFerry
50Aussen1Emperor951Subsistence-Ferry
51Hornlach2Emperor1202Timber,Grain-/5bFerry
52Kleindorf1Emperor401Grain-Ferry
53Silberwurt2Emperor1102Grain,Wool-/10c 
54Wörlitz2Emperor1052Grain-/10c 
55-58KEMPERBAD3Town Council96004Armaments,Wine,Brandy,Trade20b/500bFerr. Finest Brandy in Empire from this area, Freistadt status
59Berghof1Kemperbad Town Council852Grain-/20c 
60Brandenburg1Kemperbad Town Council953Wine,Brandy,Grain-/20b'Echte Brandenburger,' Emperor's favorite brandy; Ferry
61Jungbach2Kemperbad Town Council1053Brandy,Wine-/15bFerry
62Ostwald1Kemperbad Town Council883Brandy,Wine-/15b 
63Stockhausen2Kemperbad Town Council1173Brandy,Wine,Wool-/30b 
64Merretheim1Graf von Falkenhayn671Subsistence-/10c 
65Misthausen1Graf von Falkenhayn431Subsistence-Ferry
66Naffdorf1Graf von Falkenhayn751Subsistence-/10cFerry
67Pfeiffer1Graf von Falkenhayn601Subsistence-/5c 
68-74UBERSREIK3Emperor75004Armaments,Metal,,Trade40b/500cFerry
75Buchedorf2Emperor1582Grain,Wool-/10cFerry
76Flussberg1Emperor952Grain-/15cFerry
77Geissbach1Emperor662Grain-/10c 
78Halheim1Emperor491Subsistence- 
79Hugeldal2Emperor3163Metal50b/75c 
80Messingen2Emperor1113Grain,Armaments-/20bBy Hugeldal Mine
81Wurfel1Emperor752Grain-/15c 
82WEISSBRUCK2Emperor (ruled and owned by Gruber family)3592Luxuries,Trade-Ferry, Lock House on Altdorf Canal
83Wittgendorf2Baroness Magritta1501Subsistence25b/- 
84-86BÖGENHAFEN3Graf Wilhelm von Saponatheim105003Wine,Timber,Trade-/500cLocal market centre
87Ardlich2Graf von Saponatheim1552Grain,Wool-/5c 
88Finsterbad2Graf von Saponatheim1403Grain,Wine,Wool-/10cFerry
89Grubevon1Graf von Saponatheim902Grain-/5c 
90Herzhald2Graf von Saponatheim1402Timber- 
91Castle Grauenburg2Graf von Saponatheim3504Government50a,100b/-Seat of the von Saponatheim lands, fortress
92-94AUERSWALD3Graf Ferdinand von Wallenstein50003Metal,Trade50b/400cFerry
95Dresschler1Graf von Wallenstein762Grain,Wool-/10bFerry
96Gladisch1Graf von Wallenstein501Wool-Ferry
97Hahnbrandt2Graf von Wallenstein2503Armaments,Metal50b/75c 
98Koch2Graf von Wallenstein1152Armaments,Grain,Metal-/20bNear Hahnbrandt Mine in the Hagercrybs
99Sprinthof1Graf von Wallenstein872Grain,Luxuries-/10cCoaching inn, best smoked cheese in Reikland
100Steche1Graf von Wallenstein752Grain,Wool-/15cFerry

 

" + }, + "The Merchant Life": { + "name": "The Merchant Life", + "text": "

There are three basic steps to any trade — buying a good cheaply, taking it somewhere else, and selling it for a profit. Rules for this are given below, but it’s important to remember that most steps are somewhat abstracted. While the Character may simply ask the question as to what’s for sale, they must actively hunt around for (somewhat) honest merchants, test goods for quality, arrange stevedores to load crates onto their barge, and so on. These details are typically not the stuff of grim and perilous adventure, but it may be worth mentioning a little of the process for time to time to give flavour to the proceedings. If the Characters are hard done by at one settlement by a canny merchant, feel free to remind them of the sniggers of the dockhands the next time they return. Conversely, if they make a killing selling grain to hungry townsfolk, mention the shifty glances they receive or the inflated harbour fees they are charged when next they visit. Never let the business of business eclipse the character and flavour that the Old World has to offer.

Use the /trade command to begin the buying process.

Buying

In most cases, the carrier will actually buy a cargo at one end and sell it at the other, rather than simply being paid for carrying it. This is mainly to protect the merchant — after all, paying an otherwise unknown barge crew to deliver a cargo risks the loss of both the merchant’s fee as well as their goods! When the Characters arrive at a place looking for a cargo, there are four things that they will want to know: whether a cargo is available; what it is; how much there is; and how much it costs.

1. Availability of Goods

To decide whether there is a cargo needing to be carried, refer to the Produces column in the @UUID[.6v5qA8h9AvSE4V8O]{Gazetteer of the Reikland}. Any listing other than Subsistence means that there is the possibility of a cargo of that type. Trade means that there may be a variety of goods available. Such ‘bulk’ goods are typically regarded as Common. To determine if a cargo is available, look to the Size and Wealth columns for that settlement. 

The Size and Wealth ratings are added together, then multiplied by 10 to determine the odds of finding a cargo to trade. For example, a Hamlet with a population of just 72 people Size (1) with a Wealth Rating of Average (2) would have a combined total of 3 × 10 = 30% chance of having a cargo for trade on any given day. Roll [[/r 1d100]], and if the result is less than or equal to this figure, the Characters locate a merchant with a cargo to sell. 

If a Settlement has Trade listed in the Produces column, then it is a local trade hub, with merchants of all sorts using the docks to route their cargo across the Reikland. You should roll twice for such Settlements — once to see if any local goods are available, and again to see if another, random cargo is available (see Type of Cargo).

2. Type of Cargo

If the Settlement where the cargo is being picked up has a particular type of bulk goods listed in the Produces column of the Gazetteer, then this is the type of cargo on offer. Where more than one commodity is listed, choose one at random. 

If the place has no bulk goods listed in the Gazetteer, either select a cargo or generate one randomly from the Cargo Table. Settlements with Trade listed in the Produces column as well as at least one other bulk good have a chance of both having a local cargo on offer, as well as a chance of a second bulk good available, chosen at random from the Cargo Table.

Cargo Table

When you need to generate a random cargo, simply roll a [[/r d100]] and consult the table below. As some goods vary in availability throughout the year, use the row opposite the current season to determine the result.

Random Cargo Table

Chance of Finding:GrainArmamentsLuxuriesMetalTimberWine/BrandyWool
Spring01–0910–1516–2021–3031–5556–7576–100
Summer01–1920–2324–2930–3940–7475–8586–100
Autumn01–3536–4041–4445–6061–8081–9596–100
Winter01–1920–2324–2930–4445–6061–9596–100

Once you have determined what cargo is available, either by using the chart above or by consulting the Produces column on the Gazetteer, use the chart below to determine the price of the final cargo. Make a note of the cargo type, the volume modifier, and the base price.

Base Price Table

 GrainArmamentsLuxuriesMetalTimberWine/BrandyWool
Spring1125083n/a1
Summer.5105081.5n/a1.5
Autumn.2585082n/a2
Winter.5105083.5n/a3

Price is given in GCs per 10 Encumbrance points of cargo.

3. Size of Available Cargo

For the purposes of these rules, the size of a cargo is measured in Encumbrance points. Your barge, cart, or horse carries an amount of Encumbrance determined by the Carries capacity listed @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fZNJ3wA4kOfKMVQZ]{Riverboats of the Empire} or @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.0FcJiBgijEvTkNiG]{Animals and Vehicles}. To determine how many Encumbrance points of cargo are available, add the Settlement’s Size and Wealth together, and multiply by the result of rolling 1d100 and rounding that result up to the nearest 10. For example, Dorchen is a Village Size (2) with an Average Wealth (2), giving a total of 4. Rolling a d100, we get a result of 36, which rounds up to 40. Multiplying this by 4 gives a result of 160, which is the final size of the cargo available for trade in Dorchen.

Trading Centres

If a place is listed in the Gazetteer as deriving its Wealth from Trade, you should reverse the result of the d100 roll used to determine the size of the cargo and choose the larger of these two results. In the example above, the result of 36 would be reversed to 63, which would be rounded up to 70 to give a final cargo size of 280. 

COMMUNITY SIZE
Settlement TypePopulationSize Rating
HamletUp to 2001
Village Up to 1,5002
TownUp to 10,0003
CityGreater than 10,0004
WEALTH AND AVAILABILITY
WealthWealth Rating 
Squalid- 
Poor1 
Average2 
Bustling3 
Prosperous4 

Where's My Brass and Silver?

For the sake of convenience, the prices above are quoted entirely in Gold Crowns, as this makes the math required more straight forward. Naturally, merchants will quote their prices in Brass, Silver and Gold, and you may convert to these denominations if you wish. For those of us more familiar with decimal currency, however, the above system is a little easier to work with.

Cargo Types

Grain: A catch all term for general agricultural products of all sorts, from fish, barley and wheat, to legumes, root vegetables, and even some dried meats. The price is lowest in harvest time, and gradually rises throughout the year, into the so-called ‘hungry gap’ of early spring.

Armaments: Refined weapons and armour suitable for arming a militia or standing army. Available anywhere which lists Metalworking in the Produces column. These are in demand in spring, the typical time for military campaigning, but are sadly always in demand. These are typically hand weapons, leather armour, or bolts, as more exotic (and dangerous) items such as cannon and blackpowder are hauled by specialised barges. Shipping Armaments is perfectly legal, though riverwardens can’t help but take an interest in who, exactly, you intend to supply.

Luxuries: This category is basically a catchall for those items only produced in specific locales (for example, textiles, pottery, glass, bricks) and genuine, imported luxuries (for example, spices, silks, etc.), or particularly fine examples of other materials, such as Mithril or Bugman’s infamous XXXXXX ale.

Metal: A cargo consisting of valuable ore or processed ingots of purified copper, iron, steel, or other useful materials. The price is generally stable year-round, but an additional 10% is added to the sale price if the settlement lists Metalworking in the Produces column.

Timber: Building materials drawn from the great forests of the Empire. The price is usually best in Winter and Spring, when inclement weather makes it harder for foresters to ply their trade.

Wine and Brandy: These products both vary widely in quality and reputation, and connoisseurs will pay well for their favourite tipple. See the box Wine and Brandy for details on the highly variable price of these products.

Wool: The prime component of clothing across the Empire, wool is always in demand. Its price dips in spring when sheep are shorn.

Subsistence: Some small settlements produce almost nothing of value to trade. 

Wine and Brandy

Wine and Brandy are a special case, as the quality varies widely, and is quite subjective — as is the price. When purchasing a cargo of Wine or Brandy, determine the quality in secret. Note that some areas, such as Kemperbad, produce higher quality products that attract a higher price — increase the quality of such cargo by two steps on the chart below. Honest merchants quote a price that reflects the quality (see below). Unscrupulous merchants often try to pass off lower quality products as better than they actually are, charging accordingly. Using the tale below, determine the final price of the cargo in the usual way, and then have a character make a Challenging (+0) Evaluate Test to determine the actual quality. If the Character has a Consume Alcohol skill of 50 or more, this Test becomes Average instead. If they fail, give the Character a false result proportionate to their degree of failure.

[[/r d10]]QualityPrice / 1 cargo
1Swill.5 GC
2-3Passable1 GC
4-5Average1.5 GC
6-7Good3 GC
8-9Excellent6 GC
10Top Shelf12 GC

4. Haggling

Once the type, size and base price of the cargo has been established, the Characters may negotiate with the vendor over the price by making an opposed Haggle Test with the merchant. This can raise or lower the price by 10%, or up to 20% if the Character has the @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker} Talent. This procedure is described in detail on @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i]{Going To Market}.

If you wish to avoid the trouble of generating a new NPC merchant for each trading session, the Haggle Skill of a typical small merchant is usually between 32–52 — you may roll [[/r 2d10+30]] to determine this, or select a score, as you prefer.

If the Characters cannot afford to purchase the entire cargo, or do not wish to, the base price per 10 Encumbrance points should be increased by 10%, to compensate the merchant for the inconvenience of splitting the load. Merchants are not at all interested in selling cargo of less than 10 Encumbrance points and will direct Characters to a general store instead.

Selling

Once the Characters have a cargo, they can try to sell it at any place they come to. For this, they need to know whether there is a demand for the cargo, and how much will be offered.

To sell, open the Cargo's sheet from an Actor and click the Sell button.

Demand

Villages (Size 1 Settlements) typically have no demand for any goods, excepting grain during the spring, when carefully hoarded coins will be spent to stave off starvation. At your discretion, up to [[/r 1d10]] Encumbrance points of other goods may be traded in a village, which otherwise ignore the rules below for determining Demand.

A Settlement doesn’t usually have any demand for a commodity which it produces itself. The exception is Top Shelf Wine and Brandy, for which a buyer of at least [[/r d10]] Encumbrance points worth will always be found on any given day.

Furthermore, Characters can never sell a cargo in the location at which you bought it — if a buyer were available, the better-connected local merchant would have found them! Characters must move on to attempt to find a buyer for any goods they have purchased or wait at least a week before attempting to sell them in the current location.

Once the Characters have arrived in a likely port, they can begin searching for a buyer for their cargo. This might be a local merchant, who will move the goods on to their final retailers, or individual business and individuals in the town. To calculate the chance of finding a buyer, multiply the Size of the Settlement by 10, adding +30 if the Settlement has Trade listed in the ‘Produces’ column. Roll a d100, if the result is less than or equal to the final number, a buyer is found. Failure indicates that there is no demand for the size of cargo Characters are trying to sell. If they wish, they may offer half the cargo instead — roll again against the number above. If this second attempt fails, there is simply no interested merchant offering a reasonable rate.

If a buyer is found, they make an offer for the cargo based on the table below. This is called the Offer Price.

Settlement WealthDescriptionOffered
1Squalid50% of Base Price
2Poor-20%
3AverageBase Price
4Bustling+5%
5Prosperous+10%

After the Offer Price is been determined, Characters may make an opposed Haggle Test against the buyer to increase the price, as per the rules on @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i]{Going To Market}. When both sides agree on a price, the sale is complete. If the Characters are unhappy with the price available, they are, of course, free to walk away from the sale.

If the Characters have a cargo, they simply can’t shift in a timely manner but which, for whatever reason, they want gone, there are always merchants on the lookout for desperate traders. Characters may always sell a cargo at any settlement with Trade listed in the Produces column for half of its base price. 

EXAMPLE

The Characters call at Grünburg. This is a Town (pop. 2,900, Size rating 3), with an average Wealth (Wealth rating 2). The result of these two ratings is 5, which indicates a base 50% chance of finding a cargo. Rolling 23, you announce that the Characters are approached by Herr Schmidt, a local merchant.

As Grünburg is not known for producing any Trade in the Produces column, roll a d100 to determine what is offered. You roll a 65 — checking the Random Cargo Table, and noting that it is currently Spring, this indicates a cargo of Wine or Brandy. You decides that Herr Schmidt is a Wine dealer. You roll a d10 to check for the Quality, getting a result of 6, indicating a wine of Good Quality, with a base price of 3 GC per 10 each Encumbrance point of cargo.

To determine the amount of wine offered, you roll a d100, multiplying the result by 5 for Grünburg’s Size and Wealth. The result is 46, rounded to 50, which is multiplied by 5 giving a result of 250. This is quite a sizable cargo of goods, with a base price of 750 GC.

Artur, the Merchant among the Characters, Haggles over this price with Herr Schmidt, succeeding and lowering the price by 10% to 675 GC. Happy with this deal, the goods are loaded and money changes hands.

Arriving at Kemperbad, the Characters attempt to sell their cargo. Kemperbad has a Size rating of 3, indicating a base chance of finding a buyer of 30%. Adding +30 as Kemperbad lists Trade in the Produces column gives a final result of 60%. Rolling a 45 indicates that a buyer is found.

Kemperbad has a Wealth of Prosperous (Wealth rating 4) giving an Offer Price of +5% of the original Base Price of 750 GC. This already represents a tidy profit, but a quick opposed Haggle Test by Artur nets an additional +10%, for a total of +15% on the Base Price. The Merchant makes a final offer of 862.5 GC (862 GC and 10 shillings). The result is a final profit of 187 GC and 10 shillings. A tidy sum indeed!

THAT FEELS LIKE A LOT OF MATHS

While the rules as presented can be used to generate a supply of goods, it is ultimately up to the Characters where they attempt to find the demand. This approach has its benefits — the Characters can build their life as traders around other, more adventurous activities. However, if you wish you may use the @UUID[RollTable.JhNUbXhrXRCqOMzS]{Rumour} Table as a means of sending your Characters across the Reikland in search of profitable trades. This system also has the tidy benefit of doing away with a lot of calculations, should you find them slowing down your game.

Any time the Characters stop at a likely inn, they may make a Difficult (-10) Gossip Test. If they succeed, roll a d100 to determine a location using the @UUID[.6v5qA8h9AvSE4V8O]{gazetteer}, and roll on the @UUID[RollTable.JhNUbXhrXRCqOMzS]{Rumour} Table to generate a trade rumour. Each rumour is a hint at what kind of cargo might be in high demand at that location. You should let the players try to guess what this might be — the Goods column is for the GM only. Whenever Characters bring the appropriate good in response to a rumour, they may sell as much as they wish for twice the base price for that cargo.

Remember this entire process can be automated with the /trade command

" + } + } + }, + "Chapter 4: Grissenwald to the Barren Hills": { + "name": "Chapter 4: Grissenwald to the Barren Hills", + "pages": { + "The Return": { + "name": "The Return", + "text": "

After dealing with the skeletons and the Skaven, the adventurers are left with the ghost of @UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde}. She thanks them for helping her companions, and leads them back to her grave. If there are no Priest Characters in the party, @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth the Priest} will conduct a simple prayer ceremony as the adventurers gather stones to turn the dirt mound over her shallow grave into a respectable cairn. As the prayers conclude, the ghost hovers over the cairn and turns to face the adventurers.

‘Thank you,’ she says, looking deeply — and rather unsettlingly — into the eyes of each Character. ‘I go to my rest now, and I wish you well on your quest. Dagmar von Wittgenstein is surely dead by now, but if you can find the source of this evil and destroy it, you will have done me and my companions a great service — and the world, too. Goodbye, friends, and may Sigmar guard you.’ 

With those words still hanging in the air, her ghostly form sinks into the mound, fading as it does so.

The journey back to @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} is uneventful, but the party will have the same feeling of being watched. This feeling stays with the Characters throughout the remainder of the adventure, and for good reason: they are being followed by a Skaven of the Clan Eshin — a nightrunner or assassin. The adventurers should never spot or catch their follower, but they should always feel as though someone is watching them.

The Skaven tracks them as far as @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf} and then leaves to report to its masters.

" + }, + "Up The River Stir": { + "name": "Up The River Stir", + "text": "

There is a huge lock and weir where the Stir flows into the Reik, built to control what would be almost unnavigable turbulence. The lock is basically the same as others that the adventurers have encountered on @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{the Weissbruck Canal} and elsewhere, but it is much larger. It can accommodate up to four large river barges, and the lock-house has docking and maintenance facilities for two river patrol boats, plus accommodation for their crews and any prisoners. The toll for use of the lock is @Pay[2gc]{2 GCs}.

Between the Narn and the Reik, the river Stir flows through a narrow, sheer-sided gorge, about 600 ft deep and 90 ft wide. The adventurers’ boat battles upstream in a perpetual twilight. The sky is reduced to a thin ribbon of deep blue in which it seems the stars are always visible, save for a short period each day when the sun is directly overhead. The Stir’s foaming waters roar and hiss over the razor-edged rocks that line its banks.

The fast-flowing water and the many treacherous currents and eddies combine to reduce a boat’s speed by 25% when travelling upstream. If you are using the advanced sailing rules from the Death on the Reik Companion, even skilled Characters must make a Challenging (+0) Sail Test at the start of each day’s travel, just as unskilled Characters must on normal stretches of river, and there is an additional penalty of-10% to all Sail Tests made on this stretch of the river. When sailing downstream, speed may be increased by up to 25% (Players’ choice), but the penalty to Sail Tests should be increased by an amount equal to the percentage increase in speed.

Barring mishaps, it should take about six days to travel upstream through the gorge. The time may be filled with random encounters (the Death on the Reik Companion is a good source), although it would be best to avoid any encounters that could distract the adventurers from their goal. It is quite acceptable for you to describe the journey as passing uneventfully.

Ancient Megaliths

A few miles before Unterbaum, the gorge is overshadowed by two enormous megaliths of ancient Druidic construction, which mark the original boundary of the Baumenvolk’s territory (see @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}). A dozen pairs of these megaliths mark out a huge circle, forming a magical barrier to repel the servants and spawn of Chaos. The megaliths are carved with words of power in an ancient language, and any Character or creature with a mutation must make a Challenging (+0) Willpower Test when entering the area, with a penalty of -10 for each mutation after the first. If they fail, they gain the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait while they remain inside the circle. Even Characters who pass this Test will feel unwelcome and vaguely threatened. 

A Dead Horse

This event should only be run if the Red Crown expedition is ahead of the adventurers. Somewhere between the megaliths and @UUID[.L10SyzE8pl2Z32T4]{Twin Falls}, the carcass of a horse floats down the river. It was lost when Herzen and Heidlemann recrossed the river Narn, and its condition will reflect the time that has elapsed since then. The horse still carries its packs, which contain:

  • Two weeks’ worth of iron rations, soaked and useless.

  • Assorted pieces of clothing (female), some of which might be useable if dried out.

  • A sealed oilskin packet whose seal bears the device of the Red Crown. Inside is a rough map of the Empire, with a circle drawn around the area of the Barren Hills, and with the position of Dagmar’s observatory clearly marked and labelled. This map is similar to the @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.MRj437M5nzaMR0dU]{handout} found in Dagmar's study, with the addition of the observatory and without the superimposed markings.

" + }, + "Twin Falls": { + "name": "Twin Falls", + "text": "

As the adventurers approach the confluence of the Rivers Stir and Narn (see @UUID[.L10SyzE8pl2Z32T4#crrossing-the-river-narn]{Crrossing the River Narn}), the river’s turbulence increases and a distant, continuous roar can be heard. Where the Narn joins the Stir, both rivers thunder over the dramatic cliffs in a deafening twin waterfall more than 400 ft high. The waters of the two rivers have carved a great rock basin that boils and seethes like a cauldron, and the air is filled with spray that soaks the Characters more quickly and thoroughly than any rainstorm.

\n

There is a small landing stage on the northern bank, sheltered from the turbulence by a rock outcrop. A small sailing dinghy is moored here, covered by a tarpaulin to keep the interior dry. Sitting in a cave-mouth beyond the jetty, a woman is busy patching a hide canoe. Seeing the adventurers’ boat, she smiles and waves cheerfully.

\n

To the south is a man-made inlet leading to a long flight of 20 locks which allows boats to get up and down the 400-ft drop to and from the River Narn. At the top stands The Roaring Falls, a lock-house and riverside inn. The toll for the locks is quite expensive at @Pay[5gc]{5 GCs}.

\n

The adventurers may decide to go through the lock system, or they may prefer to stop and talk to the woman. She gives her name as @UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit}, from the village of Unterbaum.

\n
\n

@UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit}

\n

A Traveller's Welcome

\n

@UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit} will be happy to talk to the adventurers, offering the hospitality of her village if they seem in need. She will be especially pleased if the party has goods to trade, and will insist on taking them to meet the village elder. They know very little about life outside their immediate area. Astrit can explain that most travellers stay at The Roaring Falls inn at the top of the lock system, and that Uta Freikrüger, the landlady and lock-keeper, runs a friendly and clean establishment. Astrit is an open, sincere person, almost entirely incapable of deception.

\n

If asked about the Barren Hills, @UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit} turns pale and touches the forefingers of her right hand to her forehead — a local gesture to ward off evil. ‘No one ever goes there,’ she says, ‘except for Corrobreth, our priest. He sometimes goes into the hills to search for herbs and the like.’ If the adventurers keep asking questions, she suggests that they come to the village to meet the elder and the priest for themselves.

\n

If the adventurers accompany @UUID[Actor.wEoJOAlqqXkWUYw4]{Astrit} back to the village, she leads them into the cave, which rapidly becomes an upward-sloping tunnel, and then a spiral staircase hewn from the rock. The steps ascend 350 ft, and are rather slimy and slippery, but fortunately there is a rope bannister, so there is no danger of falling. At the top, the stairs open on to a narrow strip of grass between the forest and the gorge, affording a magnificent view of the thundering falls. There is a track leading off into the forest, and a horse and cart wait by a magnificent oak tree. Astrit takes the reins and gestures the adventurers into the back of the cart, which trundles off along the track to the village of @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}.

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The Inn of the Roaring Falls

\n

The inn is run by Uta Freikrüger, who is also the lock-keeper. As Astrit said, it is a clean, cosy place with a welcoming atmosphere. Accommodation is available at half the prices listed in the Consumer’s Guide. There may be a handful of other guests at the inn, mostly riverfolk of various types, or the adventurers may be the only visitors.

\n

Uta is assisted by Theo Luckstein, a hulking barman (Menial), plus a cook (Servant), two stable hands, and two serving/chamber maids (all Menials). There is also Jake — an ancient Marienburger who has tools for minor boat repairs, and who operates the simple raft of a ferry across the Stir (Bargeswain).

\n

The staff and guests can be a source of rumours, and can tell the adventurers a little about the village of @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} (see @UUID[.YMz2qRfYwqkfavWD#the-baumenvolk]{The Baumenvolk}). The inn’s patrons are often engaged in low stakes gambling. They favour an odd game involving intricately painted cards that has become popular as of late, and welcome any to join them and gamble a few pennies.

\n

Enquiries about the Barren Hills, however, will meet with the same muttered prayers — ‘Sigmar save us!’ — and worried looks the adventurers encountered in Kemperbad. The inn’s staff can recommend Corrobreth, Unterbaum’s village priest, as a good source of information on the hills. They can also give directions to the village, which lies just a few miles west of the inn.

\n

Crrossing the River Narn

\n

In order to reach @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}, the adventurers may have to cross the River Narn.  There is neither bridge nor ferry, but fortunately the river is not particularly deep (except after heavy rain). The current is strong, however, and local NPCs will advise the adventurers to rope themselves together before attempting to cross. Due to the cliffs, the best place to cross is above point 4 on the @UUID[Scene.2XY07nWnDivWc75C]{map}. Anyone wading across the river must make a Challenging (+0) Athletics Test to keep their footing. Characters not tied together who fail may make a Hard (-20) Swim Test to make it across. If this is also failed, the Character must spend a Fate Point or be swept over the falls. Anyone who fails the first test but is tied to other Characters can be pulled upright if the Character next to them makes an Average (+20) Strength Test. If the result is an Impressive Failure (-4 SL) or worse, this Character also falls, then the next Character in the line may make an Average (+20) Strength Test, and so on.

" + }, + "Into The Unknown": { + "name": "Into The Unknown", + "text": "

The journey up the River Narn to the ‘Devil’s Bowl’ will take four days. Owing to the river’s current, the return journey will take only three days. The Narn is too shallow and rocky for the party’s boat, but @UUID[.YMz2qRfYwqkfavWD#the-baumenvolk]{the Baumenvolk} will provide a number of hide canoes (each one can hold two people and their gear). Going upstream, the travellers must paddle hard against the current, and when travelling downstream there is no need to paddle, although the paddles are still needed to steer the canoe. Any Character with any advances in the Row Skill will have no difficulty steering a canoe. 

There is no need to play the journey out in great detail, although if the adventurers look as though they might go off course, a few Beastmen will help keep them moving in the right direction. More important is to build up a feeling of growing peril. This can be achieved by making the Players describe their camping and watch-keeping arrangements in great detail, and by mentioning strange sounds in the distance, unnatural lights on the horizon, and other unsettling details.

The lands above @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} consist of a strange desolate wilderness, with few signs of life other than large, evil-looking crows. Further into the hills, the trees gradually change, and the majestic oaks begin to look somewhat warped and twisted. The air becomes still and musty. Huge cobwebs span gnarled branches, and whole groves of dead and dying trees dot the landscape. From their stricken limbs sprout obscene growths of red and purple fungi.

As the adventurers travel on, the scenery changes even more. Rocky outcrops thrust skywards between sparse copses of leafless trees. The river becomes shallower and faster, with stretches of rapids and small waterfalls, which can only be passed on foot by carrying the canoes and equipment. At such times, the stillness deepens perceptibly, only occasionally broken by ominous sounds in the distance.

In the heart of the Hills there are hardly any trees at all, just stretches of badlands punctuated with ‘meadows’ of a coarse moorland unlike anything the party has ever seen before. It is luminous green in colour, and seems to ripple as they pass — not with the wind, but under its own, sinister impetus.

A Surprise in Unterbaum

Unterbaum is a refreshing place: the perfect spot for the adventurers to rest, heal, and uncover useful information before or after they brave the Barren Hills.

Or is it? Such perfect peace and goodness seems unlikely in a place corrupted by warpstone. The villagers present a welcoming face, sure enough, but perhaps they have darker motives. They might be mutants themselves and the adventurers are only permitted to see those villagers who can pass for normal, while the rest hide in the nearby forest. Perhaps they plan to lull the adventurers into a false sense of security before using them in some horrific Wicker-Man-style sacrifice, or as the main course in a cannibalistic feast. Maybe they will hand the adventurers over to a powerful band of Beastmen as a tribute to ensure that they are left alone?

In any of these cases @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} will no longer have access to any blessings or miracles. Characters who worship Rhya, or follow the Old Faith, may begin to suspect that there is something about him that is not right if they make a Hard (-20) Lore (Theology) Test successfully.

The Devil's Bowl

The ‘Devil’s Bowl’ is the crater left by the warpstone meteorite. When it fell some 200 years ago, the Druids built a stone circle around the spot, to ward against its mutating power. They did the same at each place where other fragments landed. Nevertheless, the meteorite’s power was enough to blight the land for many miles around. For a hundred years, nothing grew in the hills — not even a blade of grass. But then, gradually, stunted, twisted growths began to appear. Grass began to cover the hills once again, but it is of a distinctly unnatural colour, moving even when there is no wind to stir it. Truly, the hills are alive...

At point A on @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl} map, the river becomes too small for canoes, and the party must continue on foot. It should be about midday on the fourth day out from Unterbaum at this point, and the party will arrive at the crater’s edge by dusk.

The main crater has filled with water over the centuries. It is surrounded by a stone circle, which is eerily silhouetted against the darkening sky. Corrobreth suggests that this is a good place to camp for the night, ‘We’ll be safest in the lee of the stones,’ he says.

A Voice in the Night

As night falls, Morrslieb rises full in the sky, hanging above the crater. Regardless of its normal cycle, Morrslieb always looks full from the Barren Hills. As midnight approaches, an eerie blue glow begins to play over the water, and the wind blows mournfully. From outside the circle a shimmering blue form approaches, and at the same time a wind whips up from nowhere and howls across the adventurers’ camp, sending dust everywhere and impairing vision. When the dust clears, the adventurers can see a torn and tattered female figure. Translucent and outlined with blue light, the woman moves without touching the ground, and no blood flows from the gaping wounds in her side.

In a distant, wheezing voice, she begs for aid. ‘Heelp meee... please help me. Lay my bones to rest, for I have walked these hills a long, long time. Follow and see... follow and see.’ The figure begins to move towards the caves, and if the characters do not follow she will try to persuade them. They will get no peace until they do. 

Brunhilde Gratten – Ghost

A hundred and twenty years ago, @UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde} was a scout for Dagmar von Wittgenstein’s expedition to find the warpstone meteorite. After finding what he sought, Dagmar murdered his whole party, stabbing Brunhilde repeatedly while she slept and burying the rest alive in the nearby cavern.

Since then Brunhilde has haunted the area around @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, yearning for a proper burial for herself and her companions. She will tell the tale of Dagmar’s betrayal — of how he led them into the lush hills to find a meteorite that he calculated had landed here, and of how he changed when he found it, becoming first secretive and then murderous.

The Cave

The entrance, point 1 on the @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, is concealed by the withered and twisted boughs of some vaguely human-shaped trees. The caverns rise to a height of 7 ft or more, but the passages connecting them are only 4 ft high.

Brunhilde leads the adventurers past the trees into a cavern where the hump of a shallow grave can be seen. This is Brunhilde’s own grave, and a few of her whitening bones poke through the top of the mound. Brunhilde begs the adventurers to restore her grave, and to reclaim the meteorite, as it is ‘a great source of evil.’ She also tells them that the bodies of the other expedition members can be found in the right-hand passage.

Skaven Attack!

Before the adventurers can move further into the caves, they hear the sound of squeaking voices from outside. A few seconds later, the Skaven leader @UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot Scaback} appears in the entrance passage, sword in hand. ‘Standstill!’ he squeaks. ‘Standstill, or die!’

Behind Crot are two other @UUID[Actor.zlWevMBbZHQrAdZg]{Skaven} with swords drawn, while three more are sneaking down the underground stream to surround the adventurers. Two move to block the entrance to the second cave, while the third heads down the nearer passage from the stream.

@UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot Scaback}

@UUID[Actor.zlWevMBbZHQrAdZg]{Skaven Warrior}

If the adventurers make any hostile moves, the Skaven attack. Otherwise, Crot will parley with the adventurers, trying to find out as much as he can while he waits for his trap to be sprung. ‘Stone, stone!’ he demands. ‘Where, where?’

Once the other three Skaven are in position, Crot moves to capture the party. If they surrender, the adventurers will be held at sword-point while Crot tortures one of them for information — and entertainment. Crot starts with @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth the Druid}, and the Skaven will be absorbed by the torture, giving the adventurers a chance to escape or overpower them.

If the party seems reluctant to fight, the ghostly @UUID[Actor.HFtAZZmdaSukdtkd]{Brunhilde} may attack first, unable to bear the thought of being cheated out of her eternal rest after coming so close. With a blood-curdling howl she launches herself at the Skaven, causing the ratmen to suffer the @Condition[Surprised] Condition for the first Round of combat.

If the Characters have not previously encountered Skaven, be sure to give them some time to discuss what they have seen. The creatures are considered myth, or at best long extinct, throughout much of the Empire. As the Characters have discovered, this is anything but true. The ratmen will appear again, both later in Death on the Reik, and in future installments of The Enemy Within campaign.

The Twisted Lands

If the adventurers get lost, or distracted, or simply decide to go wandering about at random across the Barren Hills, they may encounter some areas that have been more seriously affected by warpstone. Grognard GMs who own Fire in the Mountains, the first part of the Doomstones campaign, can find plenty of ideas in the chapter titled The Twisted Lands, which concerns another area affected by a warpstone meteorite. The section on Chaotic Terrain may be especially useful.

Pay attention to the warning at the start of that chapter, though. It cautions the GM not to weaken the party so much in the course of their journey that they are unable to survive what awaits them at the end of it. These events and encounters are intended to be challenging and entertaining, but not deadly.

For GMs who are interested in finding a copy, Fire in the Mountains exists in two forms: as a Flame Publications book published in 1989, and in the Hogshead Publishing reprint Fire and Blood, published in 1996. Both are for WFRP First Edition, and the former is available in PDF from Cubicle 7. At the time of writing there are no plans for fourth edition versions, but a Grognard GM will have no trouble with any necessary conversion work.

The Skaven

If the Players are expecting to encounter Skaven, it may be worth delaying this encounter. Grognard Players may have their Characters waste a lot of time and effort searching the Devil’s Bowl for any trace of the ratmen, certain that they are lurking somewhere nearby, ready to mount an ambush at any time. After all, wherever there is warpstone, Skaven cannot be far behind.

Let the Players search as much as they please. Wait patiently until they give up and decide to head back to @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} or @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, and then spring a Skaven attack on them when they least expect it. Perhaps Crot and his warriors are waiting in Unterbaum, and the people of @UUID[.YMz2qRfYwqkfavWD#the-baumenvolk]{the Baumenvolk} are secretly Skaven cultists. Perhaps they are waiting in secret tunnels beneath the The Roaring Falls inn, or perhaps, now that the Goblins have been cleared out from Black Peaks, they have moved into the mine and are waiting for the adventurers to return with the precious warpstone.

B. The Cave of the Dead

The cave entrance is sealed by a rockfall. From behind the rocks comes a barely audible scraping sound. From outside, the rockfall can be cleared in two hours. As soon as a man-sized hole has been cleared, a @UUID[Actor.gl8HCJtwlr8FdrLY]{skeleton} in tattered chainmail armour lurches through the opening and attacks. As it fights, it begs to be destroyed.

Each Round for the next 3 Rounds, another skeleton comes through the opening. These are the remaining members of Dagmar’s expedition, buried alive more than a century ago. Unable to escape, they kept trying to claw their way out. The skeletons wish to be destroyed, but they are compelled to attack by the decades of warpstone radiation they have absorbed. As the skeletons are destroyed they thank their saviours for releasing them, and collapse into dust.

Inside the cave are some rotten backpacks and other items of equipment. There is a total of @Credit[10gc3ss mode=split]{10 GCs and 3/–}, and a silver flask (1 GC) containing an enhanced Healing Draught that magically restores [[/r 1d10]] + Toughness Bonus lost Wounds, up to the drinker’s maximum. The final key to Dagmar’s secret library is among the debris (see @UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{The Signal Tower}). It is identical to those carried by the tower’s Zombie guardians. If the adventurers are still unaware of the significance of the observatory, they will also find a map identical to the one described in the @UUID[.wsNxD3SgKujtexF2#a-dead-horse]{Dead Horse} encounter.

If the adventurers miss these two items or fail to search the cavern thoroughly, the ghostly Brunhilde will point them out. ‘This pack was Dagmar’s,’ she says, pointing. ‘He left it behind, of course, but maybe there is something in there that will be useful to you.’ However, she will only be in a helpful mood if the adventurers have dealt with the skeletons and promised to give her a decent burial.

The Trail of the Red Crown

The Red Crown expedition will probably have left the Barren Hills before the adventurers arrive at the Devil’s Bowl (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}).

If the adventurers search the area around Devil’s Bowl thoroughly, they may be able to find the rival expedition’s abandoned campsite. There is nothing there but a cold fire-pit and some areas of flattened, yellowed grass where tents were once pitched. There is nothing of interest in or around the site.

With a successful Challenging (+0) Track Test, the adventurers can tell when the expedition left the area, and that they were headed back the way they came, towards Twin Falls. If the Players fail the necessary test, @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth the Druid} can provide this information.

" + }, + "Back to Kemperbad": { + "name": "Back to Kemperbad", + "text": "

The adventurers will have at least one reason to travel to the Barren Hills. The clues found in @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen’s} tower at Black Peaks indicate that she is travelling there for the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cult, and clues that they may have found in the study of Dagmar von Wittgenstein’s observatory also point to the same place.

The journey to the Barren Hills takes the adventurers back down @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.BveNztiwKAvyFxAa]{the Reik} to Kemperbad and up the River Stir to its confluence with the Narn. Passing through the remote village of @UUID[.YMz2qRfYwqkfavWD]{Unterbaum}, the adventurers learn something about the area, and may come across traces of the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists’ passing.

Back to Kemperbad

Information on Kemperbad can be found @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{here}. As before, the adventurers have the opportunity to trade and train there, but the GM must keep track of how long they stay in the town and where the Red Crown expedition is at the time (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}).

The Purple Hand Speaks

While the party is in Kemperbad en route to or from the Barren Hills, Lieberung’s double is approached by a shifty-looking character who is ‘not looking for trouble — just a quiet word in your ear.’ The cultist will flee at the first sign of any violence or spellcasting, but otherwise will deliver the following message in a harsh whisper.

‘What’s your game, Kastor? Why haven’t you been in touch? I do hope you haven’t forgotten that you’re supposed to be delivering a little windfall to the Inner Circle!’

Unless the Player comes up with a convincing bluff that all is well (that he is on his way to deliver the money now, and so on), the cultist will be very suspicious. With a threatening scowl he will depart, hissing: 

‘ You can’t fool us, you know. Once a member, always a member! You haven’t heard the last of this!’

Any attempt to stop the cultist will escalate into a full-scale brawl as he screams for help and accuses the adventurers of trying to rob or murder him. A hostile crowd will gather, and the cultist will escape in the confusion. A Watch patrol will arrive on the scene shortly afterwards and if they take a dislike to the adventurers — well-armed, suspicious-looking out-of-towners that they are, with no local trading connections to vouch for them — they will be fined half of whatever coin they happen to be carrying and released after a night in the cells.

For a typical cultist profile, see @UUID[Actor.coToMwKXdQLbuDVF]{The Cultists}.

If Lieberung’s double is dead, a cultist will instead approach one of the Characters with a very direct set of questions — ‘What have you done with Kastor, and where is the money?’ Pleas of ignorance will be met with disbelief and outright hostility, and it is made clear that a clock is ticking and only by producing Kastor or his inheritance will they make it stop.

The Barren Hills

If the adventurers ask about the Barren Hills while they are in Kemperbad, they will run into a wall of fear and revulsion. No one can provide specific information about the area, but everyone agrees it is best avoided. The adventurers will not be able to find a guide willing to accompany them, no matter how much money they offer. If they persist in looking for a guide and offer a ridiculous amount of money (over 1,000 GCs, or whatever the GM considers ridiculous), a guide will agree to accompany them, but as soon as the party leaves @UUID[.YMz2qRfYwqkfavWD]{Unterbaum} it becomes apparent that the guide knows nothing of the area.

Enquiries in the library at the town’s Temple of Verena will only reveal that the name ‘Barren Hills’ dates from some 200 years ago. Before then, the Hills were simply another upland area, and had no particular name. For the last two centuries, though, nothing has grown there and the area has been shunned as a place marked by Chaos. If the adventurers have missed any vital clues so far, the Library of Verena might be a good way to feed them that information in a different form.

The Red Crown 

It is important to keep track of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and her crony, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}). Their @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} expedition may well have beaten the adventurers to Kemperbad, but if not, the adventurers might run into them during this part of the adventure. For notes on handling accidental encounters between the two groups, see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx#meetings-with-the-red-crown]{Meetings with the Red Crown}.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[30, Reached the Devil's Bowl]{30 points for reaching the Devil’s Bowl.}

  • @Exp[20, Defeated/Escaped from the Skaven]{20 points for defeating or escaping from the Skaven.}

  • @Exp[30, Finding the final observatory key]{30 points for finding the final observatory key.}

" + }, + "Unterbaum": { + "name": "Unterbaum", + "text": "

Unterbaum is an idyllic, rural village, protected by druidic priests from the dangers of the Empire’s forests. Villagers have little interest in events in the outside world, and seldom travel farther than the river, where they trade grains and root vegetables for iron and tools. They are a trusting, peaceful folk, devout followers of Rhya, with a strong sense of hospitality, and will offer food and shelter to any traveller.

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The village stands in the centre of a large clearing, about a mile across, consisting of fields, goat pens, and pig sties. A rough wooden stockade surrounds a cluster of log cabins, all facing a large oak tree in the middle of the village.

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\n
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@UUID[Actor.Ee0M4M7ROmyzNhDl]{Vorster the Elder}

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@UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth The Priest}

\n
\n
\n

Astrit introduces the adventurers to @UUID[Actor.Ee0M4M7ROmyzNhDl]{Vorster}, the village elder, and @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth}, the village priest. Before the villagers will answer any questions, the necessities of hospitality must be observed. Food and drink are brought, and a cabin is placed at the adventurers’ disposal. All the villagers are open and friendly, and the village seems safe and welcoming. Vorster explains that few strangers ever visit the village except to trade, and gently enquires about the party’s intentions. If the adventurers explain that they are planning to venture into the Barren Hills, their hosts try to dissuade them from such a dangerous undertaking. Corrobreth tells the story of the meteor.

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\n

‘Many generations ago, the beings of Chaos poured out of their vile wastelands to despoil the land and gather souls for their despicable gods. It was a dark time indeed, for even the sky's vault above conspired with them. For days, the sky screamed and the Chaos moon howled and spat its evil upon us.

\n

To protect us, the Druids of old built a stone circle around the places where its foul expectorations landed, but it was barely enough. The land was blighted for generations, and around Devil’s Bowl, where the largest piece landed, strange, unnatural growths began to appear. I fear there are evil things still lurking in the hills, waiting till the time comes for them to rise up and sweep away all before them.’

\n

If the Red Crown expedition has already passed by, Vorster adds, ‘You are not the only ones venturing into the hills. Another group of strangers passed this way recently, led by a fair-haired woman and a dark-haired man. They did not stop here, but came up from the Twin Falls and headed straight into the hills towards the Devil’s Bowl.’

\n
\n
\n

The Baumenvolk

\n

There are 83 villagers (33 men, 35 women, and 15 children), living in peace with the land and each other within the Baumenvolk. Elder Vorster is their secular leader, while Druidic Priest Corrobreth provides spiritual guidance.

\n

The people of the Baumenvolk are generally tall and well built, and nearly all have green eyes and brown hair. They wear simple, homespun garments in shades of green and brown, with the occasional item of home-made jewellery. Most of the population are skilled farmers and crafters.

\n

The village Elder is elected by an assembly of all the adult villagers. The role is more one of administrator than ruler: the village assembly votes on all major issues, and the Elder implements the assembly’s decisions.

\n

The Villagers

\n

The villagers of the Baumenvolk are a hardy lot. The nearby forest, and the Barren Hills beyond, have encouraged them to be well prepared for interlopers. You may use the @UUID[Actor.VrW95rsxRaz16SJK]{Grissenwald Farmers and Farm Labourers} profile, for their statistics, but each adult in the village has a [[/r 1d100]]{50%} chance of carrying a shortbow. If so, they also have a Ranged (Bow) Skill of 35. 

\n
\n

If the adventurers will not be dissuaded from their quest, @UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} will offer to go with them. He needs to collect herbs, and has no wish for the adventurers to come to any harm. The adventurers would be well advised to accept the Druid’s offer, as without a guide, their chances of finding the meteorite crater are minimal. The Barren Hills extend over a huge area and they could wander for months without finding the crater.

" + } + } + }, + "Chapter 6: Wittgendorf": { + "name": "Chapter 6: Wittgendorf", + "pages": { + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[30, Saved the elderly villager]{30 points for saving the elderly villager.}

  • @Exp[10, Readed the records in the Temple of Sigmar]{10 points for reading the records in the Temple of Sigmar.}

  • @Exp[30, Gained the Blessing of Sigmar]{30 points for gaining the Blessing of Sigmar.}

  • @Exp[30, Destroyed Rousseaux's Rotgut]{30 points for destroying Rousseaux’s rotgut.}

  • @Exp[30, Destroyed or released the warpdust]{30 points for destroying or releasing the warpdust.}

As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.

" + }, + "Wittgendorf Village": { + "name": "Wittgendorf Village", + "text": "

@UUID[.IzElIQQryIcAWJ5B]{1. Wharf}

@UUID[.kAXCwOUU0oL8j10u]{2. The Shooting Star Inn}

@UUID[.W7qHxIXBRPthzGHY]{3. The Physician's House}

@UUID[.0wbxfMWPYQp5il2A]{4. The Temple of Sigmar}

@UUID[.nhb1hSQzQ4CKRNjK]{5. The Mill}

@UUID[.QrsLU0GL1Y1E2Oke]{6. The Shop}

@UUID[.HNVRjMppSP91qb1K]{7. The Boathouse}

" + }, + "Events": { + "name": "Events", + "text": "

These events occur at specific times while the adventurers are in Wittgendorf, as noted. The course of some events depends on the adventurers’ actions, and they should be adjusted as necessary.

Day 1 - Arrival

Welcome to Wittgendorf

When the adventurers arrive, a horde of beggars will limp out of the boathouse and hobble down the embankment path to gather around the boat. They thrust out their grimy hands and plead for money or food. If given either, they immediately begin to fight amongst themselves, only stopping if driven off or if one of them escapes with the alms.

The Pale Lady

As the adventurers reach the top of the track leading up from the wharf, they see a beautiful young woman dressed in dark blue, mounted on a white horse and surrounded by six armed guards amid a crowd of slack-jawed beggars. On a successful Challenging (+0) Intelligence Test, the adventurers will spot an obvious familial likeness between the woman and the portraits in the ruined observatory’s study (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9#the-observatory]{The Observatory}). The guards bear the Wittgenstein family crest on their shields and wear full-face helmets with sleeved mail shirts.

The young woman is @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, and she is supervising the abduction of yet another villager. A beggar lies on the ground with blood pumping from the stump of his arm. A young man struggles with the guards and upon seeing the adventurers he cries for aid, but is quickly beaten senseless. Lady Margritte stares coldly at the adventurers for a moment, then returns to the castle with her unconscious prize.

If the adventurers intervene, they will have to deal with the six @UUID[Actor.PYnvQPEqN5cWcDlo]{guard}. The guards have a foul stench, and anyone within 2 yd of a guard must make a Challenging (+0) Endurance Test or suffer a -10 Weapon Skill penalty for the duration of the combat. @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} will use spells to help the guards, fleeing to the castle if defeat seems certain. The fight is hampered by panicking beggars: all Initiative scores suffer a -10 penalty, and fleeing guards can automatically escape.

The Dog and Bone Man

While walking through the village, the adventurers see a beggar and a dog fighting over a bone. Unless they step in, the beggar will be slain after 3 Rounds and the dog will flee into the woods with its prize. A few rounds later, more dogs and beggars arrive to fight over the man’s body. This time, the beggars drive off the half-starved dogs and carry the body to the boathouse, where they will cook and eat it.

If the adventurers rescue the beggar, he will hug the nearest Character (be sure to check for them becoming @UUID[Compendium.wfrp4e-dotr.items.GTsxRqltZkK9Ltx0]{lice-ridden}), then pick up the dead dog and make his way into the nearest building. Another six beggars follow him inside, and together they cook and eat the dog. The adventurers can get no useful information from the beggars, but they may be offered a few scraps of meat.

The Watcher

As the adventurers explore the village, they may become aware (via the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent) that they are being watched by a comparatively smartly dressed individual. This is @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}, the village physician. If approached, he will introduce himself, welcome them to the village, and apologise for not coming to meet them earlier. Explaining that he is kept very busy ‘alleviating the suffering of these poor creatures,’ he invites the adventurers to call on him the next day at @UUID[.W7qHxIXBRPthzGHY]{his home}. He then departs.

Day 2

A Mother in Need

The adventurers are approached by Emrer, a desperate young woman holding a baby wrapped in a blanket. She begs them to help her baby daughter who is dying. The village’s physician has been worse than useless — all @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} gave her was some of his terrible rotgut, which only made the baby’s condition worse. Her baby refuses to eat, she says, and has a terrible green pallor to her skin. To make matters worse, Emrer’s husband was the young man taken to the castle by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} shortly after the adventurers arrived (see The Pale Lady, above).

Any Character looking under the blanket suffers @Corruption[minor]{minor exposure to Corruption}. Rather than an infant, the bundle holds a large but apparently docile spider. Eight hairy legs sprout from its body, which is covered in green fur. Whether this was once Emrer's infant, or a common spider of unusual, warpstone-induced size is unclear, but the troubled mother begs the Characters for assistance regardless.

The Two-Headed Sheep

The Characters see a two-headed sheep being chased through the village by a group of eight beggars, hobbling after it on crutches and propelling themselves on various wheeled carts. The sheep is one of many mutant creatures that live around here, and is harmless. Before the adventurers can intervene, it will escape the beggars and flee into the woods.

The Impounding

The evening following the adventurers’ arrival, a force of @UUID[Actor.PYnvQPEqN5cWcDlo]{20 guards} led by @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz, the Sergeant of the Guard}, rides down to the wharf. While eight guards board the adventurers’ vessel, the other twelve cover the Characters with their crossbows as Kratz orders the adventurers to disembark. ‘Get off this boat, you scum,’ he yells. ‘Get your filthy carcasses onto this wharf or you’ll end up feeding the crows.

If asked, @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} will explain: ‘This boat has been impounded because you didn’t call at the castle to pay the toll for use of this splendid wharf. Before you ask, it’s too late now to pay, even if you wanted to.’ A few of the guards laugh at this witticism. ‘Move along peacefully and no one will get hurt. Or of course, we could always feed you to the beggars.’ Disturbingly, the beggars look excited at this, and a few of them take an eager step forward.

The mooring fee is a lie, but Kratz will not listen to any excuses and the adventurers have little choice other than to comply. Their boat is taken through the @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.GeyXiHlLK2Q9XAC9]{castle’s water-gate} and tied up at the wharf there. Any offer to pay will be dismissed, as Kratz explains, ‘We’ll need some time to calculate the full scale of your fine. We’ll need to get the big abacus out for you lot.

Day 3

Three Pints and Three Straws

The next time the adventurers visit @UUID[.kAXCwOUU0oL8j10u]{The Shooting Star inn}, three castle guards enter. They take a moment to look around at the locals, who cower in their seats. They order three drinks and stare around menacingly. They do not remove their helmets to drink; instead each one produces a straw.

Anyone who attempts to leave will be aggressively told: ‘Stay where you are!’ The guards want to find out about the outlaws who have been attacking their patrols. 

They start off by threatening everyone present and demanding to know where the outlaws are hiding. None of the locals say anything — this angers the guards and one of them strikes the oldest local with a mailed fist, causing blood to run down his face. The guards demand information again, and again, but none is given. Then they drag the old man outside. ‘Watch this,’ one says, ‘and remember that next time it could be you. Maybe that will make you more helpful.’ Unless stopped, the guards hang the old man from a tree while the villagers look on. A variation of this scene will be repeated each day until the adventurers intervene.

The guards will defend themselves if the adventurers attack, but will flee if any of them are incapacitated. If the guards are driven off, the villagers become more friendly, and @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} (see below) offers to lead the adventurers to the outlaw camp. Staying in the village would be a mistake, as @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} and a dozen @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} come down from the castle after 2 hours, and conduct a thorough house-to-house search for the adventurers.

The Outlaws’ Spy

After any fight with the castle guards, the adventurers are approached by @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda}. This young woman is the outlaws’ spy in the village (see @UUID[.D0I5hIKc6H88GZvl]{The Outlaw Camp}). She offers to take them to the outlaw camp, pointing out that more guards are likely to come looking for them in the village.

" + }, + "A Bad Mooring": { + "name": "A Bad Mooring", + "text": "

The @UUID[Scene.S8AsUDOrkSu5TC5M]{village of Wittgendorf} lies on the west bank of the Reik, about a mile from Castle Wittgenstein. It was once thriving, but the arrival of the warpstone brought a dramatic decline in its fortunes.

\n

The atmosphere in the surrounding forest is oppressive. Huge, bloated butterflies and moths flit between the contorted trees, and large grubs crawl across the forest floor. The air is filled with unnerving sounds: growls, hisses, and cries are heard constantly.

\n

At night, the creatures of the forest come out to hunt and the adventurers are likely to run into bands of mutants and Beastmen who thrive in this area. None of the villagers ever enter the forest at night, and all warn against it. If the adventurers do venture into the forest after dark, refer to @UUID[.D0I5hIKc6H88GZvl#night-in-the-forest]{Night in the Forest}.

\n

The @UUID[.IzElIQQryIcAWJ5B]{village’s wharf} is rarely used these days, as river traffic avoids the village and castle. Road traffic is almost non existent, and anyone travelling from Kemperbad to Nuln either goes by river or uses the road on the eastern bank.

\n

Although it is still inhabited, Wittgendorf has the appearance of a ghost town. The streets are choked with debris and rank vegetation, and many of the buildings are in ruins. Half-starved dogs (and some emaciated people) roam the streets looking for food, frequently attacking each other in a ravenous madness. The current population comprises some 30 beggars, with about the same number of brow-beaten peasants and farm workers, plus a dozen or so degenerates who have taken to cannibalism. This last group has its lair at the abandoned @UUID[.0wbxfMWPYQp5il2A]{temple of Sigmar}. The rest of the population either fled the village or formed a band of outlaws in the woods, while other unfortunates were carried off to the castle for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} insane experiments (@UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}). All of the remaining villagers live in fear of the castle and its inhabitants, with the sole exception of the village physician, @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}.

\n

Arriving in Wittgendorf

\n

The town’s @UUID[.IzElIQQryIcAWJ5B]{wharf} is the only place to moor a vessel along this rocky stretch of the river. 

\n

Exploring the Village

\n

Most of the village is squalid and depressing, but there are two key locations: the @UUID[.W7qHxIXBRPthzGHY]{physician’s house} and the @UUID[.0wbxfMWPYQp5il2A]{Temple of Sigmar}. The adventurers’ chances of success will be greatly increased if they have thoroughly explored both locations.

\n

The Villagers

\n

The locals are wary of strangers, fearing that outsiders may bring the wrath of the Wittgensteins down upon them. Most of the villagers know of the outlaws in the forest, and many are sympathetic to their cause, but they will not tell the adventurers about them until the adventurers have proven themselves worthy of aid. If asked about the castle and its inhabitants, they will warn the adventurers to stay away for their own good, and for the good of the village: ‘Leave us be, if you’ve any decency. Things are bad enough, and you’ll only make them worse.’

\n
\n

Winds of Change

\n

Two years ago, a terrible and unnatural storm raged over the castle. There was no rain: just a howling wind, and lightning flashes leaped from the castle to the sky. This was followed by a week of ‘black rain’.

\n

From that time on, the few crops that still grew became twisted and discoloured. The grass and trees became warped and sickly, and the animals and people began to develop mutations. There are reports of two-headed cattle, green sheep, and all manner of diseases among the peasants.

\n

Though the villagers do not know it, this was a Warp Storm, the result of Lady Margritte’s experiments with her ancestor’s Warpstone. While this might have given others pause, the widespread effects of the storm only heightened the noble’s certainty that this fell material was a sure path to sorcerous power.

\n
\n

@UUID[Actor.o70nVj9zFugOHPoP]{The Beggars Of Wittgendorf}

\n
\n

Talking to the beggars yields nothing more than pleas for money and food, interspersed with incoherent ramblings that include no useful information.

\n

The beggars will continue to bother the adventurers throughout their stay in the village, and at any time the party will be followed by [[/r 1d10]] Beggars. They will flee if attacked, only to return later. Successive beatings keep them at a respectful distance, but if a beggar is killed, the others will summon up the courage to attack in a mob. 

\n

When they are not following the adventurers, the beggars can be found lying in doorways and elsewhere, drinking from dirty blue bottles.

\n

There are 30 Beggars in total. Once respectable villagers, they have lost both health and reason to the effects of the warpstone, and to @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux’s} rotgut liquor. Some have withered limbs, and others have crude stumps where mutated limbs have been hacked off. Facial deformities are common, such as missing noses, ears, eyes, overlong teeth, and so on. All have open sores, and their breath smells of stale alcohol. Their filthy, ragged clothes are crawling with lice.

\n

The beggars are sold rotgut liquor by @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt Kutzmann}, a servant to the village physician, @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Unknown to anyone but @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, the rotgut contains powdered warpstone which exacerbates the beggars’ condition. Even Rousseaux believes the powder to be a rare medicinal chemical.

\n

The Cannibals

\n

Some of the desperate villagers have taken to eating corpses from the graveyard in order to survive. They live in the abandoned @UUID[.0wbxfMWPYQp5il2A]{Temple of Sigmar} and move around the village via secret passages dug underneath it. So far they have not preyed on the living, but they are running short of corpses, and they are preparing to kill and devour the other villagers.

" + }, + "The Outlaw Camp": { + "name": "The Outlaw Camp", + "text": "

The outlaw camp lies just over a mile from the village, and is well concealed. Unless led there by @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} (see @UUID[.vl2OYEHYmQRez1VP#the-outlaws-spy]{The Outlaws’ Spy}), the adventurers will only find it after a thorough search of the surrounding forest. A successful Difficult (-10) Track Test will reveal intentionally obscured tracks leading to the outlaw camp. With Hilda leading the way, it takes about half an hour to reach the camp.

The Forest

The forest surrounding the village is dark and sinister. Tall trees spiral upwards to the sky, blocking out the light. The floor of the forest is covered with sickly-looking fungal growths, and tree roots seem to reach out to snag passers-by. Although no one will ever see a root move, you may impose Athletics and/or Perception Tests at intervals, to avoid tripping.

Hilda seems alert, but unaffected by her surroundings. If the adventurers ask about the forest, she will say that although it has changed dramatically since the storm (see @UUID[.8YtW0I7KGhdAjj2Y#winds-of-change]{Winds of Change}), it is usually safe during the day. During the night, though, terrible creatures come out to hunt.

The Fungus

The fungus that covers the trees has a warty skin, an unpleasant colouration and a musty smell. A close inspection reveals what might be crude caricatures of human facial features, leering out of a mass of decay. 

The fungus is harmless unless eaten. Anyone foolish enough to eat it must make a Challenging (+0) Endurance Test or spend 2 Rounds vomiting. Even those who successfully pass their test will be afflicted by stomach pains after 30 minutes, lasting for [[/r 1d10]] hours. During this time all Tests suffer a -20 penalty.

The Outlaws

In the original adventure, the outlaws were a small group of noble souls from Wittgendorf, untouched by the corruption and dedicated to resisting the evil von Wittgenstein family and restoring justice. They are natural allies for the Characters, and can provide much-needed reinforcements.

There is a risk the Players might see them as an easy resource to be used and discarded, which is why the text makes it so clear that they will go no further than the gatehouses, and at most @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} and two others will accompany the adventurers.

It may surprise the Players if they discover that the outlaws are using them, rather than the other way around. The most obvious way to do this is to have the outlaws be secret mutants or cultists. They may even be in league with the von Wittgensteins despite all appearances, and willing to lead the adventurers into a trap for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}.

Alternatively, they may be in league with the Skaven, using the adventurers to weaken the castle’s defences and locate the warpstone in exchange for the ratmen's assurance that they will remove it immediately. The outlaws hope the stone’s baleful influence will be lifted from the castle and its surroundings, and things will return to normal.

If neither of these scenarios is appealing, the outlaws may simply want to use the adventurers to dispose of the von Wittgenstein family and their retainers. They will move through the castle, killing anyone the Character's spare, perhaps brutally executing several sympathetic NPCs, such as the peaceful Ludwig and the deranged but harmless Fritz. This done, they intend to occupy the castle and declare Wittgendorf a free city-state — an ambitious plan, to put it mildly.

Night in the Forest

The forest is even more sinister at night. Strange shadows flit amongst the trees, and the adventurers will occasionally catch sight of red eyes staring at them from the darkness. An oppressive silence falls, punctuated by sudden, bloodcurdling screams and yells. The sounds seem to be coming from all around, but this is an illusion caused by the darkness and the strange character of the forest. It is hard not to feel that something evil is closing in on the adventurers.

Suddenly, a lone Beastman comes bursting through the undergrowth. As it attacks, more howls can be heard from other creatures that are closing in on the adventurers’ location. A small group of Beastmen and mutants will arrive in another 15 minutes, and another, slightly larger group a few minutes after that. See 'The Bestial Horde' below for statistics for these creatures. These encounters will persist, growing ever more dangerous, until the adventurers leave the forest or reach the outlaw camp.

The Bestial Horde

@UUID[Actor.Y6YXumQskhYNhT4c]{Beastman – Gor}

@UUID[Actor.6ErSA0Dmya7Yt9Lk]{Pig Headed Mutant}

@UUID[Actor.Bu4Cw65z1l7t4T0y]{Goat Mutant}

@UUID[Actor.je17I8EOzdG7s5lz]{Emaciated Mutant}

@UUID[Actor.twEyPCWxbSP0goe1]{Big Eared Mutant}

@UUID[Actor.9VrWyL1JVLRtY8au]{Green Furred Mutant}

@UUID[Actor.WsWe8ZcQYJpa3NsE]{Three Eyed Mutant}

Additional mutants can be generated randomly, using the @Table[mutatephys]{Physical Corruption} table.

The Protected Area

The area around the outlaw camp is protected by the goddess Rhya, who watches over the outlaws and has protected them from the effects of the warpstone. This area is marked by normal vegetation and creatures, and the oppressive atmosphere of the forest ends as the adventurers pass into this expanse of natural woodlands. However, even Rhya’s protection cannot stop the warpstone from leaching through into the surrounding land, and it is only a matter of time before the outlaws are afflicted by it.

The outlaw camp is protected by traps. There is one trap per Character, and one more for good measure. If the Characters are making their way to the camp by themselves, a Difficult (-10) Perception Test is required to notice these traps. The traps are an assortment of snares and spear-throwers. The lead Character has a @[[/r 1d2]]{50%} chance of activating any trap they fail to notice. If the trap is not noticed or activated, the following Character has a @[[/r 1d2]]{50%} chance of setting it off, and so on. Snares grab Characters by the ankles, yank them off the ground and leave them suspended upside down. Each spear thrower fires a single spear at the Character who activates it, requiring a Challenging (+0) Dodge Test to avoid taking 11 damage.

There are 20 outlaws at the camp, led by @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid}, an ex-priestess of Rhya. They offer the adventurers their hospitality, and Sigrid can provide directions to a @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.GZiiHcoKCrs5qm7P]{cave} that she believes leads into the castle. She will warn against going there, however, calling it a 'den of madness and death.' She has been into the cave, but the strange, unnerving gibbering she heard drove her back.

@UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid Sommerfeld}

@UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda Eysenck}

@UUID[Actor.R1IWXaphx1LoMgkX]{Outlaws}

Any adventurer may spend 100 Experience Points to enter the career of @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.SrqxyWytyki4WYgC]{Outlaw} while at the camp, even if they are of a different class, or if their current career is incomplete. Characters who remain friendly with @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} and her followers may also return later for training.

Leaving The Camp

When the adventurers are ready to leave the camp, @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} will guide them to wherever they wish to go. After travelling for 30 minutes the adventurers will encounter @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} leading a group of six @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. The guards are accompanied by a Beastman with an enhanced sense of smell, and are searching for the adventurers. At the moment, though, the adventurers are downwind of the Beastman and safe from detection. Kratz is on horseback, and is clearly visible. 

If the adventurers are quick and cautious, they will be able to ambush the patrol, which will reach their position in 4 Rounds. If the adventurers do not attack, the Beastman will not fail to notice them as it passes. If Kratz is killed, the guards must make a Challenging (+0) Cool Test or flee to the castle. @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} will encourage the adventurers not to let any of the patrol escape.

Use the @UUID[Actor.Y6YXumQskhYNhT4c]{Beastman} profile from @UUID[.D0I5hIKc6H88GZvl#night-in-the-forest]{Night in the Forest} (see above), but with the addition of the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} trait.

" + }, + "1. Wharf": { + "name": "1. Wharf", + "text": "

Wittgendorf 's crumbling, neglected wharf has been home to more rats than boats in recent years.

" + }, + "2. The Shooting Star Inn": { + "name": "2. The Shooting Star Inn", + "text": "

The Shooting Star was once a thriving inn, but its occupants now rarely number more than the landlord and a handful of locals who have not yet been seriously affected by Rousseaux’s rotgut. Both the landlord, @UUID[Actor.WRadDGyMqHvgOBYv]{Herbert Marcuse}, and the locals avoid talking to outsiders if possible, but they will respond to direct questions regarding the village and its surroundings. 

\n

They can give directions to the ruined @UUID[.0wbxfMWPYQp5il2A]{Temple of Sigmar} and the @UUID[.W7qHxIXBRPthzGHY]{physician’s house}. They refuse to talk about the castle, and whenever it is mentioned they suddenly focus on something else, like a beer-mug that urgently needs polishing or a fascinating piece of dirt on the edge of a table.

\n

The inn has rooms available if the adventurers wish to stay. The bedding is mouldy, but surprisingly free of vermin. There are ample supplies of beer, but very little food. Herbert explains that the adventurers are the inn’s first guests in three years. Herbert will stretch his meagre supplies as far as possible to feed his guests. The chickens in the back yard all have two heads and three legs. When cooked they look very strange, and the vegetables have an unnatural colour to them. Despite these worrying details, the adventurers will not suffer any ill effects from eating in the inn.

\n

Herbert Marcuse, Innkeeper

\n

@UUID[Actor.WRadDGyMqHvgOBYv]{Herbert} has been landlord here for 20 years. His family perished shortly after the warp storm and he now runs the inn on his own. Herbert is depressed all of the time and shows it. He is very guarded about events in the village, especially when talking to outsiders, and he is aware of the cannibalistic tendencies of some villagers, but will not speak of it. He would be horrified to discover that the ghouls have broken through into his cellar!

\n
\n

@UUID[Actor.WRadDGyMqHvgOBYv]{Herbert Marcuse}

" + }, + "3. The Physician's House": { + "name": "3. The Physician's House", + "text": "

@UUID[Scene.OCvSWZfksYaYg2z2]{The Physician's House}

Understanding the relationship between @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} and @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is the key to success in the village. The physician does his best to appear as a well-meaning, selfless benefactor to the afflicted peasants, but the truth is somewhat different. To learn this truth, the adventurers will not only have to talk to Rousseaux, but also search his house and cellar. The physician, meanwhile, having reported to the castle, will try to arrange a dinner party at which the adventurers can meet Lady Margritte. The dishes, however, will be drugged...

@UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}

@UUID[Scene.OCvSWZfksYaYg2z2]{Rousseaux’s house} is well maintained, one of the few without visible signs of decay. Rousseaux lives here with his housekeeper, Frau Blucher, and his imbecilic assistant, @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt Kutzmann}. Characters watching the house will see beggars entering the @UUID[.W7qHxIXBRPthzGHY#i.-yard]{yard} throughout the day and leaving again after a few minutes, clutching blue bottles of rotgut.

Arriving at the house, the adventurers are met by Frau Blucher, the housekeeper. She is a diminutive, elderly woman, who is short-sighted and somewhat hard of hearing. She peers at the adventurers quizzically, seeming to ignore all but the loudest of remarks, before showing them into the @UUID[.W7qHxIXBRPthzGHY#c.-surgery]{Surgery} to see @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. If attacked or threatened, Frau Blucher will scream loudly and faint.

A. The Hallway

There is a wooden bench against one wall for patients who cannot stand unaided. Visitors will be asked to leave their cloaks or coats here.

B. Dining Room and Kitchen

These two rooms are where Frau Blucher spends most of her time when she is not cleaning the house. There is nothing unusual about either of them. The kitchen cupboards contain only a stale loaf and a few meagre supplies.

C. Surgery

This is where Frau Blucher will show the Characters in to see @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. On their first visit, Rousseaux will be busy in his cellar, and will not enter for several minutes. During this time the adventurers are left to their own devices.

Rousseaux sees patients here, and the room has been decorated with an eye to inspiring confidence. The office is equipped with a desk, four chairs, a couch, a wall cupboard, and a bench. In one corner of the room, a skeleton hangs in an iron frame. Hanging on the wall behind the desk is a framed parchment declaring Jean Rousseaux to be a graduate of Quenelles University’s Department of Physicians. This is a fake, but the parchment is an exceedingly good forgery.

On the desk are a quill, ink, sand (for drying fresh ink), and parchment. The desk's large drawer is not locked, and contains a letter from @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.LDMwD8fGY0bCZ83s]{Handout 12}).

The cupboard is unlocked and contains numerous bottles of coloured water and coloured sand. There is also an unmarked glass bottle of blue @UUID[Compendium.wfrp4e-dotr.items.zQBh7HQBBaTL9rRb]{rotgut} in here, and a pottery jar containing five Chaos Leeches (see below). On a bench next to the cupboard are various surgical implements and other physician’s tools.

The Warp-Dust

One of the vials in Rosseaux's cellar contains a small amount of a green tinted dust, which is in fact powdered warpstone. It may be identified as such with a successful Challenging (+0) Lore (Magick or Chaos) Test. If the vial is opened, the dust swirls about as if alive, shaping itself into a crude but recognisably humanoid face. If the vial remains open, the congealed dust suddenly flies out, landing on the corpse and sending hundreds of flies buzzing into the air. When the storm of flies clears, the @UUID[Actor.mgg2XiN562IP1e2J]{corpse} will sit upright, as dark, slimy tentacles sprout from its body. These tendrils strike at any Character within 2 yards.

If the adventurers take the vial with them and open it later, the dust will behave in a similar manner, animating any nearby corpse, whether human, monster, or animal. Lacking a corpse, it will attempt to throttle the Character opening the bottle, using two dark, evil-looking tendrils that rise out of the bottle. A successful Challenging (+0) Dodge Test allows the Character to get out of the way, dropping the bottle in the process. Failing to dodge results in the Character taking 3 Wounds, ignoring Armour, each Round until dead. The tendrils may be pulled off by another Character who makes a Challenging (+0) Strength Test. If the warp tendrils are pulled off, or the bottle is dropped, the warp dust dissipates into the air and disappears.

Unless stopped, the @UUID[Actor.mgg2XiN562IP1e2J]{corpse} breaks through the door into the tunnels, ignoring the adventurers as long as they keep their distance. The warpstone infusing its body draws it to the fragment of warpstone beneath the castle. If they follow, it will lead them to the graveyard, and from there, it makes for the castle, entering through the @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.GZiiHcoKCrs5qm7P]{secret entrance}.

Chaos Leeches

These leeches have been affected by the warpstone. Their slimy skins are mottled with garishly bright colours; they have developed strong jaws and human-like faces. If forced to fight, Rousseaux will throw the jar of leeches at the nearest enemy, up to 2 yd away. If his throw is successful, SL + 1 leeches hit and immediately begin to burrow into the Character’s skin. They do no damage on the first Round, but thereafter their burrowing automatically inflicts 1 Wound per leech each Round. The leeches can be removed by burning or can be dug out with a dagger. Either remedy inflicts normal damage unless performed by a Character with the @UUID[Compendium.wfrp4e-core.items.NP4EHyyh1yOLbsPU]{Surgery} Talent.

D. Study

@UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} uses this room as a study and to entertain guests. If the adventurers are polite to him and make a successful Average (+20) Charm Test, Rousseaux will invite them in here for a drop of Bretonnian brandy. If asked about the brandy, he will claim he brought it with him to Wittgendorf when he first arrived from his native Bretonnia, but anyone with the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent who examines the bottle and succeeds in a Challenging (+0) Intelligence Test will realise that the brandy is only one year old. If pressed, Rousseaux will confess that the brandy was a gift from @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte von Wittgenstein}.

The study contains a locked bureau, a couch, three easy chairs, and a bookcase that stands against one wall. Since this room is directly underneath Rousseaux’s bedroom (F), be sure to make an Opposed Stealth/Perception Test between Rousseaux and the Characters should they break in here at night and try to force the bureau open. If he hears any noise, Rousseaux will come to investigate. Inside the bureau are various writing materials and a book with Rousseaux’s notes on the effects of the warpstone dust (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.u7qmNEHdWfGwkvcu]{Handout 13}). There is also an unfinished letter to Lady Margritte (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.gbzUrZVYZ7cpfEbp]{Handout 14}), and a locked cash-box (D -10, SL 2) containing a @UUID[Compendium.wfrp4e-core.items.BBiL0DSHcdPakVBS]{signet ring} bearing the von Wittgenstein crest (value 5 GCs), as well as @Credit[8gc10ss6bp mode=split]{8 GC, 10/6} in assorted coins.

The bookcase contains various medical treatises from Rousseaux’s student days, and conceals the entrance to the cellar. A successful Challenging (+0) Perception Test reveals a catch that causes the bookcase to swing open, revealing a flight of steps leading down to the cellar. A stench of decay wafts up from below when the secret door is opened.

E. Cellar

A flight of rickety wooden steps leads down into the cellar. It is here that @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} mixes the powdered warpstone into his rotgut. Across the room is a table with several vials and bottles upon it. A locked (D +20, SL 0) wooden door (TB 2, W15) leads to the cannibal tunnels beneath the village. A strong stench of decay emanates from a buzzing mass of blackness lying on a bench against the far wall.

If the Characters move towards the buzzing mass, hundreds of flies swarm into air, revealing a decaying human body. The flies are harmless, and will settle back onto the corpse after a few minutes. The body once had four arms, but they have all been sawn off; the bones and a surgical saw can be found in a bucket under the bench. Having developed a taste for human flesh, Rousseaux has arranged for the cannibals to bring him bodies.

On the table are a set of scales, a pipette, and assorted vials of coloured water and sand. One of these vials contains warpstone dust. There is also a gallon jar of rotgut, a length of rubber tubing, a funnel, and a stock of empty blue bottles. 

F-H. Bedrooms

These rooms are where @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} (F), Frau Blucher (G) and @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt} (H) sleep. There is a miniature portrait of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} over Rousseaux’s bed. On his dressing table is a jar containing a white salve, and another containing the white powder that he uses to treat his flaking skin.

I. Yard

The yard is surrounded by a wooden fence 5 feet high. During the daytime the gate is unlocked, and beggars can be seen coming and going. At night it is usually locked  (D +0, SL 0)

J. Brew House

The brew house is a wooden building containing @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux’s} still. During the day it is tended by @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt Kutzmann}; at night it is locked (D+0, SL 0). The shelves are lined with blue bottles containing rotgut, and numerous empty bottles are heaped in one corner. Anyone looking under the heap will find a trapdoor leading to the cannibals’ tunnels.

The still is made from old copper piping, and is encrusted with filth. There is a dark brown mould around the tap and, on close inspection, tiny writhing tendrils can be seen growing from it. These are harmless unless they stay in contact with the skin for an hour or more, in which case this counts as a @Corruption[major]{Major Exposure to Corruption}.

A bucket next to the still holds a bubbling, purple sludge. This is fermenting juniper berries, used by Rousseaux to cover the worst of the rotgut’s flavour. The adventurers do not know this unless one of them makes an Average (+20) Test using a suitable skill, such as Trade (Brewer) or Lore (Herbs). There are no traces of warpstone here, apart from those that have affected the tap of the still, as @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} doesn’t trust @UUID[Actor.gjlMsoOEcSH8lNQs]{Kurt} to handle the precious powder.

The Innocent Physician

If the Players show signs of wanting to confront @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} before their Characters have had time to become suspicious of him, you can make a few changes. It is @UUID[Actor.WRadDGyMqHvgOBYv]{Herbert Marcuse}, not the good doctor, who is distributing warpstone-laced food and drink at @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} behest. The still that produces the contaminated rotgut is in the cellar of his inn. Rousseaux, for his part, has been affected by the dust but is completely innocent — in fact, he is actively trying to help the villagers with his limited medical skills.

@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} communicates with Marcuse through one or two of her guards who are regulars at his inn, but never goes there herself. She corresponds with Rousseaux as a means of keeping tabs on his efforts, and dines with him once in a while to help keep him docile and to maintain her own charade of innocence.

Any correspondence the adventurers find in the physician’s house will be completely innocent — Rousseaux commenting on changes in the villagers’ conditions and the efficacy (or lack thereof) of his own preparations, @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} asking questions and making suggestions. However, Players who are already suspicious might still assume the two are conspiring to poison everyone.

At the inn, meanwhile, the most the adventurers might find are a brief note or two giving Marcuse instructions that ‘a new preparation will arrive tomorrow, to be distributed as before,’ or that ‘your man should dilute all future batches by one-tenth more than previously.’

Event: A Dinner Party

This event occurs only if the adventurers accept @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux’s} invitation to meet @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} over dinner. Having invited the adventurers to call at his house at seven o’clock the next evening, he will then politely encourage them to leave. If they watch his house, they will see him go up to the castle almost immediately.

At six o’clock on the day of the dinner party, a carriage arrives at Rousseaux’s house carrying @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and four guards. Lady Margritte enters the house and the carriage departs to return to the castle. The four guards station themselves in the kitchen, just by the door.

When the adventurers arrive, Frau Blucher answers the door to the adventurers and shows them into the study, where Rousseaux and @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} are waiting. After introductions are made, both of them chat politely but avoid the subject of the town’s condition, commenting only that times are hard. After a few minutes, Frau Blucher announces that dinner is served and shows everyone into the dining room.

The food looks and tastes good. However, the adventurers’ portions are laced with @UUID[Compendium.wfrp4e-core.items.OfGoWncevRmuj5TX]{Nightshade}. Once the herb has taken effect, the guards (who have been waiting in the kitchen) rush in and try to overpower the adventurers. If they succeed, they carry the adventurers up to the castle and lock them in @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.7cwT5awu3Ffwi9Dz]{the dungeon}

If the adventurers refuse to eat, or become aggressive, their host will call the guards who try to overpower the adventurers — or at least protect @UUID[Actor.vgazeY44kVGP4tmW]{Rousseaux} and cover @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} flight back to the castle.

The Worst Dinner Guests

If Grognard Players are too obvious in preparing for an attack at the dinner party, let it be a completely innocent affair in which no one is poisoned. @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} simply wants to see these newcomers for herself, and judge whether or not they present a threat to her plans. If she believes that they do, she orders @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} and his guards to watch them, before taking the first opportunity to surprise and capture them. She will then take them to the castle, to be held in the dungeons until she finds a use for them in her experiments.

If the adventurers manage to avoid capture — and especially if they kill or seriously injure @UUID[Actor.1rnx5OhLRhiUK29X]{Kratz} or any of his guards in the process — all the guards will be on the lookout for them, and will attack without challenging them first. If the adventurers need help to avoid capture, Sigrid and a few outlaws may come to their aid, appearing from cover. They will explain later that they have been watching the adventurers ever since @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} reported their arrival in Wittgendorf.

" + }, + "4. The Temple of Sigmar": { + "name": "4. The Temple of Sigmar", + "text": "

Abandoned when the village priest was mysteriously killed six months ago, the @UUID[Scene.Z7vy3UE3enAizm0L]{Temple of Sigmar} has been taken over by the cannibals. Asking about the temple and its priest will be met with silence, or muttered excuses about ‘some pressing business.’ Only Rousseaux will answer the adventurers’ enquiries, explaining that the priest was killed in a freak accident when a decorative spike was blown off the temple roof during a sudden storm and skewered him as he ran for shelter. The temple contains much information that should help the Players understand what is going on in the Barony of Wittgenstein. 

Entering the Temple

During the day, there will be no sign of any cannibals in any area above ground. If not already involved in a fight, there is a [[/br 1d4 # Cannibal Encounter]]{25%} chance of encountering 1D10 cannibals for every five minutes of game time spent underground in the crypts, mausoleum, or tunnels. At night, this chance increases to [[/br 1D10] cannibals for every five minutes of game time spent underground in the crypts, mausoleum, or tunnels. At night, this chance increases to [[/br 1d10 # Cannibal Encounter]]{40%}, and there is also a [[/br 1d4]]{25%} chance of running into [[/br 1D10]] cannibals in those areas of the temple that are not described as ‘avoided by the cannibals’.

A — Foyer

This antechamber contains only a broken wooden offertory stand from which the silver alms tray has been stolen. Frescoes on all four walls depict famous scenes from the Life of Sigmar.

B— Temple

The cannibals avoid this consecrated area. Built over the site of the village’s first temple, centuries of worship have given this room a permanent aura with the effects of a @UUID[Compendium.wfrp4e-dotr.items.7UntMNNLpHTquCxi]{Zone of Sanctuary} Miracle. A large altar stands on a raised dais at the south-eastern end of the temple, and behind it is a stone statue of Sigmar. The god’s right hand is raised as though in blessing, but is in fact a cleverly concealed lever that causes the altar to descend silently into the crypt below (raising the arm raises the altar again). In the far corners of the dais are two magical lanterns on stands. They burn continually without fuel, and cannot be extinguished unless removed from the temple, nor relit until they are returned.

The vaulted ceiling is decorated with an elaborate script in the Classical language. Any Character who has the skill may make an Average (+20) Language (Classical) Test to understand it. The inscription is a kind of short hand version of the temple’s history. It tells how it was founded during the reign of Emperor Boris I. Characters with the Lore (History) Skill may recall the information about Boris ‘Goldgather’, see @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.qut1g4DjcfhyZ5HR]{Timeline of the Reikland}. It also says that the temple was built on the site of one of Sigmar’s legendary battles. Another part of the inscription eulogises a knight named Siegfried von Kesselring who defended the newly-built temple against an assault by Beastmen led by a Warrior of Chaos. With the aid of Barrakul, his magical sword, he was able to hold off the assault until reinforcements arrived, but was fatally wounded in the process. He was buried, together with his sword, in the temple’s crypt in a funeral conducted by the Grand Theogonist himself.

There is a large key (to @UUID[.0wbxfMWPYQp5il2A#d-—-room-of-records]{Area D}) on the altar, and next to it is a leather-bound book lying open at the section that tells the Legend of Sigmar. Anyone who examines the book will notice that it is resting on an ancient piece of parchment. The parchment is also written in Classical, and foretells Sigmar’s return to save the Empire in its hour of direst need (see @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.Vsg2TbnPmwE1CtiQ]{Handout 11}). Any Character who reads this aloud (you may determine if it is with suitable reverence) will receive a blessing.

The lanterns dim and then flare brightly, and the statue’s eyes glitter with intelligence and life. A voice, audible only to the Character who read from the parchment, says, ‘That hour is fast approaching. Will you be ready?’ If the Character replies in the affirmative, the voice continues. ‘I shall give you a sign. Go now, and find the source of the chaos which warps my lands.’ The lanterns dim and flare again, leaving the statue looking normal. The blessed Character will be healed of any and all wounds, and will a gain a +10 bonus to all Fear Tests for the next 24 hours.

Other Characters may read the scroll to receive the same blessing, but no one may receive it more than once. Those who are mocking or disrespectful, or who fail to announce their readiness, will never receive the blessing.

The Cannibals

Driven insane by the effects of the warp storm, some villagers have resorted to cannibalism. They live in the abandoned Temple of Sigmar, and travel via a system of passages under the village.

The cannibals are identical to the village @UUID[Actor.o70nVj9zFugOHPoP]{beggars} at first glance, and have identical profiles. They are dressed in rags and armed with an assortment of clubs and bones (Improvised Weapons).

Having devoured all of the corpses in the crypt and graveyard, they are now planning to capture and feed on their fellow villagers — starting with the occupants of @UUID[.kAXCwOUU0oL8j10u]{2. The Shooting Star Inn}.

Their feral existence is gradually eroding their humanity, although they have consumed very little rotgut and are relatively free from mutation. They are ashamed of their cannibalism, however, and will try to kill any outsider who discovers their secret.

When these creatures first see the adventurers, they will mistake them for emissaries from the castle. The cannibals will not attack, but will try to rebuff any attempts at conversation by protesting that they ‘cannot spare any more food’ (by which, of course, they mean corpses). If and when it becomes clear that the adventurers have no connection with the castle, a successful Challenging (+0) Charm Test will convince the cannibals to explain that Lady Margritte has mounted a number of expeditions to remove bodies from the graveyard and mausoleum.

C — Priest’s Room

This room was once simply furnished with a plain cot, a chest for clothing and other belongings, and a shelf bearing for books and religious images. It is now a complete mess as the cannibals have ransacked the room and apparently tried to set fire to it, but without success.

D — Room of Records

The door to this room has a magical lock. It may only be unlocked with the key from the altar (Area B, above) or it can be broken down (TB 5, W 15). The cannibals started hacking at the door but gave up before inflicting any serious damage.

Inside, there is a large writing desk with equipment for illuminating manuscripts, and shelf after shelf of scrolls and books, which do not appear to be in any particular order. All of Wittgendorf ’s records are here, including centuries of harvests, births, deaths, marriages, and so on. Characters with the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent will turn up one of the following clues for each hour spent searching these records.

Until about 100 years ago, the area produced crops in abundance, and was famous for its fine wines.

The brother of the local baron, Dagmar von Wittgenstein, was renowned as an astronomer, and suspected of researching sorcery. He disappeared for a while on an expedition into the Barren Hills. He returned alone, bearing a large, lead-lined crate. The next harvest was a disaster. The crops failed completely and wine from even the finest vineyard turned sour. With each succeeding year, things got worse. Peasants began to leave the area, while those who stayed slowly starved.

In more recent history, the storm of two years ago is also recorded. Its effects echo the decline that occurred after Dagmar’s return to the castle — see @UUID[.8YtW0I7KGhdAjj2Y#winds-of-change]{Winds of Change}. After the storm the malaise afflicting the land clearly escalated, from mutated animals and people to warped vegetation. There are no entries dated later than six months ago.

E — Kitchen and Stores

Once plainly furnished with items that might be found in any Reikland kitchen, this room is now filthy. The cupboards have all been ransacked and the crockery smashed. If no cannibals are encountered in here, the adventurers will disturb a group of rats chewing on a pile of bones in one corner. The rats are not aggressive and can easily be frightened away. Characters may make a Challenging (+0) Heal Test, or an appropriate (Apothecary or Embalmer) Average (+20) Trade Test to identify the bones as human.

G — Receiving Room

This is the room where corpses were prepared for burial. It is now a filthy mess. There is a large table in the middle of the room, and various ceremonial bowls and robes lie smashed and torn about the floor. There is nothing of value to be found.

H — Crypts

The crypts are dank, dark, and dismal. Human Characters will need a light source to see anything. The niches (except one: see below) which once held the corpses of former priests and other notable villagers have been broken open and their occupants removed by the cannibals. Gnawed bones litter the floor, and a freshly-dug tunnel may be found behind one burial spot (see @UUID[Scene.Z7vy3UE3enAizm0L]{map}), leading to a network of tunnels beneath the village.

The only unopened niche bears a plaque which is still legible despite its age: ‘Here lyeth the body of Siegfried von Kesselring, loyal Servant of Sigmar. An honoured Templar and man of courage. May his soul find everlasting peace.’

Characters who have received Sigmar’s blessing in the temple (@UUID[.0wbxfMWPYQp5il2A#b—-temple]{Area B}, above) will see this inscription glow. Opening the niche reveals a skeleton in rusted (and useless) plate armour. On his breast is a shining longsword, sheathed in a gem-encrusted scabbard, both as spotless as the day they were placed in the tomb. Anyone attempting to draw the sword must make a Challenging (+0) Willpower Test. If successful, this Character may draw and wield the sword, otherwise they will never be able to draw it.

The sword, which the GM may choose to treat either as a Hand Weapon or a Zweihänder depending on the party's skills, is in perfect condition. Its name, @UUID[Compendium.wfrp4e-dotr.items.yemDa1zhc4OPBvmZ]{Barrakul}, — ‘Hope of the Mountains’ — is inscribed with Dwarf runes along its blade. It is undoubtedly the creation of a Runesmith of no mean skill. When wielded in combat, the blade shimmers, visible one moment and gone the next, and only the red glow of its runes is constant. Non-magical armour is useless against this blade — ignore the AP of any non-magical armour or shield. It possess the Unbreakable quality, but gains the Undamaging flaw if weilded against a Dwarf.

I — Graveyard and Mausoleum

The passage from the crypts rises gently, and eventually ends in a flight of steps leading up to a wooden door. Beyond is the mausoleum where local notables were interred. Their coffins have all been broken open and the corpses removed. Outside, the graveyard is wreathed in a perpetual mist that never clears, even during the day. The vast majority of the graves have been dug up and the bodies removed. Most have been eaten, but some have been taken by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} for her experiments.

" + }, + "5. The Mill": { + "name": "5. The Mill", + "text": "

The windmill is where @UUID[Actor.JhWLUo9i2TV6BRUG]{Hilda} and her grandfather Hans live. Hans works hard to maintain it, and even has a secret cache of flour in the cellar. The Characters will not be made welcome, as Hans and Hilda are afraid to draw the attention of the guards.

" + }, + "6. The Shop": { + "name": "6. The Shop", + "text": "

Wittgendorf 's only store is closed and long since picked clean. It is now home to a quickly diminishing population of rats.

" + }, + "7. The Boathouse": { + "name": "7. The Boathouse", + "text": "

The crumbling boathouse is used as a shelter by the village’s beggars. It reeks of urine and vomit, and contains nothing more than tattered, lice-ridden blankets and cast-off rags of clothing.

" + } + } + }, + "River Navigation": { + "name": "River Navigation", + "pages": { + "Boat Handling": { + "name": "Boat Handling", + "text": "

Depending on the type of vessel, the Row or Sail Skill is required to keep control of it in adverse circumstances. For the sake of convenience, this chapter refers to a Boat Handling Test, which is a Test against the appropriate Skill for the vessel.

On a sailing boat, the Boat Handling Test is made by the Character who is manning the tiller; on a rowing boat, it is made by the oarsman with the highest Skill score. Characters with the Lore (Riverways) Skill may take a bonus of +1 SL for Boat Handling Tests. This bonus applies only while on rivers or canals.

Skilled Characters can keep the vessel under control under most circumstances and should only make Boat Handling Tests where a specific event or encounter calls for them. If you are using the @UUID[Compendium.wfrp4e-eis.journals.1tdhntCNqK83TS94]{travel rules} in Enemy in Shadows Companion, call for one Boat Handling Test per stage of the journey.

Row is a basic Skill, and so any character may attempt a Boat Handling Test which uses the Row Skill. Sail is not, however. Characters without the Sail Skill are unlikely to make good progress attempting to pilot a sailing ship. At the start of each day’s travel, have the Character make a Challenging (+0) Agility Test. If the Test is successful, the boat’s movement allowance is unchanged for that day. If the Test is failed, the boat’s movement allowance is reduced by 25% for that day. However, if the result is an Astounding Failure (–6 SL) the boat’s movement allowance is halved for that day.

" + }, + "Hazards": { + "name": "Hazards", + "text": "

River travel presents a number of unique hazards. Some are transitory events or encounters, while others, like rocks and shallows, are permanent and should be marked on the campaign map for the future. Wreckers and pirates often make use of local hazards to lure or force unsuspecting victims to their doom.

Debris

Heavy rain in the mountains where the river draws its source has resulted in debris being washed downstream. There are occasional uprooted trees and other heavy timbers floating downstream, and the Characters’ boat must take evasive action to avoid damage: if a Boat Handling Test is failed, the boat takes two hull hits for +10 Damage each.

In narrow stretches or shallow water, debris may have piled up, creating a dam which must be cleared before the boat can go on. These blockages have [[/r 1d10 * 10]] Toughness and do [[/r 2d10]] Damage. Ramming causes one hit for +10 Damage to both boat (hull) and blockage. Clearing the blockage manually (if the river is shallow enough to wade) requires the moving of [[/r 3d10]] objects, each with [[/r 4d10]] Encumbrance points.

Rocks and Shallows

Some parts of the river have treacherous, shifting sands; others have rocks or dangerous currents.

Huffers are encountered in these areas. They may have news or gossip from passing boats, and are able to navigate a boat safely through the hazards for a standard fee, generally @Pay[6ss]{6/-} for small boats and @Pay[3gc]{3GCs} for larger ones: the Characters’ boat in Death on the Reik counts as large.

A Huffer steers the boat safely through the hazard 100% of the time. If the character steering the boat is familiar with the stretch of river in which the hazard is encountered, or if he/she spots it in time by making a successful Perception Test, it is negotiated with little trouble. Success is automatic for characters with Row or Sail Skill (as appropriate); other characters must make an unskilled Boat Handling Test. The results of striking rocks and shallows are detailed below.

Rocks

The boat takes one hull hit for +15 Damage, with a [[/r 1d10]]{20%} chance of grounding and a [[/r 1d10]]{50%} chance of being holed. 

Shallows

The boat takes one hull hit for +5 Damage, with a [[/r 1d10]]{40%} chance of grounding.

Fire

Any effect that would inflict an @Condition[Ablaze] Condition on another target will inflict one Ablaze Condition on a boat. 

A boat’s @Condition[Ablaze] Conditions damage ignores the boat’s Toughness Bonus as their wood construction is mere fuel for the fire. Armour functions as normal. 

" + }, + "Weather Conditions": { + "name": "Weather Conditions", + "text": "

The only aspect of the weather which affects river travel seriously is the wind. Roll on the @Table[wind-direction]{Wind Table} at the start of a journey to determine the strength and direction of the wind; thereafter, check at dawn, mid-day, dusk, and midnight by rolling [[/r D10]]; a result of 1 indicates that the wind has changed by one step, with an equal chance of becoming stronger or lighter. Calm conditions can only change to Light wind, and Very Strong winds can only change to Strong. You may like to give the Characters some advance warning of a change of wind by describing clouds piling up or dispersing, trees swaying and so on, so that they can prepare themselves if necessary. Winds change gradually, so that the Characters are not often caught unawares by a change of weather.

" + }, + "Repairing Boats": { + "name": "Repairing Boats", + "text": "

Damage to a boat can be repaired permanently on a successful Trade (Boatbuilding) Test; Trade (Carpentry) can be substituted with a –10 penalty to all rolls. Of course, the proper tools and materials, such as timber, pitch, canvas and so on, must be available. Damage to the hull may only be repaired permanently if the boat is dragged onto a slipway or brought into a dry dock.

Some locks and riverside inns have small workshops attached to them, with a slipway and other facilities where boats may be repaired. On the busiest waterways, there may be a resident boat-builder — an NPC Artisan with Trade (Boatbuilding) Skill — who will repair boats for a fee of @Pay[1gc]{1GC} per Damage point restored. Each successful Test takes [[/r 1d10]] hours of work and restores [[/r 1d10]] Damage to the boat.

Temporary Repairs

Temporary repairs, such as patching a hole, may be made without dry-docking the boat; the Trade (Boatbuilding) or Trade (Carpentry) Test ranges from Difficult (–10) to Very Hard (–30), depending on the working conditions.

If the Test is successful, each repair takes 20 minutes and restores [[/r 1d10]] Damage points. However, the boat must make a Toughness Test for every day of travel: each failed Test results in the loss of [[/r 1d10-4]] Damage point as the temporary repair weakens. The GM may impose additional Toughness Tests whenever the boat takes further damage, or when it has to perform a difficult manoeuvre (i.e. whenever the character steering has to make a Boat Handling Test) which places additional stress on the repair.

" + }, + "Riverboats of the Empire": { + "name": "Riverboats of the Empire", + "text": "

@UUID[Actor.CtTU5wISlfEESPXJ]{Row Boat}

@UUID[Actor.eOCJDasiygZbx7An]{Fishing Skiff}

@UUID[Actor.6o2DfWDmpdgu5mUX]{Typical Barge}

@UUID[Actor.ozlxWbUDtxFF8E9H]{Large Barge}

@UUID[Actor.3VsyPdeVxnTzUQPk]{Patrol Boat}

" + }, + "River Navigation": { + "name": "River Navigation", + "text": "

A great deal of Death on the Reik takes place on the river, with the Characters aboard a trading barge. While the GM can gloss over long journeys and assume that the Characters arrive safely at their destination, it can be more interesting to play them out in detail, using the following rules for handling a boat and for dealing with the various hazards and problems that may arise.

It's All Optional

The rules presented here are entirely optional, intended to present some more granularity to the business of handling a riverboat. There is no requirement to use them, and indeed you may prefer to abstract periods of travel by river. If this is the case, please feel free to do so.

However, Death on the Reik’s themes of river navigation and exploration can be reinforced by applying some or all of these rules to travel up and down the waterways of the Reikland. Accidents and damage can provide moments of frustration, but they also provide opportunity for adventure and interesting NPC interactions. If the Characters find themselves marooned on a hidden reef, or late to an important delivery due to inclement weather, consider both who might come to their aid as well as who might take advantage of their misfortune. Additionally, if you find that your players are a little too hot on the heels of the Red Crown, creating a few opportunities for accidents to slow their pace might be just the thing to creating a dramatic confrontation at the Signal Tower at the last possible moment...

" + }, + "Accidents": { + "name": "Accidents", + "text": "
\n

As well as encountering various people and hazards on the river, the adventurers may find themselves faced with various accidents. Here are some ideas, which can be used when desired.

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Steering

\n

The tiller bar breaks, or a rusty bolt gives way and the rudder falls off the boat, which is left without steering. Treat this as a Critical Hit to the @UUID[Compendium.wfrp4e-dotr.items.NXtKXJV95JWy73L0]{boat’s steering}.

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Broken Rigging

\n

Some of the ropes controlling the sail break, either as a result of neglect or because of a sudden high wind. The boat loses speed, and the sail may come down, possibly snapping the top off the mast and bringing tackle down with it. Treat this as a Critical Hit to the @UUID[Compendium.wfrp4e-dotr.items.RVb0E7MFSUijx61x]{boat’s rigging}.

\n

Swinging Boom

\n

A sudden crosswind causes the sail to snap round, swinging the boom across the deck. Characters in the path of the boom must make a successful Challenging (+0) Dodge Test in order to avoid the swinging boom, taking one hit for +5 Damage if the Test is failed. Characters hit by the boom must make a further Challenging (+0) Athletics Test or be knocked into the river.

" + }, + "Boat Damage": { + "name": "Boat Damage", + "text": "

Boats take damage in much the same way as people; they each have a Toughness score which modifies Damage taken, and a Damage score which shows how much Damage they can take.

\n

To determine Hit Location, either reverse the score on the attack dice, as in Character combat, or roll D100, as appropriate to the circumstances. Then consult the appropriate column of the Boat Hit Location Chart (@UUID[RollTable.6MTEQtZDP59DAWZ0]{Rowing Boat} or @UUID[RollTable.ckGcUejmlIuOjQGZ]{Sailing Boat}.)

\n

Modify results according to the direction of the attack; for example, an attack from in front of a sailing boat will not damage the steering.

\n

Crew hits indicate that an exposed crew member has been hit, and the results are determined as in normal combat. If no crew member is exposed, the blow strikes the hull or superstructure, as the GM prefers. A crew hit on an open boat (such as a rowing boat) may hit the cargo rather than a crew member: the precise effects of this must be improvised, based on the nature of the attack and the nature of the cargo.

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Boat Critical Hits

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When a double is rolled, a boat takes a Critical Hit according to the location struck. In addition, every hit after the boat’s Damage score reaches zero is Critical Damage. The results of Critical Hits on a boat are as follows:

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@UUID[Compendium.wfrp4e-dotr.items.RVb0E7MFSUijx61x]{Rigging}

\n

@UUID[Compendium.wfrp4e-dotr.items.r7oMrS2j5enyQ4V0]{Oars}

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@UUID[Compendium.wfrp4e-dotr.items.NXtKXJV95JWy73L0]{Steering}

\n

@UUID[Compendium.wfrp4e-dotr.items.zaGFH3FVJGcFTRfM]{Hull}

\n

@UUID[Compendium.wfrp4e-dotr.items.6QkWKBguXzpwd9Ac]{Superstructure}

\n

Grounding

\n

In certain circumstances, a boat may run aground; the chances of this happening are given when the danger arises. When a boat is grounded, it takes 12 Damage to the hull and comes to a shuddering halt. It has to be dragged clear of the obstruction in order to be refloated. For a laden river boat, this task requires a Strength Test with a penalty equal to the total Encumbrance points of the boat and its cargo. Any number of Characters, draft animals, and so on can help, provided that there is enough rope for them all to pull on — and providing, of course, that they are not already encumbered with heavy armour, backpacks, and the like.

\n
\n

Holed

\n

Until the boat is bailed out, then for each turn that it spent shipping water, it loses 1% of its Movement rate and gains a –10 penalty to all Boat Handling Tests as it wallows heavily in the water. If the cargo is not waterproof, it loses [[/r D10]]% of its value unless appropriate measures are taken.

" + } + } + }, + "Chapter 5: Unterbaum to Wittgendorf": { + "name": "Chapter 5: Unterbaum to Wittgendorf", + "pages": { + "Journey to Kemperbad": { + "name": "Journey to Kemperbad", + "text": "

By now, the adventurers should have the final key to the secret library beneath the observatory (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9]{Outside the Tower}), and with luck they should realise its significance. They know that Dagmar von Wittgenstein recovered a large piece of warpstone from the Barren Hills after murdering every other member of his expedition, and should also know that the Red Crown expedition left the Barren Hills ahead of them (if this is indeed the case — see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline}) and could reach the next objective before the adventurers do.

This chapter traces their journey from Unterbaum through Kemperbad and back to the signal tower, where they uncover the last clues leading them to Wittgendorf and Castle Wittgenstein. The journey can be enlivened with events and encounters as desired.

Journey to Kemperbad

The adventurers can retrace their steps from Unterbaum to Kemperbad without any significant incident (see Chapter 3: Kemperbad to Black Peaks).

Kemperbad

Kemperbad has already been described @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{here}. This will be the adventurers’ third visit to the town, having passed through on the way from Altdorf to Grissenwald and again on the way from Grissenwald to the Barren Hills.

As always, the adventurers can pause in Kemperbad to trade, buy equipment and supplies, or train. In addition, the following events and encounters may take place.

The Red Crown

Assuming that the adventurers do not catch up with them at @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4]{Twin Falls}, @UUID[Actor.wXB3Bam0z0kp45Ht]{Herzen} and @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} spend two days in Kemperbad resting and buying supplies (and replacing a lost horse — see @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.wsNxD3SgKujtexF2#a-dead-horse]{Dead Horse}) before setting out on the Grunberg road toward the signal tower.

If the two parties are in Kemperbad at the same time, there is a chance that they may run into each other. If they know they have been spotted, the Red Crown cultists will leave in a hurry, hoping to outdistance their rivals. The adventurers have no horses, and it will take an hour or two to buy some and follow them by road. Their best chance is to take to the river as quickly as possible, and hope to catch up to the cultists once the initial gallop has taken the wind out of their horses and forced them to slow down.

A Letter from the Purple Hand

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand} has not forgotten about the Magister Impedimentae, and pressure from above is increasing as Kastor Lieberung’s double, and the inheritance he has supposedly gained, continue to elude the cult. Purple Hand agents spot the adventurers as soon as they arrive back in Kemperbad, and track them to their inn.

As the adventurers relax in the bar over a meal and a drink, one of the inn’s staff brings them a letter. It is sealed with purple wax, and the seal bears the impression of a hand. Opening it, the adventurers find a lock of hair inside — the same lock taken from a Character on their last visit to Kemperbad — and a @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.87whGjy01YQDK2JU]{letter}.

If the adventurers ask who delivered the note, the servant will indicate a hooded figure seated by the door, surrounded by four ugly-looking thugs. Seeing the adventurers look his way, the hooded figure quite openly begins to cast a spell. The thugs will try to stop anyone getting to him before the casting is finished. Unless Lieberung’s double makes a successful Challenging (+0) Cool Test, his hands will turn bright purple, and remain this colour for nine days.

While physically harmless, this spell may turn out to be quite inconvenient if the Character’s hands are seen by a witch hunter or other NPC who knows something about the Ruinous Powers and their followers. At the very least, the adventurers should have some anxious moments as NPCs ask what happened to the Character’s hands, why they always wear gloves and never take them off, or any number of other innocent but worrying questions. If you play it well, this simple spell could turn out to be quite nerve-wracking for the Players.

Having cast the spell, the Purple Hand wizard leaves the inn, while the hired thugs prevent anyone from following. He should be able to escape into the town without much trouble, but if the adventurers capture him, he knows only that he was ordered to deliver the letter and to pass on this more emphatic, magical version of the ‘purple palm’ warning. Like all Purple Hand agents, he is prepared to die rather than be captured. If the adventurers are skilled and lucky enough to take him alive and break his will, he can identify only the members of his immediate cell, all of whom will have fled town when he failed to report back.

" + }, + "There and Back Again": { + "name": "There and Back Again", + "text": "

After the situation at the signal tower is resolved, the adventurers must go south again, upriver to Castle Wittgenstein. This part of the journey can be uneventful, although you might want to have them come across another mutated body in the river as they approach the castle: see @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.Qicn0b1LkJ6cgdUZ]{A Grisly Find}.

\n

Back to Kemperbad

\n

If the adventurers stop in Kemperbad for a fourth time, the local chapter of the Purple Hand is running out of patience. This is the fourth time the renegade Magister Impedimentae has passed through the town, and despite every warning, he still refuses to co-operate. It is almost as though he is taunting them. Meanwhile the cult’s local leadership in Altdorf is increasingly displeased at the incompetence of its agents in Kemperbad.

\n

The head of the Purple Hand in Kemperbad has decided that the time for subtlety is over. If the adventurers spend more than three hours in Kemperbad, they will be attacked by a powerful group consisting of three cultists — one of them a wizard — and half a dozen hired thugs (or however many are required to give the party a serious challenge). The cultists’ goal is to take the ‘Magister’ prisoner and ship him to Altdorf where he will be interrogated by their leadership. He is to be taken alive at all costs and his companions are to be killed, or at the very least, scared so badly that they never set foot in Kemperbad again.

\n

Ideally, the adventurers will prevail after a hard fight. They may capture a thug or two, who will only know that they were paid good money to take one Character alive and kill or maim the rest. If the adventurers try to alert the authorities they will find themselves frustrated: the town Watch will take their statements with barely-disguised scepticism and advise them to come back in a month or two. Even if an inquiry does go ahead, it will eventually be stymied by Purple Hand agents or puppets in the higher echelons of Kemperbad’s judicial system.

\n

If things go awry, several Characters may be killed — or at least, obliged to spend Fate Points so they later wake up unconscious — and the double will be bound and gagged, stuffed in a sack, and shipped downriver to Altdorf with a cargo of onions. The rest of the party will have just a few days to recover from their wounds, formulate a plan, identify the boat, and rescue their comrade.

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\n

News and Rumours

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The following news and rumours can be picked up on this leg of the journey. Pick a suitable rumour for the characters circumstances, or roll a [[/r D10]] to choose randomly.

\n
    \n
  1. \n

    The Emperor has been seen in public, soothing public fears that he was sick, mutated, or worse. He took part in an investiture ceremony for new members of the Reiksguard, one of the Empire’s elite military units. However, at least one source reports hearing that the Emperor did not look like himself, and indeed may not have been: ‘He’s got a double to throw off assassins — everyone knows that. And he stumbled over the words of the Oath of Loyalty when he gave it to the new recruits. My brother-in-law was there — Altdorf born and bred, he is — and he’s seen the Emperor enough times to know when he’s looking at an imposter.’

    \n
  2. \n
  3. \n

    Reports are coming in of border skirmishes between Ostland and Talabecland. The Grand Prince of Ostland is blaming Grand Duke Gustav von Krieglitz of Talabecland for the death of his son, Crown Prince Hergard, while on an expedition in the Grey Mountains. Several villages have been captured by both sides, but so far it is unclear who started the fighting, and who has the upper hand.

    \n
  4. \n
  5. \n

    The Emperor has called all the Elector Counts to Altdorf to discuss the situation between Ostland and Talebecland, as well as the reports of anti-Sigmarite violence in Middenland. The Elector Counts are usually slow to answer the Emperor’s call — a reminder that he is an elected monarch and not an absolute ruler — but most agree that the situation is urgent: the meeting is expected to take place any month now.

    \n
  6. \n
  7. \n

    Ar-Ulric, the head of the Ulrican Cult, and High Priest at Middenheim’s Grand Temple of Ulric, has issued a proclamation condemning anti-Sigmarite violence and threatened sanctions against any follower of Ulric found taking part in the riots. This has not deterred a mob from attacking the city’s temple of Sigmar, chanting Ulrician prayers and devotions as they went.

    \n
  8. \n
  9. \n

    A party of Sigmarite witch hunters was attacked en route from Altdorf to Middenheim. They were found by a passing coach, robbed, stripped, and hung upside-down by their ankles.

    \n
  10. \n
  11. \n

    Mutant attacks on river traffic seem to be on the increase throughout the Empire. Recently a notorious river pirate was tried in Altdorf, and claimed that he was only captured because mutant attacks had decimated his crew. He expressed no remorse for his many crimes, but openly regretted that he was no longer the most feared marauder on the river.

    \n
  12. \n
  13. \n

    River patrol recruiters have been seen in Marienburg, trying to conscript seasoned boatmen and marines despite the Wasteland’s long independence from the Empire.

    \n
  14. \n
  15. \n

    The road and river wardens continue to recruit aggressively in the Empire’s cities and larger towns. They have switched their tack from a catch-all, press-gang approach to a more targeted strategy where they offer financial inducements to men and women with previous combat experience.

    \n
  16. \n
  17. \n

    Something strange is happening along the Reik between Kemperbad and Grissenwald. Although this stretch of the river has seen fewer reports of mutant attacks than many other places, scarcely a week goes by without some deformed corpse being fished out of the river. Perhaps something — or someone — is hunting mutants to keep the river safe for honest traders.

    \n
  18. \n
  19. \n

    Castle Wittgenstein is an evil place, cursed by the gods in punishment for the unspeakable sins one of the family committed a century or more back. Old Dagmar was a wizard of the worst sort, and this current generation is scarcely any better. The inhabitants of nearby Wittgendorf have fallen prey to a terrible, deforming plague, and pass along appalling tales of degradation within the castle. Note: The adventurers will only hear this rumour when they are within a few miles of the castle.

    \n
  20. \n
\n
\n

Resolution

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Rewards

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XP should be awarded for good roleplaying and clever ideas at the end of the session.

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" + }, + "The Signal Tower": { + "name": "The Signal Tower", + "text": "

The signal tower is described in @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9]{Outside the Tower}. If the adventurers did not stop there before, start with the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.iO71W0E3fo8IIRGP#htich-hikers]{Hitch-Hikers} event. Otherwise, they will find things have changed since their last visit, depending on various factors.

Claws in the Dark

If the @UUID[Actor.YtXOCYBXgY0SHh3N]{ghoul} survived the adventurers’ last visit to the tower, they will find that work on the signalling device has not progressed. The site seems abandoned: a search will turn up the bodies of four more Dwarfs, including that of @UUID[Actor.aGPAXAzBh5AnTWFl]{Aynjulls Isembeard} the foreman. All of the Dwarfs have been dead for at least a week. The site seems to have been abandoned in a hurry, but all tools and personal possessions are gone. Unless the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Red Crown expedition} has reached the tower before the adventurers, the site is inhabited only by the undead.

A Better Time

If the adventurers destroyed the ghoul on their last visit to the tower, they will find that work has progressed considerably since then. Aynjulls will greet them like long-lost friends, and do everything she can to help them — with the exception of putting any member of her crew in danger, of course. A couple of new Dwarfs have arrived to replace those lost to ghoul attacks. They have heard tales of the adventurers’ prowess, and seem even more impressed than the Dwarfs who were there previously.

Interlopers

If the adventurers have not yet had a decisive confrontation with the Red Crown expedition led by @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}, this is the perfect time for it to happen. You can consult the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{Timeline} to determine whether they are already at the tower when the adventurers arrive, or simply have them arrive at the most dramatic possible moment. The following paragraphs cover the main possibilities.

Retaking the Tower

The adventurers arrive to find the tower in the hands of the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists. A couple of hired thugs stand guard over the surviving Dwarfs, who are bound hand and foot at the base of the tower. Several of them are wounded. The two wizards are looking on as a couple more thugs attack the base of the tower with tools stolen from the Dwarfs, trying to force open one of the doors used by the ghoul. The adventurers have various options:

Attack!

The adventurers could attack the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists head-on. A good tactic would be to neutralise the two guards and free the Dwarfs, who will snatch up tools, rocks, or whatever else comes to hand, and fight alongside the adventurers against the rest of the enemy force.

As soon as they sense that anything is amiss, the two wizards will form their remaining thugs into a defensive line to protect them as they cast spells. If the fight seems to be going against them, they will make a break for their horses and try to escape, intending to double back to the tower later, and wait for some opportunity to mount a sneak attack on the adventurers.

Surprise!

More cautious adventurers may prefer to hang back and watch from cover, letting the cultists do all the work and take all the risks, only to ambush them on the way out and take whatever they have found. Depending on the party’s skills and how intelligently the Players approach this task, you should make any necessary rolls for the cultists to spot them. Describe muffled sounds from inside the tower at key moments and, if the adventurers manage to stay hidden throughout, give them the advantage of @Condition[Surprised]{Surprise} when they finally attack.

If the Characters did not enter the observatory, the cultists may have managed to collect five of the six magical keys that are needed to gain access to the @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.khUlYVN4A1f5R6W9#h.-secret-library]{secret library}, but without the last one (which the adventurers found in the Barren Hills) they have been unable to do so — unless of course, they and their hired thugs used the Dwarfs’ tools to tear up the floor of the central accessway: a task that takes several hours. Failing this, the adventurers will have to take the five keys from the cultists and search the secret library for themselves.

Been and Gone

If the Red Crown expedition has a long head start on the adventurers, they may already have left the signal tower before the adventurers arrive. In this case, the Dwarfs are all dead — along with one or two hired thugs — and large, ragged holes are visible where the cultists broke into the tower and through the floor of the central accessway into the secret library. To complicate matters even further, the authorities may be on the scene and will not take kindly to a passing group of adventurers wanting to begin an independent investigation.

This is perhaps the most challenging of all possible scenarios. The adventurers must track the cultists down, defeat them, and take the clues that they found in the secret library. You have various options to make this task more or less difficult.

Having recovered the clues from the secret library, the cultists will be heading for @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, so your task is to set the adventurers on the right trail. A surviving Dwarf, who hid out and waited for the cultists to leave, may inform the adventurers that the cultists headed south from the tower. The adventurers may know about Castle Wittgenstein by this point, and draw the right conclusion on their own. If they do not, they may speculate that the cultists are headed back to Grissenwald and Black Peaks, Etelka’s home, to study whatever they found. In either case, the adventurers will be passing under the shadow of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} and you will have plenty of opportunities to sow hints and rumours that will lead them to @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}

If there is no convenient witness at the tower to point the party in the right direction, things may become more complicated. In the worst case, the Players may decide that the @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{Red Crown} cultists found the meteorite and are taking it to the cult’s senior agents, probably in Altdorf. This will send them in completely the wrong direction, and you will have to find some way of turning them around. Perhaps a dead thug has a slip of paper on his body with a crudely-drawn map of the river showing the rough position of Castle Wittgenstein. Perhaps a cleric or other devout Character receives a prophetic dream, in which they are standing on deck and looking up at Castle Wittgenstein. If desired, you could include some dramatic details like dark clouds and misshapen faces looming over the battlements, but in any case the Character will immediately recognise the castle after having passed it on the way from the tower to @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}.

The Worst Possible Moment

Perhaps the most satisfying option is if the adventurers are in the middle of investigating the tower when the cultists arrive. The cultists spent longer resting and re-equipping in @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad} than the timeline allows for, and the adventurers left ahead of them. Now, they have caught up just when the adventurers are preoccupied, and they make the most of their advantage.

Depending on how the cultists act, this could turn into a battle within the tower itself, or an ambush when the characters emerge, bloodied but victorious, with the clues that point them toward @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}.

" + } + } + }, + "Deleted Scenes": { + "name": "Deleted Scenes", + "pages": { + "Deleted Scenes": { + "name": "Deleted Scenes", + "text": "
\n

Not all of the original material from the original Death on the Reik made it into the Director’s Cut version: in making the decision to focus the book’s content on the campaign adventure, there was much that did not contribute enough to the main plot to earn its place there.

\n

The source material on the Empire’s rivers and their denizens has been updated and expanded and is presented throughout this book. However, a few optional scenes have been preserved, and are presented in this chapter. A chance encounter with an Imperial Plenipotentiary can make a diverting incident,  and additionally can be used to sow the seeds of a trip to Middenheim in the Characters near future. Additionally, the extended encounter ‘The Maria Borger’ presents the Characters with a foe who is both dangerous and vulnerable.

\n

The Imperial Plenipotentiary

\n

As a Freistadt, or free town, @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad} answers only to the Emperor. The town’s ruling council is usually free to do as it pleases, but from time to time the Emperor sends a Plenipotentiary to observe and report. Naturally, this irks the councilors, but they must present a polite and cooperative front: an unfavourable report might lead the Emperor to appoint a permanent officer to administer the town on his behalf, or impose a liege lord from one of the competing local families who petition constantly for this honour, and the taxes that go with it.

\n

The acquaintance of an Imperial Plenipotentiary can be extraordinarily advantageous to the party, especially later in the campaign. They move in the highest social circles and can provide introductions — either in person or by letter — to exactly the sort of NPCs whom the Characters would like to befriend for Power Behind the Throne.

\n

@UUID[Actor.q7064fntFAgxGaYH]{Count Otto Boormann} has been sent to Kemperbad to inspect the town’s ancient charter. The Emperor — or rather, the head of his revenue service — has realised that a considerable amount of potential income is being lost to the trade barons of Kemperbad owing to the terms of the charter, and Count Otto has been sent to discover if there is an easy way around this. He is accompanied by several litigant and clerks, who will be doing the actual work of research while the Count dines at the expense of the town’s leading lights, ready to throw his weight around if anyone tries to impede his staff.

\n

Arrival

\n

As the Characters approach the wharf, they see a company of liveried soldiers clearing civilians away from one of the larger jetties as a large River Patrol boat moors there, with the Imperial Ensign flying from her masthead. Amid a fanfare of trumpets, a richly dressed, rather corpulent character teeters down the gangway. A guard officer steps smartly forward to greet him, and with another flourish of trumpets, the two step into the dockside lift and are borne up to the town. The company follows them, occupying all available lifts until all are in the town.

\n

Acquaintance

\n

Enquiries in the town may yield information about the @UUID[Actor.q7064fntFAgxGaYH]{Count’s} identity, rank, and mission. The Characters can try to make his acquaintance in a number of ways.

\n

Nobles can wrangle an invitation to one or more of the endless dinners and receptions held in the Count’s honour, where they may befriend him using Charm or other relevant Skills, or even save him from some mischance or embarrassment, such as a local agitator dressed as a servant and carrying a tureen of liquid cow-dung.

\n
\n

Other Courtier Characters, as well as litigants, scholars, and others with suitable Skills, may win a job in his entourage. This can lead to various challenges, from dealing with burghers with a knack for making troublesome documents mysteriously disappear, to envious lackeys who engineer various situations to embarrass and humiliate the Characters.

\n

While the ultimate fate of Kemperbad’s lucrative tax arrangements may have little bearing on the common citizen, those with a vested interest will stop at very nearly nothing to ensure that the current state of affairs endures. There are plenty of opportunities for Character to accept bribes, investigate ‘grass roots’ agitators in the pay of powerful interests, or indeed to ensure that whatever outcome best suits their own financial interests comes to pass - especially if they have taken up the life of river traders themselves.

\n
\n

Onward To Middenheim

\n

After the events of Death on the Reik, your Characters will quickly be whisked away to Middenheim to experience the events of Power Behind The Throne, the next chapter of The Enemy Within. Once there, it can be helpful indeed to have already made contact with someone who can introduce the Characters to courtly life in the city state, and in particular to some of the key figures of that adventure.

\n

Depending on how well, or how poorly, @UUID[Actor.q7064fntFAgxGaYH]{Count Otto Boormann} got on in Kemperbad, he will be in or on the way to Middenheim for one of two reasons. Should events have gone well in Kemperbad, perhaps with the aid of the Characters, then the Count will have been sent to Middenheim in the hopes that he can perform a similar fiscal miracle there and increase the imperial tax revenue from the city. Middenheim has a proud history of autonomy, and many in the city resent the taxes they send to Altdorf. This will play rather nicely into the matter of Middenheim’s new taxes, a key story point in Power Behind the Throne.

\n

Should @UUID[Actor.q7064fntFAgxGaYH]{Boormann} have met with failure in Kemperbad, then he will still be sent to Middenheim. In this case, however, he will have been set the task of attempting to untangle Middenheim’s notorious tax code as a punishment, with very little hope of success on his part. This is just another twist of the blade that is Altdorf’s courtly politics, made by one of Boormann's political enemies. In either case, the Count can be encountered by the Characters either in the city of Middenheim, or on the road to it. In particular, if he was undone in Kemperbad, the unfortuante noble may even have to undergo the terrible indignity of being sent to the city on the same hired coach as the Characters!

\n

Looking further forward, Boormann can also appear in Empire in Ruins, the final part of The Enemy Within Campaign, where he can play a similar role, introducing the Characters to some of the important figures and intrigues that guide Altdorf’s courtly life.

\n
" + }, + "Ending The Encounter": { + "name": "Ending The Encounter", + "text": "

Once the Vampire is destroyed, @UUID[Actor.ohx4btGNaWPnb59A]{Hans} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl} will recover their lost Wounds at the normal rate. At the GM’s option, the authorities at the next town might give @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} and the Characters a cash reward for destroying the Vampire; the temples of Morr have a standing reward of @Credit[25gc]{25 gold crowns} for information leading to the defeat of undead and necromancers, which is administered through the local Mourners’ Guild.

If the Characters do not open the crate, the Maria Borger travels on to its destination. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl} become progressively weaker as the Vampire feeds on them, and it may be forced to attack @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} or @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} as well, unless the destination is close at hand. The Vampire has been too long at rest, and needs to drain a total of 16 Wounds per night in order to avoid crumbling to dust. The crew of the boat alone cannot recover lost Wounds quickly enough to sustain it through a long journey. If the Maria Borger stops at a riverside inn for the night, the vampire attacks the inn’s patrons to spare the boat’s crew. Stories may eventually reach the Characters of a series of sudden illnesses and suspected Vampire attacks along the river, culminating in the Maria Borger being found docked in the destination town, with all her crew drained of blood. If the Characters then try to find the Vampire, a number of people remember the crate being put into a warehouse, but the Characters find it is gone. Over the course of the next few months, the Characters may hear rumours of a plague in the town.

This encounter is worth 20–50 Experience Points per Character, with the normal bonuses for good ideas and roleplaying.

Vampires In The Empire

The history of Vampires in the Empire is a long one and, perhaps unsurprisingly, steeped in blood. Though some claim that the vampiric lineage can be traced back to an ancient and near mythical land known as Nehekhara, most citizens of the Empire consider the history of Vampires to begin and end with the Vampire Wars.

Raging across the Empire from 2010–2146 IC, these wars saw Vlad von Carstein, the Elector Count of Sylvania, reveal himself to be a vampire. At the head of an army of the undead summoned with the aid of Warpstone recovered from the fallen city of Mordheim, Vlad and, later, his heirs, would attempt to seize control of the Empire. While Vampires had existed in the Old World before this — in fact they have existed since before there was even an Empire — it was Vlad who first drew together so many of his kindred into a cohesive political and military force. 

While these wars ultimately ended in victory over the Vampires and their undead and mortal servants, the lands of the Empire had nevertheless been scourged by the creatures. As they passed, many made secret pacts with local nobility, and several of these collaborators became vampires themselves. This has lead to rumours, in many cases are all too true, that the Empire’s nobility is not altogether as human as one might wish to believe.

In modern times, Character’s may well meet with, or more likely run afoul of, these creatures or their servants. The powers which a Vampire might possess vary widely, depending on their age and the particulars of their bloodline. Most possess a weakness to sunlight, some can be warded off by certain herbs or silver, and all possess a ravenous thirst for blood. It is rare to encounter one alone save when they are discretely travelling, as is the case with @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok}, or when they hunt. Most will be accompanied by servants, some living, but many of which will be undead.

Should your Characters find their encounter with @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} compelling, they may well seek to find out more about these creatures. Baron @UUID[Actor.3K8n0EmzIvvO8CaK]{Sigismund von der Bahr} may be able to provide some guidance to prospective vampire hunters, though most Witch Hunters and other experienced folk will tell hapless adventurers to stay well away. Regardless, they make interesting antagonists and, on occasion, powerful if untrustworthy allies.

An Unexpected Guest

@UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} is full of unexpected encounters with terrible creatures, and amidst the Chaos Warriors and terrible abominations, a visiting vampire would be not at all remarkable. Warpstone finds much use in necromantic rituals, and the Wittgensteins could well have been trading some to a vampire in exchange for gold, influence, or protection. It would not be a simple matter for a younger and less powerful vampire to steal from the Wittgensteins, and trading a few trifles for the precious stone might well prove a simpler proposition. If you feel the Characters have been having things too easy, perhaps their vampiric guest might have turned a few of the Wittgenstein guards, or even one of the Wittgensteins themselves, into undead creatures of the night...

A Curious Benefactor

As the experiments of the Wittgensteins and the thievery of Skaven goes to show, Warpstone is a valuable, if dangerous commodity. If you are having trouble guiding your Characters to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}, an NPC vampire interested in retrieving the stone might act as a useful guide to get them back on track. The vampire may, in fact, be old enough to have met Dagmar Witgenstein himself, or even assisted in his recovery of the stone for the Barren Hills. Of course, once it is retrieved, their pale patron fully intends to collect their prize, and tales of perfidious ratmen may fall on deaf ears....

" + }, + "The Maria Borger": { + "name": "The Maria Borger", + "text": "

This encounter may be used whenever the Characters are travelling the waterways of the Empire, in place of a random trading boat encounter or as an incident in its own right.

\n

The Boat

\n

The Maria Borger is a @UUID[Actor.6o2DfWDmpdgu5mUX]{typical barge}, owned by @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt Dampfer}, a small independent operator plying the waterways between two towns, which can be selected to suit the Characters’ present location. She is crewed by Bernhardt, his sons @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl}, and @UUID[Actor.ohx4btGNaWPnb59A]{Hans Vollrat}, a hired hand and friend of the family.

\n
\n
\n

@UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt Dampfer}

\n
\n
\n

@UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl}, and @UUID[Actor.ohx4btGNaWPnb59A]{Hans}

\n
\n
\n

Strange Events

\n

As the Characters’ boat draws near the Maria Borger, @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} calls out to them:

\n
\n

‘Ho, there! I’ve got two sick men on board — do you have anyone with you who can help?’

\n
\n

If the Characters stop to talk or board the Maria Borger, Bernhardt introduces himself and his crew, and invites them to stay a while. @UUID[Actor.NYxZVvgONdp6LbbP]{Hans} and @UUID[Actor.5EI89gq14N3aYdg3]{Karl} lie in their bunks, barely able to move. They are deathly pale and apparently exhausted, with a sheen of cold sweat on their faces.

\n
\n

‘Hans and Karl took sick the night before last,’ says Bernhardt. ‘We found them like this yesterday morning. Reiner and I have been all right so far, but I don’t know what’s wrong with them, or if it’s catching.’

\n
\n

The Heal Skill will help Hans to recover as normal. If Hans is examined, the Characters will find two small punctures in his neck. When this is brought to Bernhardt’s attention, he will say:

\n
\n

‘That’s odd. They weren’t there yesterday, but he was just as bad. Must have been a rat or something. They’re a real problem when you’re carrying grain — get everywhere, they do, and bold as brass, too. They’ll go for you soon as look at you.’ 

\n
\n

An Average (+20) Lore (Undead) Test is necessary for any Character to associate the punctures with a Vampire attack, but the GM should not worry if the players jump to that conclusion without it, because all will soon be made clear. Hans begins to moan weakly, and @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} moves to comfort him.

\n
\n

‘ You’ll be all right,’ he says. ‘Just you rest easy now.’ Bernhardt turns back to the Characters. ‘There he goes again. He keeps seeing things. I don’t understand it at all. There’s no trace of a fever: he’s as cold as ice.’ If anyone tries to hear what Hans is saying, a few words and phrases are coherent. ’Away … keep him away … those eyes … I’m cold, so cold … don’t let him touch me … no … no …’

\n
\n

A Challenging (+0) Perception Test reveals that a small silver pendant lies on the floor under Karl’s bunk. It is in the form of a stag’s head: the symbol of the god Taal. ‘That belongs to Hans,’ says Bernhardt when it is found. @UUID[Actor.ohx4btGNaWPnb59A]{Hans} half-rises in his bunk, reaching out imploringly, then falls back again.

\n
\n

‘Mine,’ he mumbles. ‘Give it to me … give … took it off … he made me … he made me take it off …’ His mumbling lapses back into incoherence. Bernhardt scratches his head in frustration.

\n
\n

‘I really could do without this,’ he says. ‘I’ve got this special cargo, you see, and it has to be delivered the day after tomorrow. It’s as much as Reiner and I can do to keep the boat going.’ When the boat was loaded two days ago, Bernhardt was approached by a large mercantile operation. None of their boats were heading in the right direction, and when they offered almost twice the normal rate, @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} accepted the cargo, hoping for more work from these merchants in the future.

\n
" + }, + "Hook: No Happy Endings": { + "name": "Hook: No Happy Endings", + "text": "

No Happy Endings

With @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} disposed of, and Karl and Hans recovering, surely things have been put right? While the authorities may investigate, even a modicum of discretion should spare the Characters any awkward questions. Naturally, it is now time to sail off into the sunset and enjoy the sense of a difficult job done well.

But what happens when news of vampiric attacks continues to follow in the wake of the Maria Borger? Even with @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} dead, his presence may endure. Who is to say that he merely fed from @UUID[Actor.5EI89gq14N3aYdg3]{Karl} and @UUID[Actor.ohx4btGNaWPnb59A]{Hans}, and did not set one or even both of the boat-hands on the road to becoming a vampire themselves? Now, terrified and unable to understand their terrible cravings, the pair have taken to feeding on stevedores, bar tenders, and others wherever they make harbour. A terrified Reiner may seek out the Character’s help, begging them to once again do what he is too terrified to attempt.

" + }, + "The Cargo": { + "name": "The Cargo", + "text": "

The special cargo consists of a single crate, about eight feet long, eight wide, and three deep. The lid is nailed down, and a large lead seal is set on one edge, bearing a coat of arms; a successful Hard (–20) Lore (Heraldry) Test identifies the coat of arms as that of the Orlok family, a small noble house from Ostland which died out during the Time of Three Emperors. The crate is to be delivered to a town along the way and put in a warehouse (to be arranged by the carrier) under the name of @UUID[Actor.NSfa2kFiXH3Wwtwe]{Graf Orlok}. Money has been provided for this: @Credit[35gc]{35 gold crowns} for carrying the crate, and @Credit[15gc]{15 gold crowns} for warehousing. Bernhardt is unwilling to let the Characters open the crate without a successful Charm Test opposed by his Cool. If the crate is opened, it is found to contain two coffins. One is empty except for a layer of soil, while the other contains a body. The body is dressed in the fashions of three-hundred years ago but shows no signs of decay. A trickle of fresh blood runs from the corner of its mouth.

\n

The Maria Borger is carrying a @UUID[Actor.NSfa2kFiXH3Wwtwe]{Vampire} who has decided to move to fresher pastures. Once at the destination, it intends to use the nights to search out a suitable lair, and then have the crate moved there. The Vampire has been feeding on the two boatmen but has spared @UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} and @UUID[Actor.aXFzRsefQ7YCXxOj]{Reiner} so they can handle the boat.

\n
\n

@UUID[Actor.NSfa2kFiXH3Wwtwe]{Graf Orlok}

\n

The Characters may deal with the Vampire in a number of ways. They can take the crate to the bank and burn it; they can take the coffin on deck and let sunlight destroy the Vampire; they can dump the body in the running water of the river; they can stake the Vampire, burning it afterwards if desired; or they can seal the coffin with garlic flowers, trapping the Vampire there for the rest of the journey.

\n

@UUID[Actor.NYxZVvgONdp6LbbP]{Bernhardt} is keen to keep the Vampire’s body intact if possible; he will explain that he has to answer for the cargo, and he will be able to avoid a lot of trouble if he can prove that it was a Vampire.

\n
\n

The Second Coffin

\n

As written, there is only a single vampire aboard the barge — the second coffin is intended to provide a suitable resting place for a future bride for the vile creature, once @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok} has gotten around to choosing a suitable victim and making a vampire of them.

\n

Of course, who is to say that a Countess hasn’t already been found, and is merely away from the barge at present, enjoying her newfound strength and powers? If the Characters seem to be making short work of @UUID[Actor.NSfa2kFiXH3Wwtwe]{Count Orlok}, have the Countess return, a frightening visage in a pale dress, easily walking across the torpid waters of the river, and eager to test herself against worthy prey at last...

\n
" + } + } + }, + "Chapter 3: Kemperbad to Black Peaks": { + "name": "Chapter 3: Kemperbad to Black Peaks", + "pages": { + "The Journey to the Mine": { + "name": "The Journey to the Mine", + "text": "

After talking to the Dwarfs, or after noticing the pattern of attacks on farmsteads, the adventurers may decide to investigate the mine and Etelka Herzen’s house. A rough trackway (see the map above) leads south out of the town toward Black Peaks, winding through the forest for about six and a half miles. 

About a mile from the mine, the adventurers discover a Dwarf propped against a tree. He is ringed by four dead Goblins. The Dwarf is close to death himself, and has three Goblin arrows embedded in his chest.  The Dwarf is Durak, a prospector from Khazid Slumbol. 

‘Gobboes!’ he gasps. ‘They’re in the mine — lots of them. They’re taking our gold!’ 

Durak passes out after delivering this message, and will bleed to death in 5 Rounds unless he receives treatment that restores at least 1 Wound.

A successful Average (+20) Survival Test or Challenging (+0) Perception Test reveals wolf tracks leading to and from the mine.

Black Peaks

The track winds up a hill, and from the top the adventurers can see a grey stone building and the mine entrance. During the day, the area appears deserted, but at night there are lights in the windows of the tower and, depending on the time, possibly some activity around the mine entrance.

The mine at Black Peaks gets its name from the coal that it formerly produced. @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} came here three years ago after leaving the university of Nuln. The Dwarfs had exhausted the mine, and accepted her offer to buy it along with the surrounding land. Etelka hired the Dwarfs to build her a tower, and after its completion they moved to Grissenwald and built Khazid Slumbol.

Etelka has made contact with the remnants of a tribe of Goblins who haunt the surrounding forest. The Goblins moved into the mine with their wolves, and performed various tasks for her. With Etelka away on a mission for the Red Crown, the Goblins have no one to stop them following their violent instincts, and Gutbag, their leader, has been organising raids on surrounding farmsteads.

The Goblins - Daytime

During the day Goblins are asleep at the following locations.

The Mine

Area@UUID[Actor.INWIvCzyaigunduj]{Goblins}@UUID[Actor.8pGP8RfiG76nMJsC]{Wolves}
A45
B36
C34

The Tower

AreaNo. of Goblins
11
44
54
115
12Gutbag

A guard is supposed to watch the winding approach from the mine to the tower, but is often asleep. If the adventurers are careful, they may be able to catch most of the Goblins napping. It will be much more exciting if @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} is ready when the adventurers enter his room, however. Noisy or careless adventurers are likely to alert the Goblins: they will yell out warnings, and other Goblins will converge on their position over the next [[/r 2D10]] Rounds. The nearest Goblins will be the first to arrive, followed by those in the tower, and finally the Goblins from the mine.

Nighttime

The Goblin raids take place on alternate nights, so if there was a raid the previous night, the Goblins will be relaxing in the tower and mine (same locations as during the day, but they are awake).

On the night of a raid, @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} and his forces begin assembling at midnight in the area in front of the mine. Half an hour later they head down the main track towards Grissenwald. Any adventurers approaching the mine at this time will hear them coming and have time to hide before the Goblins reach them.

During a raid, 3–5 wounded @UUID[Actor.INWIvCzyaigunduj]{Goblins} are left at the tower, each with around half their total Wounds remaining. The raiders return at five o’clock in the morning: their wolves are allowed to run free, returning to the mine of their own accord later.

Goblins

Grognard Players may think that they have saved the mine and its surrounding farms once the Goblins of the Twisted Maw have been defeated, and in the first edition of Death on the Reik, they would be correct. For an added surprise, perhaps the adventurers find that removing one problem has created another.

When @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} bought the mine, she was convinced that the Dwarfs were right: there was gold there, somewhere beneath the stripped-out coal face. To help locate it, she summoned a powerful monster (an earth elemental, perhaps, or a powerful daemon). She ordered this creature not to eat her Goblin allies, and by camping in the mine they have effectively been keeping it contained there. Just when the adventurers are congratulating themselves on successfully completing this chapter, a wounded Dwarf flees the mine, with a terrible monster in pursuit.

If Etelka was right and there is gold to be found, the Dwarfs will be ecstatic — and so will the people of Grissenwald, who can look forward to a new era of prosperity… so long as the monster can be defeated, that is.

On the other hand, there might be no Goblins at all — just a hidden shrine to Chaos where the Dwarfs practice nameless and long forbidden rites. They never returned to the Grey Mountains, and Etelka never betrayed them over the mine. Instead, they were her willing accomplices, searching for warpstone beneath the earth and suffering mutation as a result. Etelka may actually be looking after them, but they plan to use the adventurers to destroy her so they can take over the area without fear of her magic.

" + }, + "Etelka's Tower": { + "name": "Etelka's Tower", + "text": "

The @UUID[Scene.Br5TE5W34ZInuB8F]{two-storey tower house} is made from slabs of stone and is of Dwarven construction.

Ground Floor

The ground floor is paved with polished slabs of red stone. Light is provided by the window and by mirrors at the top of the stairwell. Each room has a two-way mirror which looks onto the stairwell. The mirror is reflective on one side and transparent on the other, which makes it ideal for observing the stairwell and allows light into the rooms. From the stairwell, only the mirrors can be seen; it is impossible to look into the rooms without opening the doors.

1. Hallway — During the day there will be a sleeping @UUID[Actor.INWIvCzyaigunduj]{Goblin} ‘on guard’ here. Whether there is a raid in progress or not, there is always a guard here at night. At that time, the guard is more alert and is likely to see anyone who approaches.

2. Staircase — A stone staircase leads up to the first floor. Any Character on the stairs is clearly visible from any adjoining room through the two-way mirrors.

3. Closet — This contains cleaning equipment and a few Human and Halfling cloaks. It smells like a toilet, and has evidently been used as one by the Goblins.

Tied up in a corner are @UUID[Actor.8qOHq9fNYatIn63r]{Gurda} and @UUID[Actor.Igcx6uFlJrzMplWY]{Hanse}, taken from their farm by the Goblins. They have seen their family, friends, and neighbours slain and eaten, and if freed they will attack the Goblins with no regard for their own safety (gaining the @UUID[Compendium.wfrp4e-core.items.hXcfygzujgyMN1uI]{Frenzy} Talent). If they survive, they will leave to rebuild their farm.

4 & 5. Reception Rooms — These rooms once contained fine, upholstered furniture. Subsequently, the Goblins destroyed every piece and turned the stuffing into crude, filthy piles of bedding in the corners of the rooms.

These two rooms are also used to store the Goblins’ supplies of 21 torches (Room 4) and 234 arrows (Room 5). There are four Goblins in each room unless the tribe is out on a raid.

6. Dining Room — A large wooden table stands in the middle of the room, surrounded by eight high-backed wooden chairs. Cabinets around the walls once contained silver and other dining ware, but their doors hang open and they are gouged and befouled.

7. Kitchen — By contrast to the rest of the house, this room is still tidy. The height of the table and work benches are suitable for a Halfling. If the adventurers have entered the building undetected, @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} will be working in here during the day. Otherwise, she is in her bedroom.

8. Dumpling’s Room — If she has heard fighting in the house, @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} will be hiding under her bed, armed with a meat tenderiser (Improvised Weapon). If no one thinks to look under the bed, she may draw their attention by sneezing.

First Floor

This level has a wooden floor. From the top of the stairs, the blackened door to the laboratory can be seen lying on the floor. The mirrors and roof-window four yards above (Room 15) are also clearly visible.

9. Study — The doors to this room are locked and have resisted the Goblins’ attempts to break them down. The door leading to the stairwell has visible hack marks, and there are splinters of wood on the floor. The Goblins’ crude attempts at picking the lock have left a kitchen knife jammed in the keyhole, and the lock’s mechanism is ruined. An Average (+20) Strength Test will knock the weakened door off it’s hinges, however.

Inside, a stuffed reptile as large as a horse hangs from the ceiling and a stuffed bear stands next to the door. Through a trick of the light, the bear appears to move when the adventurers enter. On the west wall is a bookcase containing a selection of books on Goblins and their kin. Among these is a grimoire containing the following spells: @UUID[Compendium.wfrp4e-core.items.pHITBuvCatCOBhZb]{Aethyric Armour}, @UUID[Compendium.wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight}, @UUID[Compendium.wfrp4e-core.items.gJYXrZa4pW49R9Vu]{Blast} and @UUID[Compendium.wfrp4e-core.items.uZdUrRFgNpTtY00H]{Dome}, all Arcane spells in a Lore of the GM’s choosing..

A quill, an inkwell, and a few small sheets of parchment lie on the desk. The drawer is locked and contains a dark green, viscous liquid in an enamelled red vial (a @UUID[Compendium.wfrp4e-core.items.gxdjLQoQUTYgD6fm]{Healing Draught}) along with a letter addressed to @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.vbbgWEDlX5cFS724]{Handout 9}).

If @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} met Etelka in Kemperbad rather than coming here (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx#unforeseen-delays]{Unforeseen Delays}), the letter orders Etelka to meet Heidlemann in Kemperbad, at the Half Moon Inn. It gives his name, a rough description, and a recognition code: she is to order a brandy and then refuse it, saying loudly that it is not Bretonnian.

10. Living Room — @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} has taken over Etelka’s living room, and it is a mess. The furniture is badly stained, and ornaments lie smashed on the floor.

11. Bedroom — The Goblins have turned this room into a barracks. There are usually five Goblins in here.

12. Etelka’s Bedroom - Etelka’s clothes are scattered across the floor, mixed with Gutbag’s extensive collection of finger bones. Stuck on a bedpost is a severed Dwarven head. Hanging on the wall is a picture of Etelka: if the adventurers have seen her on their journey to Grissenwald, they will not fail to recognise her.

A wooden chest lies against the west wall, which can be opened with a Hard (-20) Pick Lock Test, SL 5. Gutbag keeps the key on a chain around his neck. Inside the chest are @Credit[28gc85ss105bp mode=split]{28 Gold Crowns, 85 Shillings, 105 Brass Pennies} and Etelka’s silverware — 12 silver plates (1 GCs each), 12 knife, fork & spoon sets (2 GCs each), and one salt and pepper set (2 GCs). Loose among the coins are 18 silver rings (worth [[/r 2d10 * 10]] silver shillings in total), 37 earrings (worth [[/r 4D10 * 10]] silver shillings in total), and an assortment of half-empty perfume bottles.

A Hard (-20) Perception Test reveals a hidden compartment: turning one of the rivets at the bottom of the chest causes it to slide out. Alternatively, any Character who makes a close inspection of the empty chest followed by a Difficult (-10) Intelligence Test will realise that the chest has a false base. In the secret compartment is a cloth bag containing a gold necklace (1 GC), a gold bracelet (2 GCs) and a silver ring bearing the device of the Red Crown (1 GC, or 2/- melted down).

Etelka's Bedroom

If Grognard Players are looking forward to looting Etelka’s bedroom, feel free to have the chest with all her valuables hidden somewhere else: in a secret basement, for example, which is entered through a trapdoor in the floor of the closet downstairs. Of course, the Goblins have been using that closet as a toilet, so the trapdoor will only be found if the adventurers decide to clear out the accumulated filth and look underneath it.

13. Solarium - The windows in here have all been smashed, and the furniture has been used for firewood. The remains of the fire are visible in the centre of the room; a mixture of burnt woodwork and bones, some are animal, and some humanoid.

14. Laboratory - The door to this room lies blackened in the corridor. The interior of the room is in ruins: broken shards of glass cover the floor, and the tables and work benches are broken and charred. Marks on the floor show where other tables stood, but they have since been burned in the solarium (Room 13).

After @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka} left, breaking into her laboratory was one of Gutbag’s first priorities. While examining the room and its contents, one of the Goblins caused an explosion which wrecked the room and blew him into the corridor.

The explosion released some captive Purple Mould, which now adheres to the underside of one of the benches. It releases its spores if a spell is cast within 5 yards. This fine purple dust covers a 5 yard radius, and clings to anyone it touches. Until carefully cleaned away, any spells cast also trigger a @Table[minormis]{Minor Miscast}, or a @Table[majormis]{Major Miscast} if a Minor one had already been caused. There is no way for a Character to know this will happen other than by casting a spell.

15. The Mirrors - The mirrors at the top of the stairwell direct light from the overhead window on to the one-way mirrors below. The mirrors are 4 yards above the level of the stairs, and can be reached by an iron ladder set into the wall. Anyone who climbs the ladder will have an excellent view of the surrounds.

More Than Just Goblins

Grognard Players may approach Black Peaks thinking that they will only be facing a few Goblins and a frightened Halfling cook. A few changes can help keep things fresh, without altering the adventure in any important way.

The Goblins may have a few Snotlings with them. Smaller and stealthier than other Greenskins, these little menaces can attack from concealment using spore weapons, or simply harass the adventurers by hurling dung.

Players who have encountered Gutbag before will be surprised if he actually manages to cast a spell. He will probably be surprised as well when he accidentally hits on the right combination of sounds and gestures, and a @UUID[Compendium.wfrp4e-core.items.T8nErqWnkqdvcNVz]{Dart} Spell streaks toward the nearest adventurer. Try as he might, he cannot replicate the feat, and the adventurers will never be able to discover any hidden magical item that enabled him to achieve it. Lacking magical training, the casting costs him 1 Wound, which is not reduced by armour or Toughness Bonus.

As for @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot}, she may act the part of a respectable Halfling appalled by her mistress’s carryings-on, but is that really the truth? Would she have stayed in such a disreputable household having learned the truth? Or is she secretly Etelka’s accomplice as well as her cook, equipped with a few pinches of warpstone dust and ready to thwart the adventurers if she can? Of course, she will never do anything to arouse suspicion or put herself in danger. If she sees no alternative, she will continue to play the innocent and travel along with the adventurers until she sees a chance to escape with some of their most valuable magical treasures.

" + }, + "The Outlying Farms": { + "name": "The Outlying Farms", + "text": "

There are 14 small farms around Grissenwald, all within eight miles of the town. Each is home to a family group of [[/br 1D10+1 # Family Size]] farmers, herdsmen, labourers, and the like. The three farms closest to Black Peaks are now in ruins from recent attacks. 

At the first farm the adventurers examine, they find a short sword, recognisable to anyone who makes a Challenging (+0) Intelligence Test as Goblin in origin. Anyone who searches the surrounding woods and makes a Difficult (-10) Intuition Test will find a Goblin corpse. 

Making a Difficult (-10) Perception or an Average (+20) Track Test reveals tracks made by many small humanoids and wolves. A subsequent search at the other burned-out farms finds similar tracks without a need for further tests. At all three farms the tracks are too old to follow for more than a couple of hundred yards.

If the adventurers visit any of the inhabited farms they are greeted by the frightened occupants as potential saviours. Everyone they talk to knows that ‘It’s them cursed dwarfs! They’ll kill us all! It’s not safe here anymore. And why don’t the road wardens do something?’ The farmers are utterly convinced the Dwarfs must be responsible: ‘Where else could they have got money from, all of a sudden, like? Answer that one!’ Any Dwarf approaching an occupied farm is met by a hail of ill-aimed arrows. Dwarf adventurers get the same pointed greeting.

The Dwarfs Exonerated

If the adventurers find the Goblin sword and the corpse in the trees they can automatically convince the Humans of Grissenwald, including the farmers, that Goblins are behind the raids and the Dwarfs of Khazid Slumbol are innocent. If the adventurers find only the sword and bring it back, their representative needs to make a Difficult (-10) Charm Test. If they have only seen Goblin tracks, then the representative must make a Hard (-20) Fellowship Test. Regardless of whether the Humans believe the adventurers, Gorim is grateful for their efforts. He may well offer the adventurers some Dwarven reinforcements. For the right remuneration, of course (see @UUID[.DcIKzACVzcz1lHkO#friends-in-need]{Friends in Need}).

 

" + }, + "Back to Grissenwald": { + "name": "Back to Grissenwald", + "text": "

By the time they leave Black Peaks, the adventurers should have dealt with the Goblin threat and learned something about @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown}, and the Barren Hills. They will probably want to return to Grissenwald and head back to Kemperbad and the River Stir.

\n

The Goblins Exposed

\n

@UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer} and the Dwarves of Khazid Slumbol will be delighted when the adventurers arrive with proof that the farm raiders were Goblins. The inhabitants of Grissenwald, and the people of the outlying farms, will be equally delighted to hear that the Goblin threat is no more.

\n

Even if the adventurers are certain that all the Goblins are dead, local farmers and townsfolk will organise search parties to scour the forest for any survivors. Others, having heard that the reclusive noblewoman in their midst is in fact a wizard in the service of the Ruinous Powers, will head straight for Black Peaks with the intention of looting the tower and burning it to the ground.

\n

The Dwarfs of Khazid Slumbol will also go to Black Peaks, intending to take possession of the mine once more and resume the search for the gold that they are certain is there. Perhaps they will find some, against all odds, or perhaps their search is hopeless; the adventurers will not be around to find out. For now, the Dwarfs are filled with a sense of hope and purpose they have not known in years. Some set about demolishing their shanty town, vowing that they will sleep ‘under honest rock’ tonight. Relations between them and the townsfolk, though still fragile, are now much more hopeful.

\n

A Halfling Abroad

\n

@UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} becomes a minor celebrity in Grissenwald, telling lurid tales of the Goblins and the ‘carryings-on’ at the tower house. Some are true, some are embellished, and when she runs out of these, she supplies fresh tales from her own imagination. 

\n

From Grissenwald, Dumpling may catch a passing boat bound for Altdorf or Nuln, or she may accept a ride with the adventurers as far as Kemperbad. If the party needs a replacement Character and the Players have really taken to her, she might be persuaded to join them, although all this ‘gallivanting about and courting danger at every turn’ is not her usual cup of tea — but then, to be a Halfling out in the world and not a cook for someone else might turn out to be a very grand thing indeed.

" + }, + "Blood Feud": { + "name": "Blood Feud", + "text": "

If the adventurers killed either of the two Dwarfs in the inn, they are now involved in a blood feud. Every night, they are attacked by [[/br 1d4+1 # Dwarfs]]{2-5} @UUID[Actor.RtDDue3g8fFFNPKT]{Dwarfs}. If the adventurers are careless enough to split up or go out alone, the Dwarfs will take full advantage. These attacks take place at any time when the adventurers are at a location with good escape routes for their attackers. The Dwarfs have no wish to run into other humans or the Watch.  

\n

The adventurers will be in the greatest danger if they venture into Khazid Slumbol while the feud is in effect. The whole population of the shanty town surround them, trying to look nonchalant while clumsily hiding hammers and other improvised weapons behind their backs. Only a complete idiot fails to notice the tension in the air. The adventurers have 3 or 4 Rounds to leave before a sudden cry rings out and the Dwarfs rush them.

\n

There are 15 Dwarfs in the clan when the adventurers first reach @UUID[.T2VKrtELLt5N5tUc]{Grissenwald}. If the number of Dwarfs is reduced to six or fewer through fighting, the remainder mount a final, desperate, all-out attack, led by @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer}. The adventurers can end this feud by proving that the Dwarfs are not responsible for the raids.

\n

Khazid Slumbol

\n

More than two dozen Dwarfs live in this ramshackle collection of wooden huts. They were originally built well, but there has been little or no upkeep since. These Dwarfs are the last remaining miners, their money gone on drink.

\n

Even if there is no blood feud, any Elf visiting Khazid Slumbol will be heckled, pelted with rotten vegetables, and generally made unwelcome. Humans get a better reception, though little more than sullen stares. A Character wishing to talk with @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer} must make a Hard (-20) Charm Test. Elves have a further penalty of -50, while Dwarfs get a +10 bonus.

\n
\n

The Dwarfs of Grissenwald

\n

The Dwarfs came to Black Peaks from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains} 30 years ago looking for gold. All they found was coal. They mined this for 27 years without finding so much as a speck of gold. When Etelka Herzen arrived and offered them money for their mine, the Dwarfs accepted gladly. They even agreed to build her a house — partially in gratitude, partially for the money.

\n

Having taken the money the Dwarfs moved out of the mine, then began to wonder why Etelka wanted it so badly. They came to the completely erroneous conclusion that she knew there was gold in there, but had bewitched the mine to prevent them finding it. Humiliated, they began to drink more than was good for them. The money soon went, and the half-built settlement of Khazid Slumbol degenerated into a filthy shanty town. A few Dwarfs abandoned their pride completely and begged in Grissenwald, spending what little money they were given on yet more drink.

\n

Everyone in town suspects that the Dwarfs are behind the raids on several outlying homesteads. No one has any proof of this beyond the suspicious coincidence that the Dwarfs of Khazid Slumbol seem to have come into some money recently. Just to make everyone else anxious, the Dwarfs are very close-mouthed about the money’s source. 

\n

All this is common knowledge in the town. 

\n

In truth, the raids are the work of Goblins: allies of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and the Red Crown. The Dwarfs will not talk about the source of their money because it is a deep and lasting embarrassment to the whole clan. Recently, their leader, @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer}, sold his magical hammer to a travelling merchant and divided the money between the clan members. It was a foolish act, born out of shame, but the sale was the only way of raising money for his people.

\n
\n

An Audience

\n

If the adventurers manage to gain an audience with Gorim, they are led to a large wooden shack. While it looks just as run down as the rest of Khazid Slumbol, anyone making an Average (+20) Perception Test (Dwarfs get a +10 bonus) sees that it is of a better standard than the miserable huts surrounding it.

\n

Being Dwarf-built, the door is quite low. Any Human or Elf will have to stoop to enter, and any Elf will be firmly kicked up the backside as they bend over.

\n

Sputtering torches are placed around the walls and these fill the building with acrid-smelling smoke. The floor is covered with moth-eaten wolf skins and a couple of large moths take flight as the adventurers enter. The smoke is unpleasant and makes it difficult to see. 

\n

Adventurers will need to make a Challenging (+0) Endurance Test to avoid a coughing fit. The test can be repeated every Round until it is successful, but any Character who fails the test cannot speak and will only recover in the open air.

\n

From the other side of the room a deep, commanding voice sounds. ‘Well, come in and stop that coughing. Ain’t you used to proper air?’ Through the gloom, the adventurers see @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer} seated upon a stone throne, with four armed Dwarfs on either side. ‘Well what do you want? I ain’t got all day!’

\n
\n

@UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim Greathammer}

\n

If asked about the mine, @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim} explains that they were tricked out of it by Etelka Herzen, who is an evil wizard. ‘She wanted our gold, you know. We knew it was there, but she bespelled the place so we couldn’t find it. At last we had no choice but to sell. Little enough she gave us, to be sure!’ 

\n

This is untrue, but @UUID[Actor.uqh51IC4Ijgjj8sy]{Gorim} and the other Dwarfs are still convinced of it. Etelka paid them a good price for an exhausted coal mine, although the Dwarfs refuse to see it. ‘She says it was a good price, and so do the other humans, but I tell you there’s gold in that mine. We were robbed. Robbed blind.’

\n

The Dwarfs believe that the rumours about the raids were started by the local Humans to discredit them, and they are greatly offended by the accusations. If the adventurers suggest the Dwarfs might be responsible, they will be hustled out of Gorim’s presence, and be lucky to avoid a beating into the bargain. If there is a Dwarf among the adventurers, that Character alone can make one Difficult (-10) Charm Test to calm the Dwarfs. If that fails the adventurers are ordered out of Khazid Slumbol, and every Dwarf in the shanty town gathers to chase them out.

\n

If a fight breaks out in Gorim’s ‘hall’ or anywhere else, Humans and Elves suffer a -10 penalty to all Weapon Skill, Agility and Initiative tests on account of the low ceilings and dreadful smoky atmosphere. 

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Friends in Need

\n

If the adventurers offer to investigate the raids, or present Gorim with evidence that proves the Dwarfs are innocent, their mood will change. From now on the adventurers are regarded with a grudging friendship. An adventurer who makes a Challenging (+0) Charm Test receives an offer from Gorim, and Dwarf adventurers get a +10 bonus on that roll. He will have up to five Dwarfs accompany the adventurers to Black Peaks, for a price. Initially he will ask for @Pay[2ss]{2 shillings} per Dwarf per day, but may be haggled down to @Pay[6bp]{6d} each. 

\n

The Dwarfs have their own reasons for wanting to go to Black Peaks, so this is a limited, rather than full, alliance. They may be accompanying the adventurers, but they are not going to take orders. They always try to kill Goblins on sight, taking no prisoners, and possibly ruining any cunning plan of attack that the party have conceived. If an opportunity arises, the Dwarfs are not above disposing of any particularly irksome or arrogant Elf adventurer through an ‘accident’. Neither will they rush to the aid of an Elf in trouble during a fight with Greenskins.

" + }, + "Grissenwald": { + "name": "Grissenwald", + "text": "

@UUID[Scene.oGJqgSfWW6W8cRzg]{Grissenwald} is a small settlement at the confluence of the Rivers Grissen and Reik. It is a favourite stopping place for riverfolk and boasts a number of wharfside inns. Asking about Black Peaks at any of the inns, the adventurers are told that it is a disused coal mine up in the hills, about five miles away. Anyone making a Challenging (+0) Gossip or Bribery Test will discover that:

  • The mine used to be run by Dwarfs.

  • Dwarfs are a bunch of worthless alcoholics.

  • The Dwarfs sold the mine to a noblewoman from Nuln about three years ago.

  • The Dwarfs used to be the town’s main suppliers of coal.

Anyone making a Hard (-20) Gossip Test finds out that @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} is the mine’s current owner. She is described as a friendly, private woman who lives in a house near the mine and rarely visits the town.

A Rude Interruption

While the adventurers are making enquiries, two drunken Dwarfs enter the inn. They are spoiling for a fight, and start insulting any strangers, including the adventurers. They will be particularly insulting to any Elf, but a Halfling or an obvious academic will do as a target.

‘ You smell something funny?’ 

‘ Yeah, it’s the dead elf over there. They smell worse dead than alive.’

'It’s moving. Can’t be dead. Undead, maybe.’ 

‘We can sort that.’ 

They will be favourably disposed to any Dwarf adventurers.

The innkeeper tries to calm the Dwarfs, and even offers free drinks if they don’t cause trouble. The Dwarfs are relentless, and the adventurers can only escape their abuse by leaving.

If a fight does break out, the Dwarfs have no wish to kill anyone. They just want a decent recreational punch-up. If attacked, they pick up any improvised weapon that comes to hand: bottles, chairs and so on. Killing one or both Dwarfs will land the adventurers in a blood feud (see below) with their clan. 

A Short Cut

The journey takes the adventurers into the shadow of Castle Wittgenstein. Grognard Players may decide to bypass the following chapters and head straight there. There are ways to prevent this.

The first is to move Castle Wittgenstein and the village of Wittgendorf. When the party arrives at the location where the castle and village are marked on the map, they find a perfectly innocent village full of happy, healthy peasants, overlooked by a fine noble castle whose owners do not take kindly to being accused of consorting with Chaos. In this case, Dagmar's secret library (@UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{The Signal Tower}) holds a family history which gives Castle Wittgenstein’s actual location.

Another possibility is to have no visible way up the cliffs to the castle. Perhaps there is a landing stage, but no road leads away from it. Close investigation reveals a secret doorway, but this can only be opened with a magical password that is found in the family history, hidden in the secret library.

You may think of other possibilities, but the key idea is to make sure that the adventurers cannot reach Wittgendorf without first going to the Barren Hills and then returning to the Signal Tower.

The Watch

After 6 Rounds of fighting a Watch patrol arrives at the inn. You can make the response time longer if your Players are enjoying the fight. The patrol consists of four @UUID[Actor.9mZPLMfkYwwdO9z7]{watchmen} and a @UUID[Actor.NMka0BEZ7togXyi6]{sergeant}. They try to break up the fight and, if no one has been killed, they take the Dwarfs away to sleep off their drunkenness in the cells. If one or both of the Dwarfs have been killed, the Watch sergeant warns the adventurers to make themselves scarce. 

‘Normally we’d run you in, but as this were self-defence we’ll say no more about it. They came looking for a fight, picked the wrong folk. But I don’t want you around here. These wasters have a lot of relatives and I don’t need more headaches. Get out of town and stay out, or it’ll be the lock-up for you.’ 

The patrol leaves, taking any Dwarf bodies with them. After the incident, the locals in the inn will start to complain: 

‘Murderous dwarfs! They ought to be rounded up, aye, and hung.’

If the adventurers enquire about the Dwarfs, they will learn more: 

‘Murderers, all of ’em. Nasty natures, your dwarfs. Anyways, they’ve burnt down three farms and killed every soul. Watch has done nothing.’ 

Other drinkers confirm the story. Three farms were recently attacked at night, leaving no survivors. Although no one saw the Dwarfs committing the atrocities, the culprits are obvious to the Grissenwald locals: 

‘Them dwarfs are spending coin like it’s going out of fashion. They’ve come into money all of a sudden. Don’t take no wizard to put two and two together.’ 

The locals are keen to warn the adventurers to stay clear of the Dwarf shanty town at the edge of Grissenwald. If you want, the locals will also provide some or all of the information from @UUID[.DcIKzACVzcz1lHkO#the-dwarfs-of-grissenwald]{The Dwarfs of Grissenwald}

" + }, + "The Mine": { + "name": "The Mine", + "text": "

The @UUID[Scene.m8HiYJSQTxinS4gx]{Old Mine map} shows the layout of the mine. From the entrance, the smell of wolves and Goblins is very strong. The timbers shoring up the entrance are very badly decayed and riddled with woodworm: they can easily be pulled down with an Average (+20) Strength Test, trapping any Goblins inside. It will take them at least two days to dig their way out.

An old mine cart lies just inside the entrance, so badly rusted that it can only be moved by two Characters succeeding in a Challenging (+0) Strength Test each Round, or a single Character succeeding in a Very Hard (-30) Strength Test. When moving, its wheels squeak so loudly that every Wolf and Goblin in the mine is alerted. The three numbered chambers are used as sleeping quarters. They are extremely dirty and smelly, and have flea-ridden bedding on the floor.

Cave-In!

Conditions in the mine are damp and dark with a pervasive smell. As the adventurers enter, dust and grit falls ominously from the ceiling. Although there is no immediate chance of a cave-in, any fighting or other violent activity may cause one. Each Round of activity there is a [[/br 1d10]]{10%} chance that the timbers supporting the roof will begin to collapse. This increases to [[/br 1d10]]{30%} if blackpowder or other explosive weapons are used.

During the first Round of a cave-in, dust falls from the roof and the timbers creak ominously. This gets worse on the second Round. On the third Round there is a loud, reverberating crack and a broken beam sags down from the roof. On the fourth Round the roof collapses, blocking a 2-yard stretch of passage.

Anyone who retreats before the fourth Round will not be injured. Everyone still in the area when the roof collapses will suffer 8 Wounds, reduced to 5 with a successful Challenging (+0) Dodge Test. These wounds are reduced by Toughness Bonus, but not armour.

" + }, + "The Attacks": { + "name": "The Attacks", + "text": "

The next Goblin attack occurs on the night the adventurers arrive in Grissenwald. Next day, the news is all over town. The fourth farm to be attacked was also not too far from Black Peaks, but no one has yet spotted a pattern. This map provided shows a typical @UUID[Scene.QVD1wpKItEHoith6]{Grissenwald Farmhouse}. The @UUID[Scene.i1sYOCP72QM27Y0L]{Grissenwald Surrounds} Map shows the remaining farms.

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It is possible that the adventurers might want to help the farmers defend themselves. They are welcome to try such a plan, but they cannot protect all the remaining farms at once. There is no guarantee that the farm they choose to protect will be the next one attacked. The Goblins are clever and will avoid any farms that show signs of strengthened defences. Any group that includes a Dwarf will be unwelcome: 

\n
\n

‘He’s just here to see what we’ve got! He’ll report back to his chief and we’ll be next for the chop! Mark my words!’

\n
\n

The Goblins attack every second night, so another attack takes place on the third night after the adventurers arrive in Grissenwald. The target will be the closest farm to Black Peaks that is still standing, and Goblin scouts can spot if a target is too strong to attack.

\n

If you are feeling kind, the Goblins attack a farm where the adventurers are waiting for them. Otherwise, their tracks this time are fresh, and anyone investigating the attack can make a Challenging (+0) Track Test to follow them back to Black Peaks. 

\n

Dead of Night

\n

All is quiet until 1 o’clock in the morning, when wolf howls are heard in the distance. Over the next half hour the noise comes closer, until a group of Goblin wolf riders can be seen at the edge of the forest. Some are carrying torches.

\n

In the first wave, eight mounted @UUID[Actor.INWIvCzyaigunduj]{Goblins} will leap the fences and throw their torches on to the thatched roofs of the wooden barn and outbuildings. Once these are alight, six more mounted Goblins and nine on foot attack the farmhouse. Their leader, a striking figure in a red robe, mounted on a large wolf, stays out of the attack, shouting orders, and occasionally waving his arms and chanting.

\n

If more than six Goblins are killed, they break off the attack and flee to Black Peaks. Depending on how you think your party are doing, you can either have the farmers help the adventurers or run around like panicked hens.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[75,Dealt with Herzen and Heidlemann]{75 points for dealing with Herzen and Heidlemann.}

  • @Exp[25, Befriended the Dwarfs of Khazid Slumbol]{25 points for befriending the Dwarfs of Khazid Slumbol.}

  • @Exp[25, Saving the life of Durak Dimholt]{25 points for saving the life of Durak Dimholt.}

  • @Exp[25, Aided the farmers near Black Peaks]{25 points for aiding the farmers near Black Peaks.}

  • @Exp[75, Defeated the Goblins]{75 points for defeating the Goblins.}

" + }, + "A Grisly Find": { + "name": "A Grisly Find", + "text": "

The journey from Kemperbad to Grissenwald can be enlivened by random encounters if desired. There is always a chance that the adventurers will cross paths with the Red Crown cultists (see @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{The Timeline}), but there will be little chance of a confrontation. After several days the adventurers’ boat reaches Grissenwald.

A Grisly Find

This is an optional encounter as the adventurers pass by @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} on their way to @UUID[.T2VKrtELLt5N5tUc]{Grissenwald}. It serves to place the castle’s location firmly in their minds without encouraging them to visit it right away.

On their journey, the adventurers should have heard rumours about @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} and its evil reputation. This impression of wrongness is magnified when they see it for the first time. It broods ominously over the river, and passing boats hug the opposite bank, as watermen tell tales of maimed and mutated corpses they have seen floating down this stretch of the river. As the adventurers’ boat passes beneath the castle’s gloomy towers, the adventurers are hailed by a passing vessel. Its crew warn the adventurers to keep to the east bank, and direct their attention to something floating in the water.

Once human, the floating corpse now resembles a bloated fish. If the adventurers try to drag it from the water decaying limbs come apart, and the skin sloughs off exposing hideously rotted flesh. Anyone taking a close look at the body must make a Hard (-20) Cool Test to overcome a natural urge to vomit. Those who do so will notice the corpse’s skin hangs in shreds, but there are fleshy, pink growths under the armpits, which look disturbingly like small, sucker-tipped tentacles.

If the adventurers do fish the body out of the river, the passing vessel will head away as fast as it can. Its crew will shout to the adventurers to stay away from them, and to throw the body back:

‘It’s another wretch from the castle! Who knows what diseases it has? And now you might have them, too!’

If the adventurers look like they are making for the castle to find out what happened to the grisly corpse, there are more shouted warnings: 

‘ You’re as good as hanged if you try! Them von Wittgensteins are lords and ladies, so do as they please! Folk say the castle is cursed, and the family along with it, and a plague will take anyone who goes near!’

Inquiring further along the river, the adventurers will hear similar stories from anyone who plies these waters regularly. This gruesome body is not the first to be found in the river below the castle, and some of them were in a worse state. Everyone knows there may be a curse on the castle dating back: 

‘from old Dagmar’s time… one of the von Wittgensteins did something, and the gods are punishing the whole family and everyone around them.’

The point here is to create a sense of menace and foreshadowing. There are accounts to settle, but not quite yet.

" + } + } + }, + "A River Bestiary": { + "name": "A River Bestiary", + "pages": { + "The Lorlay": { + "name": "The Lorlay", + "text": "

@UUID[Actor.BH888JnCTxvs6dV3]{Naiads} are rare in the Empire — so rare, indeed, that their very existence is debated. They appear in folktales from most parts of the Empire, though, mostly as dazzlingly beautiful women whose sole desire is to lure men to their doom on rocks and other hazards. Of all these tales, the best-known is that of the Lorlay, immortalized by the poet Franz-Heinrich Holzer:

‘I see the maiden sitting

Atop jagg’d mount, so fair.

Her white eyes are a-glist’ning,

As she combs her golden hair.

 

With gentle hands a-preening,

She sings songs as old as time.

They’re powerful, appealing,

And so full of wondrous rhyme.

Hark, there, a boatman staring,

Enraptured by echoed ache,

Ignores cliffs without caring

That barge will share his fate.

The Reik too soon devours

Both boat and man this day,

Now we witness the power

Of my high-voic’ed Lorlay.’

A large igneous rock formation, @UUID[.4Kemxm9cI41aGqRM]{The Lorlay} stands in the flow of @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.BveNztiwKAvyFxAa]{the Reik}, some 40 miles downstream of Grissenwald. It splits the great river in two, and the flow on either side is very fast indeed. Although it would be possible to bridge the spot, one has never been built. The travel inn close by capitalises on the romantic legend of the Lorlay and has become a popular spot for affluent Altdolfers to spend their last nights before marriage.

There have been no reports of @UUID[Actor.BH888JnCTxvs6dV3]{Naiads} on or near the rock in recent centuries, and some scholars have proposed that the reports of their singing arose from the sound of winds whistling through gaps in the jagged peak. Others stoutly maintain that Naiads once lived there and may yet return: from time to time a theatrical impresario stages a choral event atop the rock, with singers dressed as a costumer’s idea of Naiads. If the creatures are still there, they have not responded to these events, despite the fears of many locals.

" + }, + "A River Bestiary": { + "name": "A River Bestiary", + "text": "

Rivers Of Peril

The mundane, if frightening, threat of wreckers and pirates is more than enough to make any trip on the Empire’s waterways a daunting prospect. However, there are more monstrous foes lurking beneath the water — often quite literally! This chapter presents a selection of terrifying creatures and new creature Traits to keep your Characters on their toes.

@UUID[Actor.XnbjVh5LNivuiSX6]{Amoeba}

@UUID[Actor.0aLc5yLyQhzzQ0Aj]{Reik Eel}

@UUID[Actor.YhsQVv2v2HLQ64rG]{Giant Leech}

@UUID[Actor.BH888JnCTxvs6dV3]{Naiad}

@UUID[Actor.fstf0N5z3RRwl9J2]{Stirpike}

@UUID[Actor.rLcfjvyDNDxKViA0]{River Troll}

Adventure Hook

Old Three Eyes

There is a legend among the Riverfolk of Reikland about a monstrous mutant @UUID[Actor.fstf0N5z3RRwl9J2]{Stirpike}  with a third eye set perfectly in the creatures forehead. It is said to haunt the river not far from the village of @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, its extraneous eye poking above the water's surface, searching for victims. 

Many have tried to take the creature, whether by net, spear, or hook, but all who have attempted to do so have failed. There are standing bounties on Old Three Eyes in half the river inns in the Reikland, and many have been lured to their doom by the promise of fame and a purse of gold crowns.

In fact, Old Three Eyes is a legend that Riverfolk have used to tease outsiders with for decades. Many make their living taking witless nobles on fishing trips to the waters that the monstrous stirpike supposedly haunts. However, in recent years, a few of these fishing trips have vanished, and people are beginning to wonder if there might be some truth to the old tale. Is Old Three Eyes real, or has something else crawled out from beneath Wittgendorf castle to trouble the honest Riverfolk of the Reikland?

" + } + } + }, + "Vengeance of the Gravelord": { + "name": "Vengeance of the Gravelord", + "pages": { + "Part 2: Death From Above": { + "name": "Part 2: Death From Above", + "text": "

It is a pleasant day, with gentle winds and a clear sky, as the Characters’ boat makes its way along a particularly calm and idyllic stretch of the Reik, at least half a day’s travel from the nearest town. The monks are on deck, discussing questions of Sigmarite history; the Characters can be anywhere.

In the distance, someone on the boat — perhaps a Character, perhaps an NPC — sees three small dots in the sky. They are too far away for anyone to make out their shape: they might very well be birds.

Over the next few minutes, the creatures approach closer, clearly following the river. It becomes obvious that they are larger than natural birds, and the boat’s other passengers begin to speculate. It is well known that the Emperor rides a @UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffon} into battle, and the Empire’s most elite knights have been known to ride @UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffons} or @UUID[Compendium.wfrp4e-core.actors.Yee9gwxJUceGbnO2]{Pegasi}. Perhaps the travellers catch a glimpse of the great and the good — or perhaps these flying creatures are less friendly. Although this part of the river is not known for Beastmen and Mutants, one never knows.

All speculation is resolved a few minutes later when the traveller with the sharpest eyes notices the creatures’ tattered, leathern wings and cruel, hooked beaks. A Difficult (–10) Lore (Necromancy) Test identifies the creatures as Carrion: foul and unnatural undead birds, seldom seen in the Empire.

Controlled by Gräber from a hiding-place in the trees, the three Carrion swoops down on the boat. The first Carrion targets @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, as @UUID[Actor.8xYAPlRLgbNOq519]{Brothers Rolf} and @UUID[Actor.tCDLCDRYyPyNkFzB]{Martin} try to hustle their superior below decks. The second and third attack the two junior monks. Regardless of the success or failure of the attacks, each of the monks must make a successful Agility Test or be knocked off the boat and into the river. There is a respite of one round as the three beasts flap heavily out of their dive and wheel around for another pass; then they attack the monks a second time, ignoring the Characters or anyone else.

If the Carrion miss all three of the monks and all three of the monks make their Agility Tests successfully, they are able get @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} under cover: the two Brothers then come back up, swords in hand, and prepare to fight the beasts. The following round, though, Father Marcus will come back on deck, impatient with cowering below, and begin to pray for miracles against the attackers — whereupon his two guards, sworn to their duty, must try to manhandle him back out of harm’s way.

The Death of Father Marcus

In all subsequent attacks, all three of the @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} target @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}. If two or more of them hit successfully, they lift him into the air, carry him to the bank, and drop him from a height of 30 feet (10 yards) before landing to pick at him like obscene vultures squabbling over a carcass. If he is knocked into the river, they swoop down on him, pick him out just like a fish hawk seizes a fish, and drop him on the bank.

It takes a Difficult (–10) Boat Handling Test and 6 rounds (–1 round per SL) to manoeuvre the boat to the bank; in the meantime, the Carrion can only be attacked with ranged weapons and spells. By the time the Characters reach the monk, he is dead; the Carrion flap away heavily rather than continue the fight, disappearing over the trees in 2 rounds.

The two brothers are distraught at the death of their spiritual father and mentor and insist that his body be taken to Altdorf for burial. Once the body is brought aboard, the journey resumes.

A Declaration

About an hour after the death of @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, the three @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} reappear. Skimming the treetops, they fly over the boat at top speed, barely missing the top of the mast. One of them drops something about the size of a potato, which plummets to the deck trailing a red ribbon. It turns out to be a river rock — a successful Dexterity Test is required to catch it, with failure resulting in 1 Wound of damage per level of failure — and the ribbon tied around it bears a message in large, black letters: SO PERISH ALL WHO CROSS THE GRAVELORD. Neither the Characters nor the surviving monks are able to make anything of this.

What Just Happened?

While the Characters should be completely mystified by this strange turn of events, the GM deserves better — so here is the story behind the Carrion attack. After being expelled from the monastery, Harald Gräber spend several months wandering @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, retracing the steps of his idol Heinrich Kemmler. Armed with some books he had stolen and hidden away against just such an eventuality, he travelled in search of Krell’s Mound and even spent a few nights in the Abbey of La Maisontaal, posing as a student on his way to the university in Parravon.

It was in the remotest part of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains} that Gräber came across the weird and twisted bones of the Carrion. Relics of an obscure and unsuccessful expedition during the Vampire Wars, they had wandered aimlessly after their masters were killed, finally succumbing to instability and collapsing on the mountainside. Thanks to his stolen books, Gräber was able to re-animate them: a piece of completely undeserved luck that he attributed to the glorious destiny that would make the name of the Gravelord even more feared than that of the Lichemaster.

It took a few weeks to master @UUID[Actor.KE2xU8UltLaCnulO]{the Carrion}, but Gräber persisted. Once he was confident in his control of them, he set out for the monastery that expelled him, revenge on his mind.

Scouting the outside of the monastery in disguise, with his Carrion hidden securely in the forest nearby, Gräber found another sign of the favour which the powers of darkness had surely bestowed upon him: the hated @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} was setting out on a journey, alone and unprotected save for two junior monks. Although Gräber would have preferred to attack the monastery with an army of death just as Kemmler had attacked La Maisontaal, he knew that he was not yet strong enough — but the opportunity to slay Father Marcus was a gift he could not refuse. Following the three monks from a distance, he saw them board a boat bound for Altdorf: he shadowed the boat from the bank, taking care to stay hidden, and waited for his chance. When the @UUID[Actor.bUxA8zyayMarTXP7]{Father} was exposed on deck, he ordered his @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} to strike.

" + }, + "Experience Point Awards": { + "name": "Experience Point Awards", + "text": "

The GM can award the following Experience Points for this adventure, with bonus awards for bright ideas and good roleplaying.

  • @Exp[25,Manages to curtail the display of magic on the docks.]{25 points to each Character involved who manages to curtail the display of magic on the docks.}

  • @Exp[15,Involved in destroying each Carrion.]{15 points to each Character involved in destroying each Carrion.}

  • @Exp[10,Talking to Father Marcus and about Sigmarite Heresy.]{10 points each for talking to Father Marcus and about Sigmarite Heresy.}

  • @Exp[10,Took the body to the temple.]{10 points for helping to take the body to the temple.}

" + }, + "Part 1: Carrion up the Reik": { + "name": "Part 1: Carrion up the Reik", + "text": "
\n

This event can begin at any point in Death on the Reik after the fall of Castle Wittgenstein. The ideal point to start is immediately after the Characters have picked up the @UUID[JournalEntry.w5rvSKCXvivjnTVU.JournalEntryPage.TmUV0GaEMfIlWfCo]{Blucher cargo} and begun their journey to Altdorf by barge, perhaps with the outspoken @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen} at the stern. If the GM wants to postpone it for any reason, though, the monks could join the party’s boat at any town between there and Altdorf.

\n

Monk Mates

\n

Just as the boat is about to cast off, three men wearing monastic robes rush onto the dock. ‘Altdorf ?’ one of them shouts and receiving an ‘Aye!’ from the crew, they jump aboard, negotiate briefly with the captain, and pay for their passage.

\n

With these additional passengers, some changes have to be made to the sleeping arrangements. There was only one free bunk before they came aboard, so now two people have to sleep on the deck or the riverbank each night. The crew refuses, and if the Characters also refuse then the two younger priests agree to sleep on deck. However, they insist that their leader, @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, must have a berth, if not a whole cabin to himself.

\n
\n

The Monks

\n

@UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, @UUID[Actor.tCDLCDRYyPyNkFzB]{Brother Martin}, and @UUID[Actor.8xYAPlRLgbNOq519]{Brother Rolf} are from a monastery near Dunkelberg, renowned for its scholarship on the legend of Sigmar and the history of the early Sigmarite church. They are going to Altdorf, they say, to consult with fellow scholar-monks from the famous Monastery of the Holy Word at a conference on Sigmarite history and tradition.

\n

Any Character playing a Priest of Sigmar automatically know of the Dunkelberg monastery’s reputation, and may make a Lore (Theology) Test to know that Father Marcus is one of the world’s foremost scholars of Sigmarite history and advises the Grand Theogonist on matters of history and tradition.

\n
\n
\n
\n

@UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}

\n
\n
\n

@UUID[Actor.tCDLCDRYyPyNkFzB]{Brother Martin}

\n
\n
\n

@UUID[Actor.8xYAPlRLgbNOq519]{Brother Rolf}

\n
\n
\n

The Journey

\n

The first part of the journey is uneventful. @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} spends much of his time below decks reading, but soon finds out which of the adventurers are worshippers of Sigmar, and may open up to them about the reason for his journey. The three monks are not going to Altdorf just to study: Father Marcus has been summoned by the Grand Theogonist to a meeting of Sigmarite scholars to discuss the matter of the so-called @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-sigmarian-heresy]{Sigmarian Heresy}. Normally espoused only by the most fanatical followers of Ulric, this heresy has flared up across the north lately, and he has heard many reports of sectarian violence. The Grand Theogonist fears that it may lead to open conflict between the two faiths.

\n

@UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} is happy to talk about the heresy at great length, but much of what he says goes over the adventurers’ heads, unless they are devoted scholars of theology. He assumes that all Sigmarites know as much about the cult’s history and factions as he does, and is reluctant to give simple explanations because any summary loses vital facts. What the adventurers will understand is that there is trouble in the north, involving hostile followers of Ulric.

\n
\n
\n

For Grognards: Monk-Y Business

\n

Players who remember the earlier version of ‘Carrion up the Reik’ in Hogshead Publishing’s 1998 printing of Power Behind the Throne will have certain expectations of Father Marcus and his companions. These expectations are about to be comprehensively disappointed.

\n

In the original, @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} served only to discuss Sigmarite history and doctrine with the Characters and to ask them to go to the joint Sigmarite and Ulrican shrine called The Place of Shining Rock. He had served there as a novice, and taken a chip of the holy stone which, feeling guilty all these years later, he asked the Characters to return to the shrine on their way to Middenheim. This was the pretext for getting the party there in time to thwart an attack on no less a person than the Grand Theogonist, carried out by the fanatical Sons of Ulric.

\n

The good Father has a different role in this adventure, as the Gravelord announces himself to the world and begins his campaign of vengeance. If the Characters start dropping hints about a piece of stone — or, worse still, decide to search the monks’ possessions for it — the GM should feel free to have the three NPCs react with mystification and outrage as appropriate. It is important, though, that they and the Characters should remain on the same boat for the event that is about to take place.

\n
\n

 

" + }, + "Part 3: Brothers in Grief": { + "name": "Part 3: Brothers in Grief", + "text": "

This event takes place as the Characters’ boat docks in Altdorf. @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, or one of his companions, died as the result of the @UUID[Actor.KE2xU8UltLaCnulO]{Carrion} attack, and the two surviving monks must convey their fallen comrade’s body to the Temple of Sigmar, where they are also due to meet with other priests and scholars to discuss the cult’s response to the so-called @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-sigmarian-heresy]{Sigmarian Heresy} which is threatening to tear the Empire apart.

The Characters can help them with their sad duty if they wish: any Priest or other devout follower of Sigmar will probably want to do so. At the GM’s option, helping to convey the body to the temple may remove 1 Sin Point from any eligible Character who helps.

Damage Control

Although @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} is the intended target of the attack, it may be that the GM simply cannot find a way to kill him in this encounter: the Characters rally round, the dice refuse to co-operate, and the only choice is a fudge so obvious that the players are bound to be offended.

If this happens, it is quite acceptable to kill one of the other monks: a small change will need to be made to the next event, but this will not derail the adventure. If none of the monks are killed right away, then they could succumb to @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wounds} or @UUID[JournalEntry.GRfHptMWT9wKuoML]{some waterborne disease} a few days later.

As long as at least one monk is dead by the time the Characters reach Altdorf, everything can be made to work out.

The Gravelord Strikes Again

Harald Gräber — the Gravelord as he styles himself — may have killed @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} or one of the other monks on the river, but the necromancer’s thirst for vengeance is not yet satisfied. Perhaps more importantly, neither is his vanity.

The following assumes that @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} was killed in the Carrion attack. If another monk died, the GM should make changes as necessary.

The Characters look on sadly as the two monks lift the body of their fallen companion on an improvised litter and prepare to set out for the Temple of Sigmar. Perhaps one or more of the PCs has decided to accompany the sad procession. Heads turn as they make their way off the docks, and the more devout onlookers say a prayer or make the sign of the hammer on recognizing the robes of Sigmarite monks. Then, suddenly, the unthinkable happens.

A tendril of dark, greenish-purple mist, the colour of a week-old bruise, shoots from the crowd. It strikes the body, which struggles to its feet amid gasps and screams from the onlookers. It spreads its arms wide, turning to show its face to all the crowd. For a moment it looks almost as though @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} has woken from sleep, but his eyes are glassy, his jaw slack, and his wounds very visible. Everyone who sees the spectacle must make a Test against @Fear[2,Fear 2]: screams, curses, and receding footsteps mark those in the crowd who have failed.

Hear me!’ the voice comes from the dead monk’s body, but it is not his own, and his jaw does not move. ‘I crossed the will of the Gravelord, and though I paid with my life, it was not enough! Witness his unquenchable wrath, and tremble at his name!’

In that instant, a blur of dark purple flies from another part of the crowd, exploding like a bomb when it strikes the body. Purple flames engulf the monk, shot through with distorted, silently screaming faces. They leap into the sky, leaving the lifeless body to fall in a twisted heap at the feet of the terrified onlookers.

Silence falls, broken only by sobs and murmured prayers; after staring in horror for a moment, the two living monks replace the body on the litter, perhaps assisted by one or more of the Characters, and prepare to continue on their way. There should be something more they could do, but neither one can think of it.

Smoke and Mirrors

For all its dramatic effect, this display is made up of just three spells. The greenish-purple mist is a @UUID[Compendium.wfrp4e-core.items.7BJDTRG65hwt1fUK]{Reanimate} spell from the Lore of Necromancy, which raises the Father’s body as a Zombie — a very fresh and alive-looking Zombie, but a Zombie nonetheless. The speech is done using the Petty Magic spell @UUID[Compendium.wfrp4e-core.items.pDvOunMrvaYoXjd9]{Murmured Whisper}, and the dramatic finish is achieved with @UUID[Compendium.wfrp4e-core.items.eJPjVeW9UEH891rm]{Soul Vortex}, from the Lore of Death. All are cast by Gräber, who is hiding in the crowd; he shifts his position between the first and third castings. With the show over, he orders the Zombie to fall down and ends the spell, turning it back into a corpse. Then, while everyone is staring at the fallen body, he steals away unseen.

This event is intended to keep the name of the Gravelord in the Characters’ minds and make them curious about this elusive Necromancer. Characters with the appropriate Skills can identify the spells used, and form a rough idea of the power and expertise required to cast them; if the body is examined, traces of magic — specifically, of Dhar and Shyish — are evident to any Character with @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}.

Of the Gravelord himself, though, there is no trace. He melted into the Altdorf crowds and is not seen again until he chooses to show himself. Even tracking using @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} is futile, for in a city this size there are many who, wittingly or not, have traces of magic in their makeup: their trails cross that of the escaping necromancer, and after a few dozen yards the trails are so confused as to be useless.

Hunting the Gravelord

The Characters may decide to try and hunt down this mysterious Necromancer whose name is beginning to travel across the city in whispers, but now is not the time. The Gravelord has many more plans and crosses the Characters’ path again in the companion volume to Power Behind the Throne. At this moment, he is making his way out of the city in disguise, and by the time the Characters are free to hunt for him, he is gone.

At the Temple

The journey across Altdorf to the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.TwV8JKaTUnfo3ipT]{Temple of Sigmar} is a somber one, made harder on the nerves by the tension of the events the Characters just witnessed. The Characters are probably expecting another attack, and they may see — or rather, imagine they see — all manner of suspicious individuals and activities in the crowds that part respectfully to allow the litter to pass.

The GM can improvise responses to anything the Characters do as a result of their suspicions, but they generally amount to the same thing: a glimpse of something that seems suspicious; a chase into the crowd (pausing to put down the litter, if the Characters in question is helping to carry it); a suspicious character either lost among the alleyways or tackled and proving to be innocent; and a red-faced resumption of the journey with the taunts of the crowd following them.

At the temple, the small party is received by a junior priest, who was expecting @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} and his party but has only just been informed of the tragic events on the river. The body is handed over to be prepared for burial, and the Characters, along with the surviving monks, are taken into a side chamber and questioned very closely about the Carrion attack and the spectacle on the docks; a clerk writes down their statements.

This process takes at least half a day, and while the Characters are not exactly being held under arrest, it is made clear to them that this investigation is being carried out with the authority of the @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist} himself, and that nothing else — in the Characters’ lives or in anyone else’s — has a higher priority. Offers to go hunting for the elusive Gravelord are met with a polite refusal: the cult of Sigmar has its own Witch Hunters and investigators, much more experienced than the Characters, who will take things from here.

Dusk is falling by the time the Characters are released, and it is clear that any trail is already cold. There is nothing for them to do but find a place to spend the night and resume their journey in the morning.

What, No Profile?

Sharp-eyed readers will notice that no profile has been provided for the Gravelord. This is not an oversight. At this early stage of the adventure, it is important to deny the Characters any contact with their mysterious enemy, so a profile is not needed.

The Characters will certainly be frustrated at this, but again, this is intentional. By the time they do have the chance to confront the Necromancer, in a future volume of this series, full details will be provided — and the Characters will be just itching for a fight.

" + }, + "Vengeance of the Gravelord": { + "name": "Vengeance of the Gravelord", + "text": "

This short adventure is the start of a series, forming an optional B-plot to the main campaign, and introducing Hans Gräber, a young but ambitious Necromancer who likes to style himself ‘The Gravelord.’ This chapter in the Gravelord saga has been developed from the middle section of ‘Carrion up the Reik,’ an adventure originally written by James Wallis, whose commentary can be found earlier in this book. Disappointingly, ‘Carrion up the Reik’ did not feature any carrion; among other things, this adventure corrects that oversight.

Background

Near the town of Dunkelberg, on the banks of the River Grissen above Grissenwald, is Hammersworn Rock, a Sigmarite monastery of the Order of the Anvil. Less well-known than the Monastery of the Holy Word outside Altdorf, it is nonetheless a major centre of Sigmarian learning, and its great library holds a copy of the Testaments of Sigmar as well as countless other books of scholarship.

The community’s leader, @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus}, is renowned as one of the Empire’s leading scholars of Sigmarite history and doctrine. So great is his reputation that he has been called to Altdorf to consult with the @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist} and leading scholars of the Holy Word, in the hope of finding an effective response to the growing religious tension between Sigmar’s followers and those of Ulric. He is travelling with two junior monks, @UUID[Actor.8xYAPlRLgbNOq519]{Brothers Rolf} and @UUID[Actor.tCDLCDRYyPyNkFzB]{Martin}, and happens to take passage in the same boat as the Characters. Being in the Sigmarite south, the monks have not taken any extraordinary measures to ensure their safety — and that was a mistake.

The threat comes not from fanatical Ulricans — almost unknown in these parts — but from one Hans Gräber, a novice monk whom @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} expelled from the community two years ago. Ignoring repeated warnings from his superiors, Gräber had been caught for a third time in the restricted section of the monastery’s library, poring over old accounts of the life and career of Heinrich Kemmler, the dreaded Lichemaster. He became obsessed with the stories, and unknown to his superiors — who would surely have burned him had they known — he began to experiment with necromancy. Being expelled from the monastery was the final push that launched him into vengeful madness, and ever since then he has wandered the southern Reikland, studying magic when he can, learning the forbidden @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-necromancy]{Lore of Necromancy}, and waiting until he felt powerful enough to take his revenge. Now, with @UUID[Actor.bUxA8zyayMarTXP7]{Father Marcus} travelling and exposed, the time has come to enact The Vengeance of the Gravelord.

Running this Adventure

This adventure is episodic in form, consisting of short, self-contained events that the GM can drop into Death on the Reik or any other adventure that features a river journey to Altdorf. Seemingly isolated events, linked only by necromancy and a strange name, begin to form a pattern — one, perhaps, that the Characters may try to relate to the main plot of the campaign. The GM should allow them to do so, even though there are no links to find.

Hans Gräber 

While unquestionably obsessed and probably insane, Hans Gräber is far from stupid. He knows better than to show himself and become a target, and he knows that the unseen and unknown are what frighten mortals the most. Therefore, he takes care to plan attacks that are theatrical and intimidating, while himself remaining hidden. He wants the name of the Gravelord to strike terror into the hearts of mortals, without the face appearing on any wanted posters.

The Gravelord’s strategy is to strike in a spectacular fashion and then disappear, leaving time for word to spread and fears to grow before he strikes again. What he lacks in magical power — for he is a low-level Wizard at this point — he more than makes up in imagination, and his flair for the theatrical rivals that of the great playwright @UUID[Compendium.wfrp4e-rnhd.actors.HVtHpEXhGGMOmGzy]{Detlef Sierck}. The GM should keep the following points constantly in mind:

Spectacle

The Gravelord’s aim, first and foremost, is to spread fear: death and destruction come a distant second in his mind. Having seen the terror evoked by the name of the Lichemaster, he longs for his own self-awarded title to have the same effect. Therefore, everything he does is planned for maximum psychological impact.

Elusiveness

The Gravelord never shows himself, partly to avoid the risk of capture and partly to cultivate an air of mystery that will contribute to the fear that he intends his name to evoke. While he is never far from the sites of his attacks, he is always hidden — and he always has at least two exits prepared in case things go wrong. For a megalomaniac, he is remarkably cautious and practical. The theatricality of his attacks direct all eyes away from him, so he can melt away while his victims are dealing with the havoc he has wrought: the Characters might catch a glimpse of a cloaked, hooded figure who may or may not look suspicious, but when they look again he is gone. This is particularly important in the second part of this adventure, ‘Brothers in Grief.’

" + } + } + }, + "Introduction": { + "name": "Introduction", + "pages": { + "Introduction": { + "name": "Introduction", + "text": "

Welcome to Death on the Reik, the second volume in the Director’s Cut edition of the Enemy Within campaign. While it can be played on its own, it has been designed for use after completing Enemy in Shadows

This book falls into eight chapters, with a preliminary section that summarises the various plots that the adventurers will encounter. Some of these plots come to a conclusion within the pages of this book, while others lay the foundations for adventures to come. The companion book for this adventure includes supplemental material and additional adventures which you can use to make this part of the Enemy Within even more entertaining.

In this adventure, the Characters learn more about the cult of the Purple Hand, the threat it poses to the Empire, and why it is so interested in them. They also encounter a rival cult, the Red Crown, which has different methods and objectives.

Warpstone plays a major role in this adventure. This is a stony substance made from the pure essence of Chaos. Derived from concentrations of dark magic, it is rumoured to originate from Morrslieb, the ill-omened second moon of the Old World. It is much sought after by followers of Chaos and, most of all, by the Skaven ratmen.

Burrowing beneath many parts of the world, Skaven are seldom seen. Many think they do not exist, and some of the Empire’s rulers deliberately foster this notion to avoid widespread panic. 

The Characters find that many people refuse to believe their tales of an encounter with the Skaven, and some may actively try to silence them.

The Characters pick up several clues as they travel along the Empire’s great rivers. These point to Middenheim, the famous city of the White Wolf. There, they learn of a religious schism that could tear the Empire apart, of a runaway noble whose family has some very dubious connections, and of Purple Hand agents active within the fortress city. All of these plot lines lead them into the next volume, Power Behind the Throne.

Along the way, the adventurers will travel the great rivers that are the arteries of trade and transportation throughout the Empire. They learn about commerce, and may become wealthy as traders. They’ll meet the people of the Empire in all their variety: urban and rural, common and noble, law-abiding and criminal, and all types in between. The fledgling adventurers who set out for Altdorf to seek their fortunes in Enemy in Shadows become seasoned and well-travelled veterans as they make their way through Death on the Reik.

Running the Adventure

Death on the Reik allows the Players a great deal of freedom. They may take off in all sorts of unexpected directions, heading into areas for which you have no information. While some GMs enjoy this sort of challenge, there are some ways you can minimise this risk if you want to:

  • Encourage the Players to make plans for the next session of play before the group disperses at the end of a session. This gives you some time to fill in any locations that are not described in these pages.

  • Try to understand Players’ ambitions for their Characters. For example, if one of the party wishes to train as an Initiate, they hear rumours that initiates are being ordained in a town that just happens to be on the campaign’s intended route. If it is preferable to delay a transition, the adventurers arrive too late: the ordaining priest moved on, or there are too many applicants.

  • An unpleasant rumour can discourage adventurers from visiting a place that is best left alone for now. Mysterious, deadly diseases, for example, or rampaging mutants and Beastmen are quite useful.

  • If, despite all these ploys, you are (temporarily) at a loss, random encounters can fill a play session and buy you planning time to get things back on track. If used well, random encounters can also present the illusion that you know everything about every part of the Empire and you are prepared for the adventurers wherever they may go. This impression of your genius is worth cultivating.

The Hordes of Chaos

If things went very badly in Bögenhafen, there is a chance that the whole town was destroyed by the opening of a minor Chaos gate, which is still spewing daemons and other abominations into the world. Obviously, such an outcome will have an effect on this adventure.

The most significant change will be a marked increase in military traffic on roads and the river, all of it heading for @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen}. Every route that leads towards the town will be packed with heavily armoured troops, and the adventurers should pass a company of infantry or cavalry hurrying in that direction at least once each day. Wizards in Imperial service and clerics of the major religions will also be encountered heading in the same direction.

Going the other way, the adventurers will be caught up, or passed, by a stream of refugees heading away from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen}. Accommodation becomes harder to find, and more expensive. Chaos may be coming, but so are profits for those not yet affected. As word of the catastrophe spreads, any NPCs encountered will talk of little else. As long as the adventurers do not reveal their part in events, any news they bring will be highly valued by those they encounter.

When the action moves to a town or city, there is no need to worry about detailed maps or profiles for every inhabitant. The important thing is to describe the general appearance of the town: prosperous or seedy, clean or shabby, busy or sleepy, and so on. Accommodation can be found at an inn; goods and services in keeping with the town’s size and prosperity can be purchased; and most locations can be described in a sentence or two. 

Local traders are always happy to fleece unwary travellers, and the local Watch are equally happy to throw them in jail for the slightest infraction. Greedy watchmen will then charge an exorbitant fine to let them out and escort them to the town gates with strict orders never to return. Unless a particular town is a specific landmark in the adventure, it’s always much like any other: adventurers aren’t really welcome, but their money is.

RIVER LIFE AND THE TRADING RULES

Readers familiar with earlier versions of Death on the Reik will notice (perhaps with alarm) that the ‘River Life of the Empire’ supplement and the trading rules are not in this book. In the words of the Classical philosopher Bibulus Maximus, ‘nil perspirandum.’ They have found a new home in the Death on the Reik Companion.

This frees space here to make the adventure better by adding more options for you, more clarifying text on events, and more guidance to see the adventurers to the end of their river-borne exploits. We’ve also included the @UUID[JournalEntry.fzxPnClojPBcpfmA]{first part} of the old Carrion up the Reik as part of the changes.

The advanced rules for boat handling and trading, and the optional river encounters, make more sense in a companion volume filled with ‘Director’s Cut extras’. This is not to say that we have forgotten the pledge first made thirty years ago at the birth of The Enemy Within: that each product includes material with lasting value, and continues to be useful even after the adventure has been played. For example, despite its troubled history and strange inhabitants, the maps and basic room functions of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} provide a model for any of the Empire’s small to medium castles in any home-brewed adventures you might create.

" + }, + "The Story": { + "name": "The Story", + "text": "

This adventure has a complex set of plots that unfold at the same time. Some are new, some began in earlier adventures, some are resolved in this book, and some will cast a shadow over the adventurers’ lives in the months to come.

\n

The Purple Hand

\n

The Purple Hand is a secret Chaos cult dedicated to the worship of Tzeentch and the overthrow of the Empire. They have agents in positions of power throughout the Empire, and these include high-ranking members of the cults of Sigmar and Ulric. The Purple Hand intend to reawaken the rivalry between the cults of Sigmar and Ulric, and create a religious schism to destabilise the Empire. The first fruits of their activity appear in this adventure, in the form of news from distant Middenland.

\n

The Purple Hand has cells in all major cities, all theoretically controlled by the cult’s leaders in Nuln. However, given the vast distances between cities in the Empire, each cell normally works independently. Occasionally, though, orders do come down from above. One such order has recently been issued to all cells: Kastor Lieberung, Magister Impedimentae of the cultists in Nuln, has broken off contact with the cult, and he must be found and recovered at all costs.

\n

The Plot Thickens

\n

The cult leaders know that Lieberung received notification of a large inheritance and set out to visit a law firm in Bögenhafen who are the executors of his new wealth. Two minor cultists were ordered to contact him as he passed through Altdorf, and they were found dead a few days later. By the time this adventure takes place, the cult’s leaders in Nuln are becoming suspicious. They fear that Lieberung intends to keep the money for himself, rather than handing it over to the cult as ordered.

\n

However, there are a couple of things that the Purple Hand cultists do not know.

\n
    \n
  • \n

    There was no inheritance. The law firm does not exist, and the letter that Lieberung received was part of a complex hoax by a bounty hunter (now also dead) to lure Lieberung into a trap.

    \n
  • \n
  • \n

    Lieberung died before he reached Bögenhafen. He was killed in a mutant attack on the Middenheim-Altdorf coach. One of the adventurers, who bears an uncanny resemblance to Lieberung, found his body and some crucial documents, then went to Bögenhafen in his place.

    \n
  • \n
\n

The cult’s prime concern is to recover Lieberung and his inheritance. Cult members throughout the Reikland have been ordered to find and capture the Magister Impedimentae. Knowing that Lieberung was headed for Bögenhafen, and was supposed to return from there with the money, Purple Hand agents are looking for him all along this route. They do not know why they are looking for him, only that they must deliver him to the cult's agents in Altdorf or Middenheim. All are loyal to the cult, and will choose death rather than surrender or capture.

\n

If the Lieberung-double adventurer has been killed, the cult will still be looking for the adventurers in the mistaken belief that they are agents of a rival cult. The cultists will assume the adventurers have somehow done away with Lieberung and stolen the inheritance! Some of the events described below may need to be changed slightly to accommodate this course of events. Where the text calls for cultists to pick on one particular adventurer, you can choose who is targeted by the cultists, or simply roll dice to decide.

\n

The Trail From Bögenhafen

\n

While they were investigating the Ordo Septenarius in Bögenhafen, the adventurers probably came across a series of letters written to the cult’s chief by one Etelka Herzen, a fellow devotee of the Ruinous Powers. Although they do not find her at home, they find plenty of proof of her crimes, and her journals point them towards another mystery.

\n

The Red Crown

\n

Through @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, the adventurers become aware of @UUID[JournalEntry.uHClvCto8icrUp9P]{The Red Crown}, another Chaos cult that appears to be widespread within the Empire. They learn that it venerates the same foul deity as the Purple Hand: Tzeentch, the Great Mutator. The two cults are, however, bitter enemies with widely differing methods and goals.

\n
\n

The Meteorite

\n

The main plot of Death on the Reik concerns a meteor that fell in a remote part of the Empire more than two centuries ago. The meteorite is a chunk of the Chaos moon, Morrslieb, about the size of a cow’s head. This piece of warpstone was recovered by members of a local noble family, but it has wrought disturbing changes on the family, their castle, and their peasants.

" + }, + "The Chapters": { + "name": "The Chapters", + "text": "

There are eight chapters in Death on the Reik.

@UUID[JournalEntry.49qp95QA3aWDRmWS]{Chapter 1: Bögenhafen To Altdorf}

The first stage of the journey is to Black Peaks, and takes the adventurers downriver to Altdorf, by way of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal}. Along the way they encounter a barge in trouble. Arriving at @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.Pvejt2aWfmchszth]{Weissbruck}, they must deal with Purple Hand agents and find out what has become of a friend they made in Bögenhafen, who is now missing.

Altdorf presents more challenges: the adventurers are still wanted in connection with the death of a young nobleman, and the local cell of the Purple Hand saw them arrive.

@UUID[JournalEntry.RHzfHNhGeRie4mg9]{Chapter 2: Altdorf to Kemperbad}

A half-built signalling device, part of a network of signal towers decreed by the Emperor, hides an ancient secret. A castle overlooking the river has an evil reputation. The prosperous town of Kemperbad offers the adventurers some trading possibilities, and another encounter with the agents of the Purple Hand.

@UUID[JournalEntry.fwLUrScTjI0sHxuK]{Chapter 3: Kemperbad to Black Peaks}

A mine near the town of @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} has been overrun with Goblins, leaving the local Dwarf community in despair and disarray. The Goblins are based at Black Peaks, in the home of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}. She seems to have gone on a journey and, while the wizard is away, the Goblins definitely play.

Documents in the wizard’s house shed some light on the strange events in Bögenhafen, and tell the adventurers a little about a Chaos cult known as @UUID[JournalEntry.uHClvCto8icrUp9P]{The Red Crown}. Other documents give a clue as to where the wizard has gone, and why.

@UUID[JournalEntry.VbIsVjYK2ttpvkG2]{Chapter 4: Grissenwald to the Barren Hills }

Local adherents of the Purple Hand dog the adventurers as they try to pick up the wizard’s trail. In a remote village the adventurers learn more about the wizard and her companions, and about their goal. It appears that a group of Skaven are also on the trail of the meteorite. The adventurers will discover the key to Dagmar’s observatory under the signal tower.

@UUID[JournalEntry.Zd3IR4yalOfuOwdD]{Chapter 5: Unterbaum to Wittgendorf}

Returning to the signal tower, the adventurers finally penetrate its inner sanctum. They discover the clue that leads them to the adventure’s climax at @UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein}. Along the way, they may learn of growing unrest within the Empire and have yet another brush with the Purple Hand.

@UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Chapter 6: Wittgendorf}

Arriving in the village near @UUID[JournalEntry.musGjY0nSDY6gPY4]{Castle Wittgenstein}, the adventurers learn a little of the Wittgenstein family from the locals, most of whom are suffering from strange mutations. They also encounter an outlaw band, and can try to recruit the outlaws for an assault upon the castle.

@UUID[JournalEntry.musGjY0nSDY6gPY4]{Chapter 7: Castle Wittgenstein}

Bathed in warpstone radiation for two hundred years, the castle and its inhabitants have changed in strange and disturbing ways. Some warped unfortunates are evil, and some are not. The trick to surviving the castle is to learn who can be trusted. One member of the family is away in the city of @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P]{Middenheim}, forging ties with the cult of @UUID[Compendium.wfrp4e-middenheim.journals.OCwl83kq8339cIHj.JournalEntryPage.j9KGEfrsEWWTJBP2#the-jade-sceptre]{the Jade Sceptre}.

At last, the adventurers catch sight of the warpstone meteorite. This happens just as the Skaven take it out of their reach and demolish the castle to cover their escape. If the adventurers survive, they will have several good reasons to head to Middenheim and the next part in the campaign.

@UUID[JournalEntry.w5rvSKCXvivjnTVU]{Chapter 8: Carrion up the Reik}

The journey to Middenheim is long, and the distractions of the river are numerous. Many days’ journey away lies the great city-port of Marienburg, famed for its wealth, its opportunities, and its pleasures. Some say (though not without a faint twinge of guilt) that it is greater even than Altdorf. To a group of wanderers with their own boat and a taste for trading, it can be an irresistible attraction, especially when a merchant offers them a cargo to take there.

Little do they know that the job is a fraud, concocted by the local servants of the Purple Hand to pin the adventurers down by destroying their barge. Then they can be delivered into the hands of the cult’s leadership…  in Middenheim.

" + } + } + }, + "Chapter 7: Castle Wittgenstein": { + "name": "Chapter 7: Castle Wittgenstein", + "pages": { + "The Sorcerous Tower": { + "name": "The Sorcerous Tower", + "text": "

This tower is where Lady Margritte conducts her depraved experiments. The tower is supported by flying buttresses, and not only does it have no ground floor, but its lowest level overhangs the courtyard of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}.

@UUID[.u49V6ubidO54TF48]{60. Lens Room}

@UUID[.Qmpm5qb1UCNsPpMi]{61. Library}

@UUID[.Wz2VnNS5Xe5XnYKZ]{62. Laboratory}

" + }, + "The Outer Bailey": { + "name": "The Outer Bailey", + "text": "

Visible from the track that winds up the steep cliff to the castle’s iron-bound gates are six iron cages, suspended from the main gatehouse walls. From one of these, an emaciated arm gestures feebly and a wheezing voice, barely audible above the squeaking of rusty chains, calls for mercy.

There are six iron baskets in all. Five of the six contain either a skeleton or a rotting corpse, with only one still housing a living soul. There is nothing the adventurers can do to help this person. Any attempt to release him will cause the guards in the @UUID[.j2uJZVuZM1yNO021]{gatehouse} to call out a challenge and aim crossbows in their direction.

@UUID[.cgfCR7KHy6GedSbz]{1. Gate Defences}

@UUID[.j2uJZVuZM1yNO021]{2. Main Gatehouse}

@UUID[.0g4NZzebqORDxkdv]{3. Outer Gatehouse}

@UUID[.ewWCADAxsONBI6lg]{4. Inner Gatehouse}

@UUID[.IITA6eOJVpDEhBUh]{5. The Ruins}

@UUID[.zmMvP6Ais7FzI8kV]{6. Riding Stables}

@UUID[.5eZRoDk9lmhSo7Iy]{7. Coach Stables}

@UUID[.j9NLTftKBZw3HEWJ]{8. Coach House}

@UUID[.3ufPmJt6zpcF77S5]{9. Smithy}

The Keep

The keep houses the majority of the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}, plus @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler} and @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeant Kratz} (Sergeant Klinger will move in here on Kratz’s death). The guards will retreat to this building and bar the door if hard pressed by attackers in the courtyard.

The keep is sparsely furnished with layers of dust and grime everywhere and cobwebs hanging in the corners of all rooms. The ground floor is very damp with water running down the mildew-covered walls.

@UUID[Actor.PYnvQPEqN5cWcDlo]{Sentry}

@UUID[Actor.OF35NiRpF5Nmbl2z]{Shif Doppler}

@UUID[Actor.1rnx5OhLRhiUK29X]{Kratz, Sergeant of the Guard}

NormalAfter Alarm
10 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}, & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler} & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}

@UUID[.NOFsMovYwNsq3GzY]{10. Guard Room}

@UUID[.MB5w8igLxFznZbz8]{11. Hall}

@UUID[.tkmPsiQatqsUNhNl]{12 a/b. Staircases}

@UUID[.57DZY62OVdpPrXVx]{13. Common Room}

@UUID[.MnSLXD2ZocfZacwN]{14. Well}

@UUID[.3n76Dr2GCzY0jGFX]{15. Storeroom}

@UUID[.4ZJgZtYrYK9PgBFa]{16. Armoury}

@UUID[.btvPXzLbfdpLOvIV]{17. Kitchens}

@UUID[.PcOiQIrssvxgKKql]{18. Storeroom}

@UUID[.2tlDpATyOCxR2mkA]{19. Barracks}

@UUID[.fSUre7Ooq4XCFj49]{20. Kratz's Room}

@UUID[.tD6zxFyfiHKfWo0C]{21. Meeting Room}

@UUID[.aJayu0POte3YKJEf]{22. Doppler's Room}

" + }, + "Beneath the Castle": { + "name": "Beneath the Castle", + "text": "

First, though, the adventurers must make their reconnaissance. Following @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid’s} directions, they come to a dark cave that leads to a network of tunnels running beneath the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} (@UUID[Scene.k6lxEoUkjJBgFFff]{Under The Castle}) Here dwells @UUID[Actor.nlrew23beZAtLPNo]{Brutagh}, a deranged mutant. There is also an underwater tunnel connecting to the inside of the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}, and a narrow, winding @UUID[.nMPJC5ZzpGUktOpD]{staircase} leading up to a ruined outbuilding in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}.

@UUID[.GZiiHcoKCrs5qm7P]{1. The Dark Entrance}

@UUID[.jtF0ailFebRaNk6m]{2. Skeleton}

@UUID[.9nafWwVpHln1mPdl]{3. Lashworms}

@UUID[.mkWU3NwzJyBIHUC5]{4. Giant Rats}

@UUID[.oKX7AQnR99Ztw5ij]{5. Mushrooms}

@UUID[.SFJAtBqSxP5c0Tcc]{6. Bats}

@UUID[.XswUY1Pt8RYjz9c0]{7. The Underground Stream}

@UUID[.GeyXiHlLK2Q9XAC9]{8. The Water Gate}

@UUID[.vB4AqnMHLd6uBs23]{9. Guardroom}

@UUID[.nMPJC5ZzpGUktOpD]{10/11. Staircases}

Stalking The Cave

The following events may be used while the adventurers are in the caves, to play on their nerves and unsettle them.

  • Sucker Prints
    The adventurers see slimy, damp sucker marks on the walls and floor of the caves. These markings may be wiped off, but leave a slimy residue on whatever is used to remove them.

  • Grinning Face
    One of the adventurers catches a glimpse of a disembodied, grinning face. It appears to be near the ceiling or hanging in mid-air, but is gone in an instant. The Character must make a Challenging (+0) Cool Test: if this fails, tell the Player that their Character is shaken by the encounter. This has no effect in the game, but will add an element of tension.

  • Screams
    Occasionally, blood-curdling screams echo through the caves, seeming to come from all directions. Brutagh knows where to create the best echoes.

  • Clattering Stones
    Brutagh uses the sound of stones clattering on the floor as a means of luring the adventurers towards certain areas, such as the bats (Area 6), or the rats (Area 4).

" + }, + "Castle Wittgenstein": { + "name": "Castle Wittgenstein", + "text": "

Castle Wittgenstein is built on a clifftop, 200 ft above the Reik. It consists of an @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} and an @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, with a guard tower between.

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} houses the guards, and is also home to an assortment of mutant beggars. Its south wall incorporates the @UUID[.j2uJZVuZM1yNO021]{main gatehouse} from which a road leads to the village. The south-east corner is not overlooked by any guard post, making it an ideal place for the adventurers to lower ropes for their outlaw allies. The guard tower is protected by an @UUID[.0g4NZzebqORDxkdv]{outer gatehouse} in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey’s} north wall.

The Inner Bailey is further protected by an @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} at its south wall. This part of the castle is home to the von Wittgenstein family, and is largely empty of guards, as @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} has her own ways of dealing with any intruders who make it this far! Nearly all of the Inner Bailey’s walls overhang the cliff; the rest are in plain view of one or more windows, making it virtually impossible for the outlaws to gain entry by climbing ropes.

Beneath the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} lie the @UUID[.7cwT5awu3Ffwi9Dz]{dungeons}. A steep, spiral staircase leads to the @UUID[.GeyXiHlLK2Q9XAC9]{water gate} and the river. Unknown to the family, there is also a water-filled tunnel that leads from inside the water gate to the caverns beneath the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}. These caverns (which open out from the one described by Sigrid) also connect with a secret staircase that leads into one of the ruined outbuildings of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}.

There are 25 @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in total. The 18 @UUID[Actor.o70nVj9zFugOHPoP]{beggars} who live in the ruins of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} will not fight. The various servants are unarmoured, have only improvised weapons, and will fight only in self-defence. All major NPCs (including family members) are detailed in the appropriate area description.

Castle Room Contents

The area descriptions in the following pages contain only general information on a room’s contents. More detail may be required if the adventurers search a room thoroughly, or under certain other circumstances. In such cases, you can choose a room’s contents from the @Table[castle-room]{Castle Room Contents Table}. Use common sense, and refer to the room’s function: for example, a kitchen is unlikely to contain bedding.

Castle Guards

The Captain of the Guard is (or rather, was) @UUID[Actor.akXzwoLHUzChhRT0]{Georg Hegel}. Having recently suffered an accident, he has become a skeleton controlled by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (see @UUID[.rkoPrpQipeuwZTeq]{Captain’s Tower}). As a result, command of the guard has passed to Hegel’s lieutenant, @UUID[Actor.OF35NiRpF5Nmbl2z]{Shif Doppler}. He is assisted by @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeants Kratz}, Klinger, and Anderer. If Kratz has not already been killed in the encounter in the woods (see @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.D0I5hIKc6H88GZvl#leaving-the-camp]{Leaving the Camp}), his actions during any assault on the Outer Bailey will be similar to those of the other sergeants.

Under Attack

Castle Wittgenstein has never been attacked, and its inhabitants are quite confident that it never will be. The guards are less than vigilant, even when manning the walls and gatehouse. Their initial reactions to an attack are slow unless there is a sergeant or officer with them, and the guards will always retreat if attacked in numbers.

Any @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} will shout an alarm as soon as they are attacked. This brings guards from other locations to their assistance, under the direction of @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or one of the sergeants. In the absence of a sergeant or officer, guards will not move to reinforce threatened positions. Instead, they will prepare to defend their present location.

@UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler} and his @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeants} follow a standard defence drill. First, they move to reinforce the main gatehouse. If this looks likely to fall, they move to the arrow slits overlooking the courtyard and set up a crossfire. If the main gatehouse falls, the guards fall back to the outer gatehouse, and then if necessary to the guard tower, and the inner gatehouse. If the inner gatehouse falls, the guards’ morale breaks and they will flee, fighting only if Doppler or a sergeant can rally them.

That, at least, is the theory. In practice, it takes 20 Rounds after any alarm for the guards from the keep to assemble in the courtyard and start for the gatehouse. If, as @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} plans, the outlaws and adventurers are already in the courtyard, the confused guards will retreat back to the keep while Doppler assesses the situation. Doppler’s priorities will be to prevent the main gates from being opened, and to stop intruders reaching the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}.

Guard Locations

Guards will only be encountered in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} and the central guard tower. The only guards in the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} are the three posted at the @UUID[.GeyXiHlLK2Q9XAC9]{water gate}.

The numbers in the following table assume that the adventurers dealt with the patrol in the woods, including Kratz. If any of the patrol returned to the castle, they will add to the castle's defence. If any other guards were killed prior to the assault, remove a corresponding number of defenders from the table.

Each location journal entry also has its corresponding row.

Area

Normal

After Alarm

@UUID[.cgfCR7KHy6GedSbz]{1. Gate Defences}

None

2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

@UUID[.j2uJZVuZM1yNO021]{2. Main Gatehouse}

5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, [[/r 1d100]]{50%} chance of @UUID[Actor.o7qH1nfVzjVKd3Tx]{Sergeant}

2a & b

None

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each

2d

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

2e

4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

None

2f

None

2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

@UUID[.0g4NZzebqORDxkdv]{3. Outer Gatehouse}

5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}+ @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt Klinger}

3a & b

None

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each

3c

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

3e

None

None

3f

4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger }

2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger}

@UUID[.ewWCADAxsONBI6lg]{4. Inner Gatehouse}

None

5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

4a & b

None

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each

4d

None

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

4f

None

2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

@UUID[.kIAmHftn9ojTbtSM#the-keep]{Keep}

10 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}, & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}, @UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler} & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}

@UUID[.NOFsMovYwNsq3GzY]{10. Guard Room}

@UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}& @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}

@UUID[.MB5w8igLxFznZbz8]{11. Hall}

6 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

None

@UUID[.2tlDpATyOCxR2mkA]{19. Barracks}

4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

None

@UUID[.aJayu0POte3YKJEf]{22. Doppler's Room}

@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}

@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower }

6 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}+ @UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}

@UUID[.SbcmGVbDGdwWD5lH]{23. Guard Chamber}

3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}

3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}

@UUID[.u4lHd4hc2VlU3tZ0]{26. Barracks}

3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}

3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}

@UUID[.U66j69gSSF4iL84Q]{27. Captain's Chamber}

@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}

@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}

@UUID[.5PKdbqytKI9SXYDD]{Guard Tower}

Five @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

@UUID[.3tGsPzo1e2YC2R0j]{28. Ground Floor - Bridge}

None

1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

@UUID[.TVxYnlf6DwwpeTD8]{29. First Floor - Winch Room}

None

4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

@UUID[.YUp1BfxHbm9pYcOd]{30. Second Floor - Armoury}

5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

None

 

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[30,Gaining the outlaws’ cooperation.]{30 points for gaining the outlaws’ cooperation.}

  • @Exp[30,Defeating Kratz and the guards.]{30 points for Defeating Kratz and the guards.}

  • @Exp[100,Gaining entry to the castle.]{100 points for Gaining entry to the castle.}

  • @Exp[50,Capturing the Inner Bailey and guard tower.]{50 points for Capturing the Inner Bailey and guard tower.}

  • @Exp[30,Destroying Captain Hegel.]{30 points for destroying Captain Hegel.}

  • @Exp[30,Capturing or killing Lieutenant Doppler.]{30 points for capturing or killing Lieutenant Doppler.}

  • @Exp[30,Destroying Lady Margritte’s experiment.]{30 points for destroying Lady Margritte’s experiment.}

  • @Exp[30,Capturing or killing Lady Margritte.]{30 points for capturing or killing Lady Margritte.}

  • @Exp[30,Finding the Warpstone Chamber.]{30 points for finding the Warpstone Chamber.}

  • 1 Fate point and @Exp[150,Destroyed Wittgenstein Castle]{150 XP if the castle was destroyed.}

As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.

" + }, + "Captain's Tower": { + "name": "Captain's Tower", + "text": "

This tower houses the animated @UUID[Actor.UQH4LgHVYsuRJNJs]{skeletons} of the former Guard Captain @UUID[Actor.akXzwoLHUzChhRT0]{Georg Hegel}, and six guards. The Captain died a few months ago, and was reanimated by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}.

\n\n\n\n\n\n\n\n\n\n\n\n
NormalAfter Alarm
6 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}+ @UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}6 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}+ @UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}
\n

@UUID[.SbcmGVbDGdwWD5lH]{23. Guard Chamber}

\n

@UUID[.CavcOEOzTnnpWcl3]{24. Entrance Hall}

\n

@UUID[.0ajku0CuHKUqXsgQ]{25. Well}

\n

@UUID[.u4lHd4hc2VlU3tZ0]{26. Barracks}

\n

@UUID[.U66j69gSSF4iL84Q]{27. Captain's Chamber}

\n

@UUID[.5PKdbqytKI9SXYDD]{Central Guard Tower}

\n

@UUID[.3tGsPzo1e2YC2R0j]{28. Ground Floor - Bridge}

\n

@UUID[.TVxYnlf6DwwpeTD8]{29. First Floor - Winch Room}

\n

@UUID[.YUp1BfxHbm9pYcOd]{30. Second Floor - Armoury}

\n
\n

Boned

\n
\n

The Skeletons of the @UUID[.rkoPrpQipeuwZTeq]{Captain’s Tower} present little challenge for a party that is expecting to encounter them. If the Players are a little too complacent, perhaps a surprise is called for.

\n

Instead of basic @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}, perhaps they are the fruit of some of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} early experiments. So while the tower’s inhabitants look like Skeletons, perhaps they are a little different.

\n

Instead of being mindless constructs, they may be reanimated guards whose rotting process has finished, leaving only bone on the outside but preserving all the original NPC’s experience and knowledge. Their profiles will reflect this, with the advances, Skills, and Talents of a @UUID[Compendium.wfrp4e-core.items.9q1yLMpfhX1bqvth]{Guard} or @UUID[Compendium.wfrp4e-core.items.pUf4a817P7iydsbN]{Honor Guard}, the ability to think and act independently, and a complete indifference to any magic that affects undead. 

\n

Alternatively, they are still undead constructs, but one of Lady Margritte’s experiments has given them a few extra Traits to strengthen them. @UUID[Compendium.wfrp4e-core.items.4mF5Sp3t09kZhBYc]{Champion}, @UUID[Compendium.wfrp4e-core.items.9NROryHer1uXAKwY]{Elite}, @UUID[Compendium.wfrp4e-core.items.9MjH4xyVrd3Inzak]{Fast}, @UUID[Compendium.wfrp4e-core.items.HbrwGhUl0ZXz4kLA]{Hardy}, and (in the case of @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel}) @UUID[Compendium.wfrp4e-core.items.wGTD2LezlI6Atyy0]{Leader} will make them more of a challenge in combat, and so will @UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Die Hard}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, @UUID[Compendium.wfrp4e-core.items.yrkI7ATjqLPDTFmZ]{Magic Resistance}, and @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate}. If you are shameless enough to exploit the full power of the Creature Traits list, you can turn a simple skeleton into an almost unstoppable killing machine — and wipe the complacent smile from any Grognard Player’s face.

\n
\n
" + }, + "The Attack": { + "name": "The Attack", + "text": "

There are three ways into the castle: the main gates, the water gate, and the secret entrance from @UUID[.dYmCG53efoklzAVw]{Beneath the Castle}. Any attempt to force a way in through the gatehouse or the water gate will probably end in disaster, so it is important to be familiar with the movements of the guards (see @UUID[.idS4ciy1UHxTFFfU#castle-guards]{Castle Guards}). The adventurers’ best approach is to carry out reconnaissance via the secret entrance into the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}, and then to lead the outlaws in an assault on the guards there. 

Once the adventurers have reconnoitred the castle, they must return to the outlaw camp to plan the attack. @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} favours an assault over the walls, but can be persuaded (on a successful Challenging Charm (+0) Test) to enter through the caves with the adventurers (see @UUID[.GZiiHcoKCrs5qm7P]{The Dark Entrance}).

Planning the Attack

@UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} divides the @UUID[Actor.R1IWXaphx1LoMgkX]{outlaws} into two groups. Once inside the castle, one group will attempt to take and hold the main gates while the other seizes the outer gatehouse. The outlaws will hold these positions, securing a line of retreat for themselves and the adventurers, but they will go no further into the castle until it is safe. The most Sigrid will do, if persuaded by a successful Opposed Charm/Cool Test, is to accompany the adventurers herself, with no more than two outlaws.

If the adventurers come up with a different plan, play out the discussion in detail. @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} will not endanger her people unnecessarily, and she fears being stranded in the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. Any plans that conflict with these caveats will require at least an Impressive (+4 SL) or better success on an Opposed Charm/Cool Test. Bonus SL may be awarded to players who come up with particularly clever or convincing strategies, however.

Running the Attack

If either group of outlaws loses 25% of its total numbers, @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} must make an Average (+20) Leadership Test if she commands the group. If not, make a single Challenging (+0) Cool Test for all the outlaws in the group. If the test succeeds, the outlaws keep fighting until they suffer another casualty, when the test must be repeated. If a test is failed, the outlaws try to flee the castle or, if that is impossible, hide behind any available cover. They fear capture, and will fight to the death rather than surrender.

You should describe this battle in dramatic terms, while keeping the focus on the adventurers. Their own fights are played out in detail: when one enemy falls, they have just a second to look around and see how their outlaw allies are faring. Do not be afraid to change the outcome of any fight that does not involve the adventurers. If the Characters are hard-pressed, give them hope by describing how well the outlaws by the gate are doing, and if the adventurers are having an easy time, mention that the outlaws at the gate are being cut down, and need help. Describe everything in sweeping, dramatic terms, to create the feel of a mass battle from a historical action movie.

Ending the Attack

Once the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} and the central guard tower have been taken, the fight is effectively over for the @UUID[Actor.R1IWXaphx1LoMgkX]{outlaws}. @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid} will not risk her people in the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} (except herself and two companions, if the adventurers have persuaded her to accompany them), and will order the remaining outlaws to hold the main gates and the outer gatehouse. If the area has not been thoroughly searched, @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} and his @UUID[Actor.UQH4LgHVYsuRJNJs]{skeletons} (see @UUID[.rkoPrpQipeuwZTeq]{Captain’s Tower}) surprise the outlaws while the adventurers are elsewhere. The outcome of this fight is up to you, but if he is successful in driving the outlaws off, @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} will lead his remaining skeletons into the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} to protect @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}.

The Storm

As the adventurers launch their attack, a fresh, westerly wind springs up and the weather begins to worsen. Towering black clouds sweep over the castle, and rumbles of thunder can be heard in the distance. At suitable moments during the battle, remind the Players that a storm is about to break. By the time the battle is over, the wind has risen to a gale, and rain is pouring down in torrents. The storm will build to even greater heights as the adventurers explore the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, so that by the time they are ready to enter the @UUID[.iyVatSYotKIu7sxK]{Great Hall} and Lady Margritte’s @UUID[.WTOrDYCjrGgUi6Mp]{Sorcerous Tower} the storm is right overhead, with lightning playing around the tower’s top floor.

Around the Back or Taken By Surprise!

Veteran Players might not be taking this section of the adventure seriously: for example, they might be speculating on what the new statistics and rules are for a @UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworm}or a @UUID[Actor.GeRv4d2bJgr9H91m]{Monstrous Leech}, or planning what they will do as they approach the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}. Most foolish of all, they might be doing so blatantly, and you can punish such overconfidence in various ways.

Never Trust Criminals

As already mentioned (see the @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.D0I5hIKc6H88GZvl#the-outlaws]{Grognard box: The Outlaws}), the outlaws may not be what they seem. The unkindest time for the adventurers to find this out is when they are fighting their way through the tunnels to the castle. When engaged in a fight against some creature or another, they suddenly find arrows in their backs and outlaws advancing on them with murderous intent — some revealing mutations perhaps, or fighting alongside some unexpected Skaven with a yellow fang daubed on their clothing so the ratmen can tell good man-things from bad ones. Later in the campaign, the adventurers will come to know and loathe the sign of the Yellow Fang.

'It's A What?

Another way to make things a little more challenging is to present the Characters with monsters that, while still perfectly feasible in context, are so different from the beasts they were expecting that all their preparations are for naught — or worse, actively disadvantageous.

Brutagh the mutant plays various tricks to let the adventurers know he is around, and put them on their guard. How much more interesting would it be if he had @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision} and a masterful array of stealth and ranged-combat skills? The nerve-wracking events — shorn of all their dramatic power by familiarity — are replaced by absolute darkness and silence, broken only by the echoes of the adventurers’ movements that give away their position to anyone who is listening.

The @UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworms} are no more than a living trap, able to weaken one or two Characters  slightly, but no more. Since these tunnels are  such a convenient way into the castle, would  they have gone completely unnoticed by the Wittgensteins? A stronger guard is surely needed, and a family like this one would know how to get their hands on something like a @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk}or a @UUID[Compendium.wfrp4e-core.actors.9q8QzWB4o7aj6ZxL]{Jabberslythe}. While the adventurers are carefully probing every narrow crevice in the rock walls, tentacles whip out of the darkness as the Jabberslythe attacks. Or, for the truly cruel GM, a noise in the darkness ahead prompts one or more Characters to shine their lanterns and strain their eyes in that direction — revealing a @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk} looking straight back at them with its @UUID[Compendium.wfrp4e-core.items.0eEJ280MIC0IbEop]{Petrifying Gaze}. 

The @UUID[Actor.2zSEEFf1JgTfQ0EM]{Giant Rats} and @UUID[Actor.HS6NMMKkoJhOmVAD]{Bats} were originally simple creatures with only hand-to-hand, or rather hand-to-claw, attacks. We have already added some mutations, but given the warpstone-irradiated nature of the castle a few more would not be unreasonable. @UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]{Breath} weapons, for example, or @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood}, or whip-like tails that hurl volleys of porcupine-like spines. Perhaps a Trait or two like @UUID[Compendium.wfrp4e-core.items.UsJ2uIOOtHA7JqD5]{Die Hard}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, or @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regeneration}, would underline how the warpstone has altered their nature.

The mushrooms are safe enough if left alone, but that need not be the case. They could react to body heat within a couple of yards, releasing an explosion of spores that fills an area 5 by 5 and causes @Condition[Poisoned] Conditions, or @Corruption[minor]{Minor Corruption}, or effects like one of the drugs in WFRP. If the mushrooms do not fire their spores themselves, then perhaps a small group of @UUID[Compendium.wfrp4e-core.actors.wdnXbjtKK7MtsZzc]{Snotlings} has crept in, growing the fungus for their own obscure purposes and throwing them — along with rocks and more conventional missiles — when the adventurers trespass on their territory.

Finally, the @UUID[Actor.GeRv4d2bJgr9H91m]{Monstrous Leech} by the water gate could be something else entirely. While the adventurers are looking nervously at the water and trying to find ways to avoid it, a @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spider} or two could be looking hungrily down on them from the ceiling.

" + }, + "The Temple of Slaanesh": { + "name": "The Temple of Slaanesh", + "text": "

This two-storey, rectangular building on the western side of the courtyard was once the castle’s chapel, dedicated to the worship of Sigmar. Carved friezes on its exterior depict scenes from Sigmar’s life: receiving the hammer Ghal-maraz, defeating the chief of the Teutognens, the battle of Black Fire Pass, and others. These have all been severely defaced.

The iron-studded oak doors are slightly ajar. Regardless of the hour, strange, discordant music drifts out on a haze of acrid, lavender-coloured smoke. Mixed with the music are sounds of merriment and laughter.

@UUID[.y66bT1Cgy70hKbAd]{38. Inside the Temple}

@UUID[.R7wpIm93Ik9qBrNq]{39. Gallery}

" + }, + "Entering the Castle": { + "name": "Entering the Castle", + "text": "

If it is daylight when the adventurers reach the castle proper, there is a high chance that they will be seen when they emerge into the courtyard. Each time they pass within sight of any occupied location (marked or on the @UUID[Scene.vxrLbCZJFx6mp3oA]{Wittgenstein Castle Map}) they have a [[/r 1d100]]{65%} chance of being seen. Unless they are disguised (see below), they will be challenged by any guard who sees them. If they do not surrender immediately or silence their challengers within 2 Rounds, the alarm will be raised (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}).

\n

At night, the adventurers have more freedom of movement. The darkness will cover them, but there will be enough light from the stars and moons to make torches and lanterns unnecessary. If the adventurers do use light sources, there will be an [[/r 1d100]]{80%} chance of them being spotted. The alarm may not be raised straight away, but their movements will be watched, making it unlikely that they will be able to surprise anyone.

\n

Clever adventurers may decide to enter the castle disguised as guards or beggars. In this case, they will not be challenged unless they are trying to enter an area where they are not allowed.

\n

No one questions the presence of beggars in the courtyard, and even the beggars themselves will take no notice of these newcomers. However, if the adventurers enter any building occupied by anyone other than a beggar, they will be ordered to leave immediately, and physically thrown out if they resist. The castle’s occupants are used to bullying the beggars, and do not expect them to retaliate, so the alarm will only be raised after 3 Rounds of fighting.

\n

Dressing as guards provides the adventurers with more options, and they may even be able to bluff their way through the castle gates. Only another guard will question the presence of guards in any part of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}. Other guards may be bluffed, but any attempt to bluff Doppler or one of the sergeants is made at -20. On no account will the guards at the outer gatehouse allow the adventurers across the bridge, but they are at least friendly if a successful Challenging (+0) Charm Test is made. If the adventurers fail the test, the guards will raise the alarm 3 Rounds later, if they are able.

\n
\n

Walls, Doors, And Gates

\n

The castle’s curtain walls are made from strong quarried stone, and rise to a height of 40 ft. The tops are battlemented and covered by wooden roofs to keep the walkways dry. Anyone moving near the castle walls in the open during the day will be spotted automatically.

\n

 Statistics for the castle’s various doors are shown on the following table.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
LocationTB/WDiff/SL
Main Gatehouse8/32-10/2
Other Gatehouse6/28-10/2
All other doors4/14+0/2
When barred+1/+2Cannot be picked
\n
" + }, + "Servant's Hall": { + "name": "Servant's Hall", + "text": "

The servants who work in the great hall are all loyal to the family and will offer no aid to the adventurers. Although no one mentions it, inbreeding has been going on for so long that they are all related to the von Wittgensteins, and many bear a noticeable family resemblance.

All of the servants carry some form of mutation. For more details, refer to @UUID[Actor.MfPomxv4rLduRmsV]{Castle Servants}.

All the servants wear an old-fashioned green livery, bearing the von Wittgenstein coat of arms. They are all unarmed, but in the event of a fight they will grab any weapons that come to hand — improvised or otherwise.

@UUID[.84jhSkFU1Tw8SSBB]{40. Hallway}

@UUID[.2r5LM7CDTlAnNyOd]{41. Servants' Hall}

@UUID[.VN5XOkh3GUAkK0Ts]{42. Kitchen}

@UUID[.KPUDo6ILHaVGGho0]{43. Storeroom}

@UUID[.9knXypnkE2siJAel]{44. Patio}

@UUID[.M5EKFaXkE0lTUyw3]{45. Servants' Dormitory}

@UUID[.ukfJ84WfuNkMmvp2]{46. Slurd's Room}

" + }, + "The End of Castle Wittgenstein": { + "name": "The End of Castle Wittgenstein", + "text": "
\n

As the poisoned wind billows forth, a tremor runs through the foundations of the castle. Any Character with the Lore (Geology or Engineer) Skill will realise that this is a sign of a major cave-in and it would be wise to vacate the area immediately. As the tremors grow stronger, dust and rocks fall from the ceiling. By the time the adventurers reach the courtyard, the whole of the castle is shaking, and cracks appear in the ground. The warlock-engineers are destroying the castle to cover their escape. If the adventurers head for their boat, let them reach it as rocks crash down into the water around them and they make their escape to the River Reik. If they flee the castle on foot, buildings collapse behind them and the occasional narrow crevice opens up in front, just wide enough to jump over. By a happy chance, their boat is washed out of the collapsing water gate and grounds itself a little way downriver (if they do not find it themselves, an outlaw or villager tells them).

\n

Whatever happens to the adventurers, the castle is reduced to a pile of rubble, and the horror of the von Wittgensteins is ended for all time… 

\n

Or is it? There is at least one living member of the von Wittgenstein family who is ‘having a wonderful time’ in the city-state of Middenheim, which aside from being Gotthard's playground, is also the headquarters of the Purple Hand.

" + }, + "The Great Hall": { + "name": "The Great Hall", + "text": "

Large oak doors decorated with wrought-iron scrolls stand closed but unlocked at the entrance to the hall. Each door has a large brass knocker of daemonic shape. A knock brings @UUID[Actor.E7b6S4q7thsdgt59]{Slurd}, the butler, from the chair just inside, where he usually slumbers.

The great hall is home to @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid}, her daughter @UUID[Actor.fmUd7AtbJckbiWo6]{Margritte}, and her son @UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt}. Also here is @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}, a visiting Chaos Warrior.

@UUID[.4d5tCTOF2K9D7nXx]{47. The Hall}

@UUID[.1xQQhzv0DJdnmNFp]{48. The Balcony}

@UUID[.gKFhCrlLGsjGtiZk]{49. Taxidermist's Room}

@UUID[.M4FisM2ETI26afyx]{50. Music Room}

@UUID[.7IU0v9cdd8sAtfo6]{51. Garderobe}

@UUID[.UzSG6Zyj5ao04QhA]{52. Hall of Whispers}

@UUID[.B0WGJwneTYS9WG8D]{53. Guest Room}

@UUID[.Qm5Xlsm67eHubNwR]{54. Guest Room}

@UUID[.B5lvXIk13xeuMbZc]{55. Guest Room}

@UUID[.080rSJ8F9nWMD32y]{56. Chiming Room}

@UUID[.BbJG7cnlnRLIaOjM]{57. Lady Ingrid's Room}

@UUID[.qXCvbcv44X2Q5nIy]{58. Haunted Room}

@UUID[.9vcmU8nXnXt0zyGY]{59. Lady Margritte's Room}

The Guests

@UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar} and @UUID[Actor.o4Tigb2IUzxySP16]{Crakatz} add little to the plot, and perhaps by this point Grognard Players have suffered enough: perhaps they deserve a break, and a little piece of story rather than another potentially challenging fight.

If you agree, then the guest rooms have been turned into makeshift prisons, holding people who have been kidnapped from the village for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} experiments. They lie on the floor listlessly, drugged into immobility, and each has the @Condition[Unconscious] Condition.

If the adventurers rescue them, they will be hailed as heroes in the village — at least until the other villagers start to worry that perhaps @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is not dead after all, and fear that the rescuers will bring her wrath down upon everyone. Getting the prisoners out of the castle will not be easy, unless the outlaws can be persuaded to help. Almost none of them can walk unaided in their present condition, and even when revived they will be fearful and unpredictable. They constantly wander off and get into trouble, they talk, scream, and give away the adventurers’ position in other ways. They will panic if fighting breaks out, running in random directions and getting in the way, and they might even turn on their rescuers to try to ingratiate themselves with @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, in the hope of kinder treatment.

No one ever said it was easy to be a hero. Or if they did, they were lying.

" + }, + "The Dungeons": { + "name": "The Dungeons", + "text": "

The small, central staircase from the @UUID[.4d5tCTOF2K9D7nXx]{great hall} leads down some 20 ft to the dungeons. The @UUID[Scene.SwoRKvcT6tXiEAyg]{Castle Dungeon map} shows their layout.

@UUID[.TAXL7bamc4ztzHxV]{1. Wine Cellar}

@UUID[.PTBzxwcZsXxKwt7b]{2. Slagdarg's Room}

@UUID[.Qk4jNY5NklMcoAlp]{3. Torture Chamber}

@UUID[.85pfKR9OJcBElgbm]{4. Charnel Pit Door}

@UUID[.fX1ok04OTE4aV3ia]{5. Cells}

@UUID[.ONMxNHa1E9FSljLl]{6. The Warpstone Chamber}

" + }, + "The Inner Bailey": { + "name": "The Inner Bailey", + "text": "

The Inner Bailey is occupied by the von Wittgenstein family and their servants. There are no guards in this part of the castle, and even the gatehouse remains unmanned unless the guards from the central guard tower are ordered to fall back there. The von Wittgensteins assume that no intruders could penetrate this far into the castle, but even if they do, the only NPC whose actions will change from those described below is @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (@UUID[.Wz2VnNS5Xe5XnYKZ]{Area 62}) — and if she has been warned by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or another guard.

As the adventurers enter the courtyard of the Inner Bailey, their eyes are drawn to the vast number of evil-looking black birds that circle overhead and peer down at them from the rooftops. The birds’ eyes seem to glitter with intelligence and they follow the movements of the adventurers closely, even hopping along the walls to keep them in sight. These birds are slightly mutated (but harmless) crows. They take an active interest in all that goes on, but are not truly intelligent. However, they can be used to good effect — for example, by having them watch the adventurers for a while and then hop into an open window, as though going to report to someone inside.

@UUID[.RFCh03fMy6jmrOE9]{31. Aviary}

@UUID[.wcKR1FwrD4RoJlBe]{32. Kitchen Garden}

@UUID[.jvo67vCsGGMY7Uay]{33. The Charnel Pit}

" + }, + "The Dark Tower": { + "name": "The Dark Tower", + "text": "

Horrendously mutated, @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}, @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid’s} husband, lives in self-imposed isolation in this dark and dismal tower. The steps leading to the entrance are broken and worn, and the paint on the door is cracked and peeling. If anyone uses the large, brass knocker on the door, a deep, hollow sound reverberates around the whole tower, and small stones and dust fall from the eaves above. Apart from this, there is no response.

\n

Since his metamorphosis, Ludwig has developed an aversion to daylight. All the windows have been bricked up, but Characters with the @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision} Talent will have no difficulty seeing through the gloom inside the tower.

\n

@UUID[.ScdlTd5vAkhoeZia]{34. Entrance Chamber}

\n

@UUID[.HFjebyM4JvuHKbTO]{35. The Trough of Life}

\n

@UUID[.9QbqTbEIM76lCVab]{36. The Portrait Room}

\n

@UUID[.kC8e8mNopqyaykWX]{37. The King of the Roaches}

" + }, + "1. The Dark Entrance": { + "name": "1. The Dark Entrance", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

The cave’s narrow entrance is concealed by bushes, so the characters are unlikely to find it without help from the outlaws. The area around the entrance looks undisturbed, but a Difficult (-10) Perception Test reveals sucker-like marks on the ground.

The cave is damp and dark, and its floor slopes downwards. After the adventurers have gone about 5 yd, they will begin to hear a deep, grunting, bellowing sound ahead. After another 10 yd, it is joined by a high-pitched, squeaking noise which sets the adventurers’ teeth on edge.

This winding maze of tunnels is inhabited by @UUID[Actor.nlrew23beZAtLPNo]{Brutagh}, a human mutant driven insane by the effects of the warpstone. When the adventurers enter his realm, Brutagh will begin to stalk them. He does not attack immediately, preferring to wear the adventurers down first. Brutagh follows at a distance of 10 to 15 yd, dropping back if he thinks the adventurers are trying to trick or ambush him. He is intimately familiar with the caves, and will use this knowledge to herd the adventurers towards danger, or divert from the tunnel leading to @UUID[.nMPJC5ZzpGUktOpD]{stairs up to the castle}. If the adventurers decide to leave way-markers through the cave, Brutagh will eradicate them, rubbing out any chalk marks, picking up any dropped tokens, or rubbing dirt into any marks scratched on the walls.

" + }, + "2. Skeleton": { + "name": "2. Skeleton", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

\n

Around a corner, the adventurers come upon a human skeleton. A close look at the bones reveals that they have been snapped and the marrow sucked out. As the adventurers look around here, a bloodcurdling scream reverberates around them. This unsettling event requires everyone who hears it to make a @Fear[2,] Test. If any player suffers an Impressive Failure (-4 SL) or worse on any roll of the Extended Cool Test to overcome this Fear, they also gain a @Condition[Broken] condition and must attempt to flee the caves. There is a sound of squeaking and twittering ahead. As the adventurers journey deeper into the caves, the sound seems to come from all directions, as though something is surrounding them and closing in. In fact, the sounds are from the rats and bats in the caves, amplified by the tunnel system’s natural acoustics.

" + }, + "3. Lashworms": { + "name": "3. Lashworms", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

Two @UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworms} live in holes in the walls at this intersection. They attack as soon as an adventurer steps into the middle of the chamber. Their saw-toothed lashes whip out from the walls, ripping into any Character they hit. If their lashes fail to penetrate armour, they continue to attack until successful, and then retire into their holes with their meal. Once fed, the Lashworms are busy digesting their meal, and do not attack again for at least 4 hours.

@UUID[Actor.6SQWHEzmXNuVfB8N]{Lashworms}

Lashworms are small, carnivorous creatures that live in fissures, which they disguise with debris, leaving only a hair-like ‘trigger’ outside. A Hard (-20) Perception Test is required to see the Lashworm’s lair, and a Difficult (-10) Lore (Beasts) Test is required to identify it as the lair of a Lashworm. This test may be modified at your discretion if the Character has encountered Lashworms before.

When the ‘trigger’ senses any movement within 5 yd, a thin, saw-toothed organ whips out, grasping a shred of its victim’s flesh, then retracting into the crevice almost instantly. Characters must make a Difficult (-10) Cool Test or gain a @Condition[Surprised] condition. The Lashworm will spend the next 4 hours digesting this meal, and will not attack again in that time.

 

" + }, + "4. Giant Rats": { + "name": "4. Giant Rats", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

\n

The warpstone in the castle has affected the rats that inhabit the caverns. They have grown to a length of 6 ft, and have a faint, greenish glow about their bodies. The adventurers will first become aware of the rats when they see 4 luminous, green outlines ahead. The @UUID[Actor.2zSEEFf1JgTfQ0EM]{rats} rush at the adventurers as soon as they come within 3 yd of the cavern.

" + }, + "5. Mushrooms": { + "name": "5. Mushrooms", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

\n

These caverns are filled with glowing fungal growths in all shapes and sizes. The mushrooms are harmless unless eaten. If any Character does so, they must make a Challenging (+0) Endurance Test or spend 2 Rounds vomiting. Even those who successfully make the test will be afflicted by stomach pains 30 minutes later, which last for [[/r 1d10]] minus Toughness Bonus hours, to a minimum of 1, and during this time all Tests suffer a -10 penalty.

" + }, + "6. Bats": { + "name": "6. Bats", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

\n

This cavern is the roost of half a dozen @UUID[Actor.HS6NMMKkoJhOmVAD]{giant bats}, which will swoop down to attack anyone entering their lair. The creatures have become infused with warpstone dust, growing to a wingspan of 10–12 ft. They are aggressive predators, and will attack anything Human-sized or smaller, belching noxious fumes laced with warpstone dust.

" + }, + "7. The Underground Stream": { + "name": "7. The Underground Stream", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

\n

The passage is broken by an icy underground stream, 2 yd wide and about 4 ft deep. The water is cold, but not dangerously so, and may be crossed by jumping, wading, or swimming. Swimming or wading Characters will have no difficulties provided that metal armour is removed first. Characters who attempt to leap the gap and fail will fall into the stream, suffering 1 Wound.

\n
\n

There is gap of a foot between the water and the tunnel roof on the southern side, and on the northern side, the gap is only a few inches. The stream flows into the pool at the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}, and Characters who make the 80-yd swim may be able to surprise the guards there and gain entry to the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} without going through the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}. It is possible to drag armour through on lengths of rope. However, at three points between here and the water gate, the roof dips suddenly, requiring some underwater swimming. At the end of the second underwater section, any Character coming up for air will be attacked by a @UUID[Actor.GeRv4d2bJgr9H91m]{monstrous leech} that hangs from the roof, and must pass a Challenging (+0) Cool Test or become @Condition[Surprised].

" + }, + "8. The Water Gate": { + "name": "8. The Water Gate", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

The water gate lies under the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. A @UUID[.nMPJC5ZzpGUktOpD]{spiral staircase} leads up to the @UUID[Scene.SwoRKvcT6tXiEAyg]{castle dungeons}. The gate leading to the river is sealed with a heavy iron portcullis which goes all the way down to the bottom of the dock. Unbeknown to the castle’s inhabitants, there is a third way into this area via the underground stream from the cavern network.

The adventurers’ boat has been docked here ever since it was impounded (see @UUID[JournalEntry.WKhLoiUL9sdUE2Gs.JournalEntryPage.vl2OYEHYmQRez1VP#the-impounding]{The Impounding}). There are three @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the @UUID[.vB4AqnMHLd6uBs23]{guardroom} at all times, but they are not particularly attentive. The boat has already been stripped of anything that can be eaten or drunk, and the guards are playing cards as they nurse their hangovers. They will challenge any stranger who comes down the stairs, but anyone coming through the underground stream will able to get out of the pool and onto the dock without being noticed. Thereafter, the guards must make an Opposed Perception/Stealth Test to determine whether they hear the adventurers approaching the guardroom, or sneaking past it to the staircase. You may make a single roll for the guards, granting +1 SL to account for their number.

The portcullis prevents the adventurers from taking their boat out to the river. If they go to the gate, call their attention to suspicious swirls appearing in the water and the half-glimpsed sight of something brown and scaly breaking the surface in the shadows. There is no monster in the water here, but the adventurers should be discouraged from entering the water!

" + }, + "9. Guardroom": { + "name": "9. Guardroom", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

\n

This cavern-like room contains a rough table, four chairs, and a set of bunk beds. If the guards are playing cards, there will be [[/r 5d10]] shillings piled on the table.

" + }, + "10/11. Staircases": { + "name": "10/11. Staircases", + "text": "

@UUID[.dYmCG53efoklzAVw]{Beneath the Castle}

Each of these spiral staircases ascends over 200 ft. The one from the @UUID[.GeyXiHlLK2Q9XAC9]{water gate} (10) leads to the dungeons under the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. The one from the tunnel network (11) ends in a seemingly featureless room, 2 yd square. In the central square yard of the ceiling is a delicately-balanced secret door whose outline may be discovered on a successful Hard (-20) Perception Test. Pressing lightly in the centre of any edge causes the trap door to pivot, allowing access to a ruined outbuilding in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} (see @UUID[.IITA6eOJVpDEhBUh]{The Ruins}).

" + }, + "1. Gate Defences": { + "name": "1. Gate Defences", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

A tower stands in front of the castle gates, linked to the main body of the castle by a length of wall with a passage at first-floor level. Guards here can fire at the backs of anyone approaching the gates, turning the gate area into an effective killing zone. Its position also makes it impossible to draw up a battering ram before the gates, and shields them from artillery fire.

The tower is unoccupied, but in the event of an assault on the gates, two guards will rush from the gatehouse, one to the wall and the other to the tower. From here they fire on the attackers, and repulse any attempts to scale the wall. In the face of heavy opposition, they retreat to room B of the @UUID[.j2uJZVuZM1yNO021]{main gatehouse}.

The guards are under strict instructions to allow no one into the castle. If @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeant Kratz} is still alive, he (or one of the other two sergeants if Kratz is dead) will peer down from the battlements and yell, ‘Get away from here, you scum! No beggars are allowed in the castle.’

The sergeant listens to what the adventurers have to say, but refuses to let them in. After a while, he orders them to leave, gesturing to the guards on the wall. The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} aim their crossbows in the adventurers’ direction, opening fire if they do not leave. The guards fire only one volley unless the adventurers return fire. If necessary, four more guards arrive, and they keep firing until all the adventurers are dead or out of range.

NormalAfter Alarm
None2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

 

" + }, + "2. Main Gatehouse": { + "name": "2. Main Gatehouse", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

All three gatehouses have a similar layout, and are described together to avoid repetition. Each one has two floors, consisting of two towers spanned by a room over the gateway. The wooden gates are covered with iron plates, held in place by huge black iron rivets. They are usually barred on the inside by a stout wooden beam, requiring Characters with a total of 60 or more Strength between them to make a Challenging (+0) Strength Test to lift. Behind the outer gates is a short passage leading to an inner set of gates. These inner gates are normally kept open, but they are closed at the first sign of attack.

Set in the roof of the passage are a number of murder holes through which the defenders may drop boiling water, molten lead, and so on, onto any attackers. Halfway between the two sets of gates is a portcullis, which is dropped when the inner gates are assaulted, trapping the attackers.

The @UUID[.j2uJZVuZM1yNO021]{main} and @UUID[.0g4NZzebqORDxkdv]{outer} gatehouses are each protected by five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. During the day, there is a [[/r 1d2]]{50%} chance of a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant} also being present in each of them. The @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} is normally empty, although the guards from the central guard tower will fall back here in the event of a determined attack (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}). In the descriptions of individual rooms, ignore all references to guards when dealing with the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse}.

The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the main gatehouse will only open the outer gates if ordered to do so by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant}. Most unexpected visitors are turned back, and peasants or villagers are used for target practice. Important-looking visitors will be asked to wait while the guards refer the matter to @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}.

The outer and inner gatehouses are usually left open, but only family members and guards on duty in the central guard tower are permitted to cross the bridge.

NormalAfter Alarm
5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, 50% chance of @UUID[Actor.o7qH1nfVzjVKd3Tx]{Sergeant}5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}, 50% chance of @UUID[Actor.o7qH1nfVzjVKd3Tx]{Sergeant}

a & b. - These rooms are rarely used and are covered by a layer of dust. In the event of an attack, one guard with a crossbow will be positioned in each room to fire on anyone approaching the gates. A ladder in each room leads up to a trapdoor which can be bolted from above.

NormalAfter Alarm
None1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each

c. - This room is little used these days, but 4 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 230 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt} are stored on racks along the walls. The door to the courtyard is locked.

d. - One guard sits behind a desk by the door. It is his job to prevent any unauthorised visitors entering the gatehouse. Unless the alarm has been raised, he will not be wearing his helmet, revealing the full horror of his rotting face (see @UUID[Actor.PYnvQPEqN5cWcDlo]{Castle Guards} for the effects of this sight on Characters). If he is attacked, the guard will call for help from the floor above (Area e).

NormalAfter Alarm
1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

e. - Although the four guards in here are meant to be watching for anyone approaching the castle, they will be found playing dice. There are [[/r 3d10]] silver shillings on the table.

NormalAfter Alarm
4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}None

f. - The portcullis is operated from this room. It hangs from its pulleys above a slot in the floor, supported by a wooden frame.

NormalAfter Alarm
None2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

The middle of the floor is dotted with murder holes, each about 6 inches across, and there is a supply of 54 spears on racks along the east and west walls. The spears are short, with heavy points, and are designed to be dropped through the holes. If they are thrown normally or used in hand-to-hand combat, they suffer a -10 penalty to WS or BS as appropriate.

Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires, on wheeled iron frames that are designed so they can be moved above the murder holes and tipped over. The section of floor around the murder holes is noticeably concave, to ensure that the hot water or lead runs through the holes as intended. The north end of the room contains two wooden pallet beds that are used by any guards on duty here.

If the Characters find themselves trapped below, guards will be all too happy to assault them with spears dropped from above. Resolve these attacks using the guards’ Ranged (Throwing) Skill as normal, but Characters with shields receive +20 to any attempt to block as the attack can only come from directly above.

While it is unlikely that the guards will have enough forewarning to heat their cauldrons, should the party have been particularly reckless in planning the assault they may find themselves scalded with water or, even worse, molten lead. It will take the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} 1 hour to heat the water to boiling, or 2 to heat the lead. Characters trapped in the portcullis and subjected to a torrent of boiling water take 10 damage, ignoring Armour, while those struck by the molten lead lose 15 Wounds. Characters may make an Challenging (+0) Dodge Test, or an Average (+20) Melee (Basic or Parry) Test if they have a shield, which reduces the damage by the number of SL achieved. Characters struck by the molten lead also receive an @Condition[Ablaze] Condition as their clothing ignites.

g. - This room is locked, and the thick dust that covers the floor attests to its not having been used for some time. A rack against one wall holds 6 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 164 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}, but otherwise the room is empty.

The Courtyard

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} is choked with rubble and weeds, and the only clear area is a track from the gates to the bottom of the steps, and from there to the coach house. Many of the buildings in the courtyard have collapsed through neglect, but the outer walls have been well maintained.

The guards and beggars who inhabit this part of the castle do not care what state it is in. Consequently, the whole area is filthy, with moss and mould growing on almost every surface and a stench of decay filling the air.

" + }, + "3. Outer Gatehouse": { + "name": "3. Outer Gatehouse", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

All three gatehouses have a similar layout, and are described together to avoid repetition. Each one has two floors, consisting of two towers spanned by a room over the gateway. The wooden gates are covered with iron plates, held in place by huge black iron rivets. They are usually barred on the inside by a stout wooden beam, requiring Characters with a total of 60 or more Strength between them to make a Challenging (+0) Strength Test to lift. Behind the outer gates is a short passage leading to an inner set of gates. These inner gates are normally kept open, but they are closed at the first sign of attack.

Set in the roof of the passage are a number of murder holes through which the defenders may drop boiling water, molten lead, and so on, onto any attackers. Halfway between the two sets of gates is a portcullis, which is dropped when the inner gates are assaulted, trapping the attackers.

The @UUID[.j2uJZVuZM1yNO021]{main} and @UUID[.0g4NZzebqORDxkdv]{outer} gatehouses are each protected by five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. During the day, there is a [[/r 1d2]]{50%} chance of a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant} also being present in each of them. The @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} is normally empty, although the guards from the central guard tower will fall back here in the event of a determined attack (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}). In the descriptions of individual rooms, ignore all references to guards when dealing with the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse}.

The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the main gatehouse will only open the outer gates if ordered to do so by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant}. Most unexpected visitors are turned back, and peasants or villagers are used for target practice. Important-looking visitors will be asked to wait while the guards refer the matter to @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}.

The outer and inner gatehouses are usually left open, but only family members and guards on duty in the central guard tower are permitted to cross the bridge.

NormalAfter Alarm
5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}+ @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt Klinger}5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}+ @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt Klinger}

a & b. - These rooms are rarely used and are covered by a layer of dust. In the event of an attack, one guard with a crossbow will be positioned in each room to fire on anyone approaching the gates. A ladder in each room leads up to a trapdoor which can be bolted from above.

NormalAfter Alarm
None1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each

c. - This room is little used these days, but 4 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 230 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt} are stored on racks along the walls. The door to the courtyard is locked.

NormalAfter Alarm
1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

d. - One guard sits behind a desk by the door. It is his job to prevent any unauthorised visitors entering the gatehouse. Unless the alarm has been raised, he will not be wearing his helmet, revealing the full horror of his rotting face (see @UUID[Actor.PYnvQPEqN5cWcDlo]{Castle Guards} for the effects of this sight on Characters). If he is attacked, the guard will call for help from the floor above (Area e).

e. - Although the four guards in here are meant to be watching for anyone approaching the castle, they will be found playing dice. There are [[/r 3d10]] silver shillings on the table.

NormalAfter Alarm
NoneNone

f. - The portcullis is operated from this room. It hangs from its pulleys above a slot in the floor, supported by a wooden frame.

NormalAfter Alarm
4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger }2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards} & @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Klinger}

The middle of the floor is dotted with murder holes, each about 6 inches across, and there is a supply of 54 spears on racks along the east and west walls. The spears are short, with heavy points, and are designed to be dropped through the holes. If they are thrown normally or used in hand-to-hand combat, they suffer a -10 penalty to WS or BS as appropriate.

Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires, on wheeled iron frames that are designed so they can be moved above the murder holes and tipped over. The section of floor around the murder holes is noticeably concave, to ensure that the hot water or lead runs through the holes as intended. The north end of the room contains two wooden pallet beds that are used by any guards on duty here.

If the Characters find themselves trapped below, guards will be all too happy to assault them with spears dropped from above. Resolve these attacks using the guards’ Ranged (Throwing) Skill as normal, but Characters with shields receive +20 to any attempt to block as the attack can only come from directly above.

While it is unlikely that the guards will have enough forewarning to heat their cauldrons, should the party have been particularly reckless in planning the assault they may find themselves scalded with water or, even worse, molten lead. It will take the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} 1 hour to heat the water to boiling, or 2 to heat the lead. Characters trapped in the portcullis and subjected to a torrent of boiling water take 10 damage, ignoring Armour, while those struck by the molten lead lose 15 Wounds. Characters may make an Challenging (+0) Dodge Test, or an Average (+20) Melee (Basic or Parry) Test if they have a shield, which reduces the damage by the number of SL achieved. Characters struck by the molten lead also receive an @Condition[Ablaze] Condition as their clothing ignites.

g. - This room is locked, and the thick dust that covers the floor attests to its not having been used for some time. A rack against one wall holds 6 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 164 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}, but otherwise the room is empty.

The Courtyard

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} is choked with rubble and weeds, and the only clear area is a track from the gates to the bottom of the steps, and from there to the coach house. Many of the buildings in the courtyard have collapsed through neglect, but the outer walls have been well maintained.

The guards and beggars who inhabit this part of the castle do not care what state it is in. Consequently, the whole area is filthy, with moss and mould growing on almost every surface and a stench of decay filling the air.

" + }, + "4. Inner Gatehouse": { + "name": "4. Inner Gatehouse", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

All three gatehouses have a similar layout, and are described together to avoid repetition. Each one has two floors, consisting of two towers spanned by a room over the gateway. The wooden gates are covered with iron plates, held in place by huge black iron rivets. They are usually barred on the inside by a stout wooden beam, requiring Characters with a total of 60 or more Strength between them to make a Challenging (+0) Strength Test to lift. Behind the outer gates is a short passage leading to an inner set of gates. These inner gates are normally kept open, but they are closed at the first sign of attack.

Set in the roof of the passage are a number of murder holes through which the defenders may drop boiling water, molten lead, and so on, onto any attackers. Halfway between the two sets of gates is a portcullis, which is dropped when the inner gates are assaulted, trapping the attackers.

The @UUID[.j2uJZVuZM1yNO021]{main} and @UUID[.0g4NZzebqORDxkdv]{outer} gatehouses are each protected by five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. During the day, there is a [[/r 1d2]]{50%} chance of a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant} also being present in each of them. The @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} is normally empty, although the guards from the central guard tower will fall back here in the event of a determined attack (see @UUID[.idS4ciy1UHxTFFfU#under-attack]{Under Attack}). In the descriptions of individual rooms, ignore all references to guards when dealing with the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse}.

The @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in the main gatehouse will only open the outer gates if ordered to do so by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} or a @UUID[Actor.o7qH1nfVzjVKd3Tx]{sergeant}. Most unexpected visitors are turned back, and peasants or villagers are used for target practice. Important-looking visitors will be asked to wait while the guards refer the matter to @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}.

The outer and inner gatehouses are usually left open, but only family members and guards on duty in the central guard tower are permitted to cross the bridge.

NormalAfter Alarm
None5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

a & b. - These rooms are rarely used and are covered by a layer of dust. In the event of an attack, one guard with a crossbow will be positioned in each room to fire on anyone approaching the gates. A ladder in each room leads up to a trapdoor which can be bolted from above.

NormalAfter Alarm
None1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard} in each

c. - This room is little used these days, but 4 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 230 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt} are stored on racks along the walls. The door to the courtyard is locked.

d. - One guard sits behind a desk by the door. It is his job to prevent any unauthorised visitors entering the gatehouse. Unless the alarm has been raised, he will not be wearing his helmet, revealing the full horror of his rotting face (see @UUID[Actor.PYnvQPEqN5cWcDlo]{Castle Guards} for the effects of this sight on Characters). If he is attacked, the guard will call for help from the floor above (Area e).

NormalAfter Alarm
None1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}

e. - Although the four guards in here are meant to be watching for anyone approaching the castle, they will be found playing dice. There are [[/r 3d10]] silver shillings on the table.

f. - The portcullis is operated from this room. It hangs from its pulleys above a slot in the floor, supported by a wooden frame.

NormalAfter Alarm
None2 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}

The middle of the floor is dotted with murder holes, each about 6 inches across, and there is a supply of 54 spears on racks along the east and west walls. The spears are short, with heavy points, and are designed to be dropped through the holes. If they are thrown normally or used in hand-to-hand combat, they suffer a -10 penalty to WS or BS as appropriate.

Also in the room are two huge iron cauldrons, one filled with water and the other with a mass of lead. Both stand above unlit fires, on wheeled iron frames that are designed so they can be moved above the murder holes and tipped over. The section of floor around the murder holes is noticeably concave, to ensure that the hot water or lead runs through the holes as intended. The north end of the room contains two wooden pallet beds that are used by any guards on duty here.

If the Characters find themselves trapped below, guards will be all too happy to assault them with spears dropped from above. Resolve these attacks using the guards’ Ranged (Throwing) Skill as normal, but Characters with shields receive +20 to any attempt to block as the attack can only come from directly above.

While it is unlikely that the guards will have enough forewarning to heat their cauldrons, should the party have been particularly reckless in planning the assault they may find themselves scalded with water or, even worse, molten lead. It will take the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} 1 hour to heat the water to boiling, or 2 to heat the lead. Characters trapped in the portcullis and subjected to a torrent of boiling water take 10 damage, ignoring Armour, while those struck by the molten lead lose 15 Wounds. Characters may make an Challenging (+0) Dodge Test, or an Average (+20) Melee (Basic or Parry) Test if they have a shield, which reduces the damage by the number of SL achieved. Characters struck by the molten lead also receive an @Condition[Ablaze] Condition as their clothing ignites.

g. - This room is locked, and the thick dust that covers the floor attests to its not having been used for some time. A rack against one wall holds 6 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{Crossbow} and 164 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt}, but otherwise the room is empty.

The Courtyard

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey} is choked with rubble and weeds, and the only clear area is a track from the gates to the bottom of the steps, and from there to the coach house. Many of the buildings in the courtyard have collapsed through neglect, but the outer walls have been well maintained.

The guards and beggars who inhabit this part of the castle do not care what state it is in. Consequently, the whole area is filthy, with moss and mould growing on almost every surface and a stench of decay filling the air.

" + }, + "5. The Ruins": { + "name": "5. The Ruins", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

These structures (labelled 5a, 5b, and 5c) were once storehouses and outbuildings. The staircase from the tunnel network beneath the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} leads (via a well-concealed trapdoor) to the ruined building marked ‘5a’.

\n

A total of 18 @UUID[Actor.o70nVj9zFugOHPoP]{beggars} live in the various ruins. Unlike the beggars in the village, these creatures make no attempt to hide their mutations: multiple limbs and abnormal growths are evident on their scabrous bodies. The beggars were originally distressed villagers who came to the castle after the warp storm, hoping for shelter and succour. They were allowed into the castle and left to wander the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}, tolerated but largely ignored by the castle’s other inhabitants. Many were taken by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} for her experiments, but she has recently stopped using them, preferring to take her specimens from those villagers who still lead the semblance of a normal life.

\n

The remaining beggars are so demoralised that they spend all day lying in their filth. If attacked, they hobble out of the way as best they can, but do not fight back. If questioned, they reply earnestly in complete gibberish, and the adventurers will not be able to understand them. However, if the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} or @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} are mentioned, the beggars become more animated. An ecstatic look appears in their eyes, and they mumble about ‘the place of the Lady of Salvation’ and the joys that await anyone fortunate enough to be chosen to cross the bridge. The beggars believe that all is wonderful in the Inner Bailey and that those who cross the bridge will be freed of their afflictions and live in comfort and joy with @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}. The truth is far more unpleasant: all the beggars who have made the journey have met a most horrific end.

\n

One pitiful creature — with three eyes and no nose — wanders around clutching a half-eaten, green potato to his breast. This was thrown at him by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} some weeks ago, and he has deluded himself that it was a gift, which he now treasures as a token of her love. He believes that one day she will be able to declare her love openly and that they will live together in the splendour of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}. Any attempts to take his potato drive him into a screaming fit, and he will throw himself off the castle walls rather than part with this treasure from his love.

" + }, + "6. Riding Stables": { + "name": "6. Riding Stables", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

The castle’s five riding horses are kept here. They are tended by Hans Shumacher, who lives in the rooms on the upper floor. Hans shimmers with an unwholesome green glow, and his arms reach down to his knees. Hans attacks any strangers who come near to his horses, and he keeps a pitchfork by the door which he will use at the slightest provocation. If necessary, use the profile of a normal @UUID[Actor.PYnvQPEqN5cWcDlo]{guard}. The upstairs rooms are well maintained, but sparse. Hans sleeps on a lice-ridden horsehair mattress on the floor. Anyone touching it has a [[/r 1d2]]{50%} chance of becoming @UUID[Compendium.wfrp4e-dotr.items.GTsxRqltZkK9Ltx0]{infested}. There is nothing of value in these rooms.

" + }, + "7. Coach Stables": { + "name": "7. Coach Stables", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

Four black coach horses and a handful of other mounts are kept in here. They are looked after by the coach’s driver, Otto, and the footman, Dolf. Otto and Dolf live in the rooms above the stables. These rooms are well-furnished, and contain spare uniforms, among other things. Otto has three arms (as do all his uniforms), while Dolf ’s feet both point backwards, which gives him a pronounced shuffling gait. These individuals only fight in self-defence. Use the @UUID[Actor.MfPomxv4rLduRmsV]{Castle Servant} profile if necessary. If attacked, Otto will immediately throw open the stable gates, releasing the castle’s [[/r 1d10+4 # Horses]] horses to trample the Characters. Several of the beasts bear mutations of one sort or another, and at least one will defend Otto or Dolf against any Character who attacks them.

" + }, + "8. Coach House": { + "name": "8. Coach House", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

This contains the von Wittgenstein family coach. It is black with a silver trim, and bears the family’s coat of arms on its doors. Harness for the coach horses is hung on the walls.

" + }, + "9. Smithy": { + "name": "9. Smithy", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

The smithy has obviously not been used for some time, as everything is covered in dust and cobwebs. A thorough search will turn up a full set of blacksmith’s tools, but everything is rusty and ill-maintained. The forge is choked with ash, the only signs of life are a couple of rats (one with two heads) foraging in a pile of debris in one corner. If disturbed, the rats scuttle into a small hole in the wall, behind the pile of rubbish. The small room to the west contains a pile of charcoal, which was used for firing the forge.

\n

 

" + }, + "10. Guard Room": { + "name": "10. Guard Room", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

Unless the alarm has been raised this room will be empty, as it is used only as a passageway. On the eastern wall hangs a faded and rotten tapestry bearing the von Wittgenstein coat of arms. If the alarm has been raised, the door will be barred and there will be at least one @UUID[Actor.PYnvQPEqN5cWcDlo]{guard} here, armed with a crossbow.

NormalAfter Alarm
@UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}& @UUID[Actor.1rnx5OhLRhiUK29X]{Sgt. Anderer}
" + }, + "11. Hall": { + "name": "11. Hall", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

A large oak table dominates the centre of this room. Around it are eight high-backed chairs. A sword hangs over the fireplace, but it is rusty and blunt, and the scabbard is covered with dust. There are six @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} in here, relaxing and playing cards.

NormalAfter Alarm
6 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}None
" + }, + "12 a/b. Staircases": { + "name": "12 a/b. Staircases", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

Both staircases have an unpleasant smell. The one leading up (a) smells of rotting carcasses, as though a number of dead animals were strewn at the top. The staircase going down (b) smells strongly of damp and mildew.

" + }, + "13. Common Room": { + "name": "13. Common Room", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

This room is used by the @UUID[Actor.PYnvQPEqN5cWcDlo]{guards}. The waste-pipe from the garderobe in the corner opens into the space between the outer gatehouse and the keep.

" + }, + "14. Well": { + "name": "14. Well", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

Water for the keep is drawn from the well in the corner of the room. Four mouldy leather buckets, with ropes attached to them, stand next to the well.

" + }, + "15. Storeroom": { + "name": "15. Storeroom", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

Bundles of damp firewood are stored here.

" + }, + "16. Armoury": { + "name": "16. Armoury", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

This room contains racks of weapons, armour and shields. In total, there are 16 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{crossbows}, 500 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{bolts}, 12 @UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{sleeved mail coats (human-sized)}, 9 @UUID[Compendium.wfrp4e-core.items.8nJ9R8tbhW42VGhr]{shields}, 34 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{swords}, and 14 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{axes}.

" + }, + "17. Kitchens": { + "name": "17. Kitchens", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

Various cooking utensils hang next to a smoking fire. Three @UUID[Actor.MfPomxv4rLduRmsV]{servants} — Helga, Hans, and Fritz — work, eat and sleep in here. They are all covered in soot and grease, and are pale from lack of sunlight. Their leather aprons give them 1 AP on the chest and front of the legs only, but they will only fight if there is no other choice, using kitchen knives that act as daggers.

When the adventurers enter this room, the servants dive under the kitchen table, where they cower fearfully. They are very unhappy with their lot, but only a successful Average (+20) Charm Test will persuade them to come out from under the table and help the adventurers. The servants can provide information about the other rooms of the keep, but wish only to escape from the castle, and will flee at the first opportunity.

If the adventurers fail the Charm Test, the servants stay under the table and do nothing to hinder the adventurers’ search. Whether the Charm is successful or not, the servants warn the adventurers not to open the door to the @UUID[.3n76Dr2GCzY0jGFX]{storeroom}: ‘Don’t open the door, masters! Don’t let them out!’ If asked what ‘they’ are, the servants start gibbering about green rats. ‘Big they are, with long teeth, and they bite!’ The servants normally use lit torches to keep the rats at bay.

There is a beggar in one corner of the room, his hands and feet manacled. He wears a tight-fitting chain around his neck, attached to a length of wire that extends through a hole in the ceiling to a bell-pull in @UUID[.aJayu0POte3YKJEf]{Doppler’s room}. While the adventurers are in the room, this wire jerks upwards, half-throttling the beggar who gurgles loudly. The servants explain that Doppler uses this to summon them instead of a bell, but despite the summons they refuse to come out from under the table unless a successful Charm Test has been made.

" + }, + "18. Storeroom": { + "name": "18. Storeroom", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n
\n

This room contains supplies for the keep. It is infested by a pack of @UUID[Actor.g1nyFfw4nqArxQXK]{green rats}, which swarm out if the door is opened by anyone without a torch. The rats first attack whoever opens the door, and then swarm into the kitchen attacking anyone in their path. If the Character opening the door has a torch, they will see the light reflected back from dozens of small, red eyes. While a torch is held between the Characters and the rats they will not attack, but if it is put down, or if the torchbearer ventures too far into the room, the rats dart behind them and attack.

\n

The room contains barrels of food and beer. Some of the contents have been spoiled by the rats, but the majority of barrels are still sealed. A close inspection of the walls will reveal numerous holes used by the rats to enter the room.

" + }, + "19. Barracks": { + "name": "19. Barracks", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

The foul smell first noticed at the bottom of the @UUID[.tkmPsiQatqsUNhNl]{stairs} is almost overpowering in this room. Against the walls are 16 beds, covered in ragged blankets. At the foot of each bed is a small wooden chest, and a sword hangs on the wall above each occupied bed. At any time four @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} are sleeping in here, with their armour and weapons hanging next to their beds. With their helmets are off, treat the guards as though they had the @Fear[1,Guards]{Fear 1} trait. If surprised, these guards will either grab their gear and run, or attempt to flee to the @UUID[.4ZJgZtYrYK9PgBFa]{armoury} to collect new weapons and armour.

The putrid smell, which is like rotting meat, emanates not only from the guards, but also from the blankets and beds. Although the stench is very unpleasant, it is not overpowering until someone pulls back the blankets on the beds, in which case a Challenging (+0) Endurance Test is required to avoid vomiting for 2 Rounds. The chests are unlocked and contain assorted personal belongings of little value or interest. Each chest also holds the equivalent of [[/r 5d10]] Silver Shillings in assorted coins.

NormalAfter Alarm
4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}None
" + }, + "20. Kratz's Room": { + "name": "20. Kratz's Room", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

The @UUID[Actor.1rnx5OhLRhiUK29X]{sergeant’s} room is filthy, and smells even worse than the barracks next door. The preserved head of a caprine Beastman hangs on the west wall. A Difficult (-10) Perception Test reveals that the head's beard looks compressed, as if it were often handled. Hidden inside the Beastman’s mouth is a magical Potion of Healing that instantly restores [[/r 1d10+2]] lost Wounds when consumed.

\n

A small table is next to the bed with a decanter of sour wine, a silver goblet (8 shillings) and a large, leather-bound book. The book contains innumerable pictures of polearms, and goes to interminable lengths describing the differences between them.

" + }, + "21. Meeting Room": { + "name": "21. Meeting Room", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

@UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler} uses this room for briefings with @UUID[Actor.1rnx5OhLRhiUK29X]{Sergeants Kratz}, Anderer, and Klinger. In contrast to the rest of the keep, this room is almost pleasant. Warm, colourful tapestries hang on the walls, and the carpet is brightly coloured and remarkably unstained. The table in the centre of the room is highly polished and unmarked — the @UUID[Actor.MfPomxv4rLduRmsV]{servants} hate cleaning it, but it is better than facing Doppler’s wrath. The chairs are all comfortably padded, and the bookshelves contain a selection of books on the history and religions of the Empire. All in all, this seems like the room of a well-mannered and cultured person.

\n

Appearances can be deceptive, however. Hanging in an iron cage in the alcove behind the curtain is a middle-aged man (Sigrid’s husband). He has been severely tortured by @UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler}: his tongue is torn out and both his arms are broken. The cage is locked (D + 0, SL 2) and Doppler carries the key with him at all times.

" + }, + "22. Doppler's Room": { + "name": "22. Doppler's Room", + "text": "

@UUID[.kIAmHftn9ojTbtSM]{The Outer Bailey}

\n

@UUID[Actor.OF35NiRpF5Nmbl2z]{Doppler} will be found here unless the alarm has been raised. The room is sumptuously furnished, and the bed is covered with bearskins. Hanging above the bed-head is a bell-pull that connects to the choker around the neck of the beggar in the @UUID[.btvPXzLbfdpLOvIV]{kitchen}. If the servants are aware of the adventurers’ presence in the keep, they will not leave the kitchen to answer any summons.

\n

A locked chest (D -10, SL 2) against the west wall contains Doppler’s finest clothing: three pairs of leather breeches, three silk shirts, and assorted leather underclothes. Beneath these is bag containing a silver necklace (3 GCs) and a ruby ring (4 GCs).

\n\n\n\n\n\n\n\n\n\n\n\n
NormalAfter Alarm
@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}@UUID[Actor.OF35NiRpF5Nmbl2z]{Lt. Doppler}
\n
" + }, + "23. Guard Chamber": { + "name": "23. Guard Chamber", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

As the adventurers open the door, three skeletons dressed in tattered chainmail armour spring to their feet. They attack anyone who is not @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, or dressed as a guard.

NormalAfter Alarm
3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}
" + }, + "24. Entrance Hall": { + "name": "24. Entrance Hall", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

\n

Rotten tapestries hang on the walls, a thick layer of dust coats every surface, and thick cobwebs hang in the corners of the room and from the edges of the furniture. A table against the wall bears the mouldering remains of a meal. This was the last meal eaten by @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} before his demise, and it has never been cleared away. A trail of footprints leads from the entrance chamber to the staircase.

" + }, + "25. Well": { + "name": "25. Well", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

\n

Two rotten leather buckets stand next to the well, whose sides are covered with a thick layer of bright-green scum. If a light source is held over the well, the Characters will see more of this scum moving across the surface of the water. The movement is caused by eddies in the water, and the scum is a completely natural growth, but the adventurers may find its motion disturbing.

" + }, + "26. Barracks": { + "name": "26. Barracks", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

The room contains three bunks with mouldy mattresses. Before their demise and subsequent reanimation, Hegel’s guards slept here. Three skeletons remain, and they will attack anyone who enters the room, other than guards or Lady Margritte. These skeletons use the same profile as those found in the @UUID[.SbcmGVbDGdwWD5lH]{Guard Chamber}.

NormalAfter Alarm
3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}3 @UUID[Actor.UQH4LgHVYsuRJNJs]{Skeletons}
" + }, + "27. Captain's Chamber": { + "name": "27. Captain's Chamber", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

\n

The door to this room creaks loudly as it is opened. Inside, @UUID[Actor.akXzwoLHUzChhRT0]{Captain Hegel} sits in a wooden chair, covered by a mass of cobwebs, no more than a vague, grey shape. As the adventurers enter, he speaks in a rasping throaty voice: ‘Who dares enter my chambers unannounced?’

\n
\n

@UUID[Actor.akXzwoLHUzChhRT0]{Georg Hegel}

\n

Captain Hegel waits for an answer before demanding that the adventurers leave. If they refuse, or move to attack, he stands up in a shower of dust that obscures him completely for 1 Round. As Hegel draws closer, the adventurers can see his dead features clearly coming into view. This would be an excellent time to have Characters test for Hegel's @Fear[2,George Hegel]{Fear 2} trait.

\n

On a table next to Hegel’s chair stands a dust-filled silver goblet (6 shillings) and a silver decanter of mould that was once filled with fine wine (12 shillings). The other furniture comprises a mouldy bed and a chest of mildewed clothes. There is nothing else of value in the room.

\n\n\n\n\n\n\n\n\n\n\n\n
NormalAfter Alarm
@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}@UUID[Actor.akXzwoLHUzChhRT0]{Capt. Hegel}
" + }, + "28. Ground Floor - Bridge": { + "name": "28. Ground Floor - Bridge", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

The bridge between the two baileys passes through a large archway on this level. Normally empty, the two rooms to either side will each be manned by one @UUID[Actor.PYnvQPEqN5cWcDlo]{guard} armed with a crossbow if the alarm is raised. Both rooms are empty apart from a few a sacks and barrels of food, beer, oil, etc.

NormalAfter Alarm
None1 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guard}
" + }, + "29. First Floor - Winch Room": { + "name": "29. First Floor - Winch Room", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

\n

This room contains the winches for the northern and southern drawbridges, allowing the two halves of the bridge to be pulled up on great chains. However, the winches are so old and rusty that four guards are typically required to operate them. Even then, it will take [[/r 1d10]] minutes to fully raise one bridge. The room is also equipped as a murder room, with holes in the floor for dropping missiles on those who pass below. If the alarm has been raised, three of the five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} stationed in the tower will take up defensive positions here.

\n\n\n\n\n\n\n\n\n\n\n\n
NormalAfter Alarm
None4 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}
" + }, + "30. Second Floor - Armoury": { + "name": "30. Second Floor - Armoury", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

\n

This room contains rough pallets for five guards. Unless the alarm has been raised, the guards will be found here — sleeping, playing cards, arm-wrestling, and so on. Racks on the north and south walls hold 10 @UUID[Compendium.wfrp4e-core.items.ksRqHiMVpIL07Ij1]{crossbows}, 50 heavy spears (for dropping through the murder holes to the floor below), 300 @UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{crossbow bolts}, 10 @UUID[Compendium.wfrp4e-core.items.8nJ9R8tbhW42VGhr]{shields}, 10 @UUID[Compendium.wfrp4e-core.items.i76oPVM2eFEs5IBh]{sleeved mail coats}, 10 @UUID[Compendium.wfrp4e-core.items.4xV16ttsxCa311vl]{mail coifs}, 10 @UUID[Compendium.wfrp4e-core.items.e9WmLbD7AuXSeWp0]{full helms}, and 10 @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{swords}.

\n\n\n\n\n\n\n\n\n\n\n\n
NormalAfter Alarm
5 @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}None
" + }, + "31. Aviary": { + "name": "31. Aviary", + "text": "

@UUID[.OhkFJYIYf0v9ZmYm]{The Inner Bailey}

\n
\n

Originally built as a solarium, the walls of this building are mostly glass, apart from the side facing the castle wall. The panes have turned green over the years, and are virtually opaque.

\n

As the adventurers approach, they hear birdsong drifting out of the whitewashed building. Closer inspection reveals that the whitewash is flaking and the dome above is badly cracked. Through grimy panes, it is just possible to make out the leaves of towering ferns and other plants.

\n

The building now houses some two dozen human/bird hybrids — the more fortunate victims of Margritte’s experiments. Once human, they perch high up in the domed roof amid a vast collection of exotic flora, singing sweetly and eyeing the adventurers hungrily. These creatures have birds’ legs and wings, but their heads and bodies — although beaked and feathered — are unmistakably human.

\n

The @UUID[Actor.7BD2QUJGN6y51kat]{birdfolk} hop excitedly around their perches as the adventurers enter, expecting to be fed. As soon as they realise that the adventurers have no food for them, they grow angry and their singing changes to discordant trills and squawks. One of the bolder individuals with bright-red feathers hops down to the ground and darts forward to peck one of the adventurers. It can be chased off by waving a weapon or an open hand. With an anguished squawk, it retreats to its perch, observing the adventurers with its head cocked quizzically to one side.

\n

@UUID[Actor.7BD2QUJGN6y51kat]{Birdfolk}

\n

Each one of the birdfolk has a hooked beak, clawed feet, and feathered wings. Although their bodies and faces remain human, they are covered in bright feathers. Some look like thrushes, some canaries, some parrots, and so on. Their size also varies, and a few are of human proportions, but most are the size of a Halfling.

\n

The birdfolk can speak a sort of pidgin Reikspiel, and are quite happy in their not-so-gilded cage.

\n

Even if they wanted to leave, their wings have been clipped. They are looked after by @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid}, who has named each one (e.g. ‘Bluey’, ‘Joey’, ‘Pretty Boy’). She feeds them daily, and has a key that fits the lock to their food cupboard (see below).

\n

Attempts to communicate with the birdfolk are met with squawking demands for food. A locked (D +20, SL 0) cabinet in the south-eastern corner of the aviary contains bags of bird seed and a large scoop. If this food is scattered on the floor, the birdfolk flock down greedily to eat it. They ignore the adventurers while eating, and as soon as the food has gone (about 10 minutes) they hop back to their perches and start singing again, completely ignoring the adventurers.

\n

The only way for a Character to get any information from one of these creatures is to grab hold of it and force it to talk. This is best done on the ground, but can be attempted while they are sitting on their perches, requiring a 4 yd leap from the nearest perch. A successful Average (+20) Athletics Test must then be made each Round to avoid falling, and if this is failed, a successful Challenging (+0) Climb Test will allow a Character to hang on to the perch. No matter how successful the adventurers are in negotiating the perches, the birdfolk will do their best to avoid them, hopping out of reach as soon as an adventurer gets close.

\n

Alternatively, a well-aimed arrow may force the birdfolk to cooperate. They are unused to violence and would rather negotiate than suffer harm. Even if the adventurers succeed in convincing the birdfolk to talk, they are little more than intelligent pets who spend most of their lives singing. They do know something of the layout of the castle, and of its inhabitants, and the right questions may yield some useful information. The birdfolk are familiar with any area that can be seen from the top of the aviary, but cannot answer questions about the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey}, for example. Their answers are short and rather vague, as they barely remember a question for more than a few seconds.

" + }, + "32. Kitchen Garden": { + "name": "32. Kitchen Garden", + "text": "

@UUID[.OhkFJYIYf0v9ZmYm]{The Inner Bailey}

This corner of the courtyard was walled off many years ago. The 8-ft-high walls are covered in strange green tendrils, and at the end of each tendril, a splayed green hand grips the wall with sucker-like growths. The plants give the impression of some malign entity attempting to climb out. If anyone approaches the closed gate it will swing open of its own accord, revealing twisted and repulsive growths behind. The garden once kept the castle kitchens supplied with all manner of vegetables and herbs, but its current crop seems more likely to eat than be eaten.

There are many types of mutant plants in here. Some are harmless but others are guided by a strange, evil intelligence. The harmless plants resemble discoloured and bloated tomatoes, marrows, artichokes, and so on. Entwined amongst these are sickly green vines that reach out to grasp any Character who ventures into the garden.

The Grasping Vines

The thing in the kitchen garden consists of a central maw, surrounded by a host of vines that grab victims to feed it.

Use the @UUID[Actor.Ds6XjlKZSuu1AjpK]{following profile} for the vines, even though they are part of a larger creature. Individual vines can be destroyed, but this will only gain a temporary reprieve, as there are at least 50 of them in total. As one is killed, another will reach out, with at least one attacking each Character in range. The only way to end the threat is to kill the @UUID[Actor.yfjOl7z34jNnAPnb]{maw}, which will cause all the vines to become inactive.

The Tool Shed

A dilapidated wooden building stands in the north-eastern corner of the garden, completely covered in vines. If the adventurers manage to get in here, they will find various gardening implements (e.g. @UUID[Compendium.wfrp4e-core.items.aRvo3nkgPrPcKXVF]{hoes}, @UUID[Compendium.wfrp4e-core.items.VakWbquag1kV5WtT]{spades}, forks), a wheelbarrow, and some clay pots.

The Thing Walks!

The thing in the kitchen garden is a challenging monster, but one that is perhaps too easily avoided. Give it two vast, tree-trunk legs (Move 6) and let it patrol the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, and the Players will be far more challenged. In view of its similarity to a certain beast from a certain mythos, it might not be too much to give the thing @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 3} or even @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror 2}.

" + }, + "33. The Charnel Pit": { + "name": "33. The Charnel Pit", + "text": "

@UUID[.OhkFJYIYf0v9ZmYm]{The Inner Bailey}

A pit has been dug in the middle of the courtyard, measuring about 15 by 10 yd, and 20 ft deep. Its edges are lined with downward-angled spikes that make it impossible to climb out. The lower 10 ft is covered by a grid of iron bars with a trapdoor in the middle. Up until about fifty years ago, this pit housed the family’s menagerie: a collection of weird and unusual creatures captured in the Great Forest. More recently, though, @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} has taken to disposing of her failed experiments here.

The trapdoor can be reached from the courtyard via an overhanging walkway and a portable wooden ramp. The ramp is usually left at the edge of the pit, together with a hooked pole which is used to open the door. Anyone peering into the pit from the edge of the walkway will notice dark grey tendrils of mist rising through the bars and obscuring the floor of the pit. Screams and moans rise continually from within, forcing any Character who hears them to make a @Fear[2, Screams]{Fear 2} Test or be overcome by uncontrollable shivering, which inflicts a -10 penalty to all tests for as long as the Character can hear the noise.

Opening the trapdoor reveals a ladder leading down into the mist. As the adventurers descend into the pit, writhing, grey shapes advance toward them through the mist. Withered, grey limbs grope from the walls and floor, along with hideously misshapen heads and bodies which writhe uncontrollably. At this horrifying sight, each Character must make a Challenging (+0) Cool Test or immediately flee back up the ladder.

The creatures thrown here by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} were so impregnated with warpstone that instead of dying they have melded together into a @UUID[Actor.zgoa3d7A1H0bpazr]{single, hideous being}. It attacks all who venture into its pit, its arms reaching hungrily for its victims and its mouths moaning and groaning horribly.

The pit may also be entered from the @UUID[.7cwT5awu3Ffwi9Dz]{castle dungeons} (see @UUID[.85pfKR9OJcBElgbm]{Charnel Pit}). Note that the door leading from the pit to the dungeons has been nailed shut from the other side (T 6, W 20).

Widespread Carnage

Like the @UUID[.wcKR1FwrD4RoJlBe]{kitchen garden}, the charnel pit is too easily avoided to give Grognard Players a challenge. Perhaps, instead of being in a pit, the monster occupies the whole of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, penned in by buildings and walls, and filling the courtyard to a height of several feet. This would make its size @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Monstrous} at the very least, with all the concomitant advantages. Perhaps the cage roof has been replaced with a single, narrow walkway that bows and moves under a Character’s weight, requiring nerves of steel and a good Agility score to cross safely. And perhaps the creature knows this, and its many clutching arms tear off pieces of its own substance and throw them at anyone it senses on the walkway, with a BS of 20. Or, perhaps, it can shape its heaving, amorphous substance into [[/r 1d10]] tentacles per Round…

" + }, + "34. Entrance Chamber": { + "name": "34. Entrance Chamber", + "text": "

@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}

\n

As the adventurers enter, the black carpet of this room seems to heave and move. Something crunches underfoot and each step leaves a dark-red stain. Then suddenly, a clear patch of stone flooring is revealed as thousands of cockroaches scamper for cover.

\n

The door leading to the tower is also covered in cockroaches, which will have to be brushed off the handle before it can be turned.

" + }, + "35. The Trough of Life": { + "name": "35. The Trough of Life", + "text": "

@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}

Cockroaches cover every surface of this room, to a depth of 3 or 4 in in places. In the middle is a large metal trough, in which thousands of the black insects swarm over millions of tiny white eggs.

A bucket stands next to the trough, but it too is swarming with cockroaches. If the cockroaches are swept off the lip of the bucket, traces of a sticky amber fluid (honey) will be revealed.

As long as they remain in the room, the adventurers will frequently find cockroaches dropping down onto them from the ceiling. Most of the time the insects will bounce harmlessly off clothing and armour, but a few may find their way down collars and inside clothing and instinctively make their way towards the warmest points of a Character’s body: the armpits and groin. This is very distracting, and a Character suffering from cockroach infestation suffers a -10 penalty to all tests. Meanwhile, cockroaches on the ground are busily climbing up Characters’ legs and into their boots or shoes.

While in this chamber, the adventurers can hear music drifting down from a floor above. Any Character with the Play (Any) Skill will automatically recognise the instrument as a harpsichord.

" + }, + "36. The Portrait Room": { + "name": "36. The Portrait Room", + "text": "

@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}

The furniture here is blanketed with cockroaches, although they seem to avoid the walls and ceiling. A bookcase contains books on plants and flowers, art, and architecture.

Visible behind the cockroaches on the walls are portraits of past and present family members. One shows @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid}, another @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} when she was ten years old, a third is of Margritte’s brother @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard}, and a fourth is of @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig} himself — labelled ‘Head of the Family’. Ludwig’s portrait is quite disturbing, as although he looks more or less normal, his jacket bulges oddly from the armpits and his skin seems very shiny. Protruding from the edges of his mouth are two small, black teeth.

The music is louder on this floor, and the adventurers can hear a pleasant male voice singing. If they decide to leave rather than continue up the stairs, have Ludwig come down and greet them.

" + }, + "37. The King of the Roaches": { + "name": "37. The King of the Roaches", + "text": "

@UUID[.Rc1yAie9lHRZqj0s]{The Dark Tower}

This room is also filled with cockroaches, but the adventurers’ attention is caught by the sight of a human-sized cockroach, seated on a stool and playing a harpsichord with its forelegs. The creature wears a powdered white wig, and has a pair of spectacles upon its almost-human head. A gold pocket-watch hangs from its chitinous body, and a white lace handkerchief is tucked between two of its body plates. This is @UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}.

As the adventurers enter, he stops playing and turns towards them. ‘Ah, visitors!’ he says, his mandibles clicking slightly as he speaks. ‘It has been so long! Please, come in and make yourselves comfortable.’ He issues a series of clicks, and the cockroaches hurry off the furniture, revealing a comfortable-looking sofa and three chairs. ‘Please do not be disturbed by my appearance,’ he continues. ‘May I offer you a drink?’ He indicates a table with a decanter of brandy and six glasses.

Ludwig does not consider it strange that the characters should be in his tower — in fact, he is happy to have visitors after years of only his increasingly insane family for company. While aware of the curse that affects them all, he sees it as no fault of their own. Ludwig offers an opportunity to show that mutants are often victims of their condition rather than dangerous monsters.

Ludwig will happily talk about the castle and its occupants, but will try to change the subject if he suspects the adventurers intend to inflict harm on his family. He will chat about art and philosophy, and is eager for news of recent events in the Empire. He can also provide information on the family’s history and on his son @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard Wallenstein}, who lives in Middenheim and provides one of the links between this adventure and the next part of the campaign, Power Behind the Throne.

If he is attacked, Ludwig expresses surprise but makes no attempt to defend himself. ‘Why?’ he asks. ‘What harm have I done you?’

@UUID[Actor.ihG2gFIFF6Ai5Gik]{Ludwig von Wittgenstein}

Ludwig is a very cultured individual who takes great delight in literature, art and sculpture. Unlike other members of his family, he is kindly and hospitable. Since he metamorphosed into a giant cockroach about ten years ago, he rarely leaves his room. He comforts himself with music and reading, and takes increasing pleasure in the company of his millions of cockroach ‘friends’. While not exactly happy with his predicament, Ludwig carries on as best he can.

Ludwig deplores the behaviour of the rest of the family, which he credits to what he calls ‘the von Wittgenstein curse’. ‘It all started with Dagmar von Wittgenstein,’ he explains. ‘My great-grandfather, built the observatory up near Grünburg. He became obsessed with a shooting star — couldn’t rest until he found it. Well, he brought it back, and things have never quite gone right for us since.’

Pest Removal

Veteran Players will no doubt be looking forward to encountering the gentle, philosophical cockroach-mutant Ludwig. Over the last 30 years, he has consistently been one of the best-loved NPCs in the whole campaign. Perhaps, after all the cruel tricks you have been able to play on veteran Players so far in the castle, it would be best to leave him unchanged, and let the Players feel they can be secure in at least one thing. Or perhaps the Players would not respect such soft-heartedness, no matter how much they might need it.

When the adventurers enter his room, Ludwig looks much as they remember. There the jointed legs, there the shiny carapace, there the powdered wig and spectacles, and there the gentle tones and cultured conversation. The only thing that is different — and any Player who notices is clearly taking advantage of prior knowledge that none of the Characters could possibly have — is that there are no cockroaches. The floor and the furniture are spotlessly clean, apart from a tiny bone here and there: perhaps of a mouse, or some other small creature.

Whenever the moment is right, Ludwig turns, revealing the face of a spider rather than a cockroach. At his call, swarms of spiders — from the size of teacups to the size of large dogs — appear from beneath furnishings, behind tapestries, and out of every other crevice and hiding place. ‘It’s been so long,’ says Ludwig, in his gentle, cultured voice, ‘since anyone stopped in for a meal.’

" + }, + "38. Inside the Temple": { + "name": "38. Inside the Temple", + "text": "

@UUID[.efa8dhap8Y4no5ic]{The Temple of Slaanesh}

A stained-glass window at the far end of the temple casts a weird, reddish light on the chapel’s interior. The window is covered with a thick coat of some red, translucent substance, obscuring the window’s design. At the far end, a rectangular altar stands on a 3-foot dais, with a large statue behind it. Lavender mist pours from two large, silver censers on either side of the altar, supported on 10-ft silver statues of a naked man and woman (each worth about 120 GCs, weighing 10 encumbrance points). The mist cascades from the dais, filling the temple to a depth of about 2 ft, and within the mist, the floor is littered with writhing bodies. A flight of steps on the right leads up to a gallery.

A hidden organ plays a discordant tune, which sets the nerves on edge but also has a strangely seductive quality. As soon as the adventurers enter the temple, each must make an Average (+20) Cool Test. Those who fail succumb to the effects of the strange, intoxicating music and begin to dance with uncontrolled abandon. A further Challenging (+0) Cool Test is allowed after 3 Rounds in order to throw off the effects of the music, but if this second test is failed, the affected Characters can only be freed from the compulsive music if they are physically removed from the temple, or if the organ (@UUID[.R7wpIm93Ik9qBrNq]{Area 39}) is stopped from playing. Those who make the first Cool test successfully are immune to the effects of the music for as long as they remain in the temple, but must make the test again if they leave and re-enter.

Anyone who spends more than 20 Rounds (a few minutes of exploring) in the temple must make a successful Challenging (+0) Endurance Test or succumb to the euphoric smoke from the censers. They will feel light-headed, and all Attributes are reduced by 20 points. If a Character's Intelligence, Initiative or Willpower is reduced to 0 or less, the Character can only sit on the floor, giggling incoherently and staring into space. They cannot move unless physically pulled upright and led by the hand, and will sit down at every opportunity. 

The affected Character will try to protect themselves if attacked, but cannot attempt any other action unless led by someone else and given very short, very clear instructions several times over. The effects of the smoke last for 2 hours.

The bodies on the floor are a dozen men and women, all partially dressed in rainbow-coloured robes that expose their right breasts. Their faces and the visible parts of their bodies are covered in heavy make-up and body paint, of garish and clashing colours. They bear no visible signs of mutation. Some of their robes are adorned with a symbol which any Character with the Lore (Theology or Chaos) Skill will recognise on an Easy (+40) Test as belonging to the Chaos God Slaanesh.

The worshippers take no notice of the adventurers as they pick their way through the sprawling, writhing bodies. If questioned, they are unable to do anything but giggle and make lewd suggestions, offer very suspicious smelling wine, or invite the characters to join their dance. The only way to get any sense out of any of them is to forcibly take them outside into the fresh air, give them a shake and a few slaps across the face, and wait for the effects of the incense to wear off. No profiles are provided for the worshippers, since they take no active part in the adventure.

As the adventurers make their way towards the altar, any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense} or @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement} Talents will feel an undefinable sense of foreboding. The altar, like the temple itself, was once dedicated to Sigmar, but it has been defiled and rededicated to Slaanesh. As the adventurers approach the altar, they will notice that a relief on the front has been defaced: it once showed Sigmar holding his hammer, but it is now rather difficult to discern precisely what he is grasping.

The statue behind the defiled altar is made of wood and about 12 ft tall. It takes the form of a slim humanoid who appears male on the left side and female on the right. Two pairs of horns rise from the figure’s long, flowing hair, and the whole thing has an unearthly, perverse, and faintly unsettling beauty. Any Character with the Lore (Theology or Chaos) Skill will recognise on an Easy (+40) Test that this is an image of the Chaos God Slaanesh.

As soon as anyone sets foot on the dais, a piercing scream rends the air and a figure hurtles over the top of the statue, performing a double somersault before landing in a fighting crouch before the altar. The creature is a Daemonette — a lesser daemon of Slaanesh.

@UUID[Actor.WVl9WYluoFPfEh9Y]{Daemonette — Lesser Daemon Of Slaanesh}

The Daemonette is 5 ft tall, and has white skin with deep-green, saucer-like eyes. Its face and figure resemble those of a Human woman, except that its arms end in powerful, crab-like claws.

It will try to distract the adventurers with conversation as it edges close enough to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Acquiescence}. It asks why the adventurers are not dancing, or pleasuring themselves in some other way. Why do they look so unhappy? If attacked, the Daemonette will fight, taking great pleasure in the battle so long as it appears to be winning. The Daemonette has no wish to have its soul thrown back to the Realm of Chaos in shame, and will vanish in a puff of pink smoke if reduced to 5 Wounds or less.

The Hidden Steps

A hidden mechanism causes the altar to slide to one side, revealing a hidden staircase that leads down to the @UUID[.ONMxNHa1E9FSljLl]{warpstone chamber}. Even if the adventurers search the alter thoroughly, they will not discover this mechanism until they have explored the rest of the castle — the steps lead directly to the climax of the adventure, and it would not be right for them to reach it too soon.

When you decide that the time is right, a successful Average (+20) Perception Test draws a Character’s attention to a raised part of the relief carving, set in the centre of the rear face of the altar. Before that time, this detail has been obscured by the shifting light and cascading smoke. The staircase descends some 20 ft to the chamber below.

" + }, + "39. Gallery": { + "name": "39. Gallery", + "text": "

@UUID[.efa8dhap8Y4no5ic]{The Temple of Slaanesh}

\n

Steps lead up to a gallery with a wooden balustrade 3 ft high. The gallery is empty, except for a strange looking organ — the source of the discordant music that fills the temple.

\n

Nobody is playing the organ. Its pipes are garishly painted, and many have animated human heads that ‘sing’ the notes as they are played. The organ’s keys are red, yellow and blue, and move by themselves as it plays. Each organ stop has a carved head on the end, which smirks, grins and pulls faces as if alive, and will bite anyone who touches it and fails a Challenging (+0) Dodge Test, licking the blood off its lips in satisfaction. 

\n

The only way to stop the music is to destroy the organ. It counts as a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#helpless-targets]{Helpless} target, but any attack causes its music to rise to an ear-splitting cacophony, requiring anyone within earshot to succeed at a Challenging (+0) Cool Test each Round. Those who fail gain one @Condition[Stunned] and one @Condition[Deafened] Condition for each failure, and an Impressive or worse failure adds one @Condition[Unconscious] Condition.

\n

Meanwhile, scaly tentacles emerge from four of the organ’s pipes. Each tentacle attacks one Character, constricting them until it is destroyed. Any Character reduced to 0 Wounds is drawn into the pipes over the next 2 Rounds. A victim may be freed by severing the tentacle with a single cut that causes at least 4 Wounds. If the organ is destroyed, all surviving tentacles become slack and release their victims.

\n

If the tentacle is not severed, or the organ has not been destroyed, by the fourth Round, only the victim’s head remains outside the pipe. The head begins to sing — the Character has been absorbed into the organ, effectively killing them.

\n
\n

@UUID[Actor.R47duWq7Qvtg00MV]{Chaotic Organ}

\n

@UUID[Actor.XRQKQgOkJ3PZ8yiq]{Organ Tentacles}

\n
\n
" + }, + "40. Hallway": { + "name": "40. Hallway", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

Faded paintings hang in the entrance hall. The paintings date from the days when the castle was a thriving settlement and show the ruined buildings of the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} still intact.

" + }, + "41. Servants' Hall": { + "name": "41. Servants' Hall", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

The servants spend their time here when not administering to the family’s needs. There are two @UUID[Actor.MfPomxv4rLduRmsV]{servants} in here, mending clothing and polishing boots. One of them has a pin head (@UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Trait). The other has a pointed head with three eyes (@UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense — Sight} Trait). If disturbed, the one with the pointed head will ask why the adventurers are here, and will attempt to raise the alarm if they look threatening.

" + }, + "42. Kitchen": { + "name": "42. Kitchen", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

@UUID[Actor.56PL8nepVxx51FC7]{Grundar} the cook is a foul-mouthed and horrendously fat mutant with ridiculously short legs and a horrendous odour. Use the statistics for a @UUID[Actor.MfPomxv4rLduRmsV]{Servant} but with Movement 1, a Strength and Toughness of 45, and the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Trait). She is assisted by Boris, a mutant with no nose and transparent skin (@Fear[1,Boris]{Fear 1}). Grundar waddles around the kitchen, rolling comically from side to side, and she will order the adventurers out of her kitchen with a string of blistering invectives.

Boris’s lack of a nose allows him to work with Grundar without any ill effects. When the adventurers enter, Boris is between the fireplace and the wall. If a fight starts, he will leap out and try to make a surprise attack.

" + }, + "43. Storeroom": { + "name": "43. Storeroom", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

This room contains barrels and sacks of flour, grain, vegetables, salt beef, and so on. Hanging on the west wall are carcasses of sheep, pheasants, cattle, and one of the villagers.

" + }, + "44. Patio": { + "name": "44. Patio", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

This area has a commanding view of the Reik below. A row of four beehives stands under the outer wall. If the disturbed in any way, a swarm of @UUID[Actor.3FqEfKT0KpcN2cVB]{mutant bees} pours out to attack.

If the bees are defeated, the adventurers can recover [[/r 1d10]] pounds of honey from the hives. Thanks to the effects of the warpstone, each pound of honey (if a little is consumed each day for a week) will make one Character immune to animal venom for one month.

Mutant Honey

If the Players are expecting the honey to protect them from animal venom, it could have some other effect entirely — it is a product of Chaos, after all. Eating it might constitute @Corruption[minor]{Minor Exposure to Corruption}, for example, or it might give a Character the @Symptom[Nausea] Symptom for [[/r 1D10]] hours after eating it. It could have different effects each time it is consumed: some beneficial, others not.

" + }, + "45. Servants' Dormitory": { + "name": "45. Servants' Dormitory", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

There are 13 beds in here, and 4 off-duty @UUID[Actor.MfPomxv4rLduRmsV]{servants}. They resent being disturbed and insist that the adventurers leave, but they will only fight in self-defence. They have no money or other possessions of interest.

" + }, + "46. Slurd's Room": { + "name": "46. Slurd's Room", + "text": "

@UUID[.pFkSL31G8P4CEk54]{Servant's Hall}

@UUID[Actor.E7b6S4q7thsdgt59]{Slurd}, the butler, is found here between midnight and dawn. At other times he dozes in the @UUID[.iyVatSYotKIu7sxK]{great hall}. The room is knee-deep in cobwebs, dirty underclothes, the remains of old meals, and general detritus. It has not been cleaned in living memory, and that is just how Slurd likes it. If they can bring themselves to search through the debris, the adventurers may find a pilfered gold necklace 6 GCs) and a single gold earring (2 GCs).

" + }, + "47. The Hall": { + "name": "47. The Hall", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

The walls are hung with dusty lanterns illuminating numerous portraits of past and present family members. Two polished mahogany staircases lead up to a balcony where faded battle banners and suits of armour can be seen. Between the two staircases, another, narrower flight of stairs leads down to the dungeons.

The oak floor is covered in a thick layer of grease and grime. The meal on the huge dining table is weeks old: dried and cracked, with variously coloured moulds growing over it. The cutlery and plates are silver (9 GCs, if cleaned).

If he has not come to answer the door, @UUID[Actor.E7b6S4q7thsdgt59]{Slurd} is dozing on a chair behind one of the staircases. If he hears the adventurers enter the hall, he emerges from his hiding place with a discreet cough and asks their business. He displays no sign of surprise, instead showing them to the table. ‘Welcome, ladies and gentlemen,’ he says. ‘You must be hungry after your journey. Please take some refreshment while I have guest rooms made ready.’ 

@UUID[Actor.E7b6S4q7thsdgt59]{Slurd the Butler}

Then, he hobbles back to his seat behind the stairs and dozes off again. If he is approached, he goes through exactly the same speech, until he is convinced that the ‘visitors’ have eaten and drunk their fill. Then, he takes them to the @UUID[.B5lvXIk13xeuMbZc]{guest chamber}.

Placed around the walls are eight small side-tables with an assortment of items on them: a telescope, a magnifying glass, an egg timer, a hand mirror, and so on.

The paintings show members of the family, dating back some 250 years. They are arranged in chronological order: the oldest paintings are on the north side of the hall, and the most recent, depicting living family members, are on the south side. The subjects of the early paintings look noble and healthy. Those later than 2402, when Dagmar returned with the warpstone, show an increasing pallor and the first signs of inbreeding.

The more recent portraits, about 50 years old, are more unsettling. Their eyes seem to follow the adventurers around the room, and although no one ever sees a portrait move, their expressions change from smiles to frowns, poses shift from straight-on to profile, and occasionally strange tentacles can be glimpsed in the background. Perhaps even more disturbing is the way items from the side-tables suddenly appear in a portrait, disappearing from the room as they do so and reappearing when they disappear from the painting.

The two mahogany staircases leading upward creak and groan when anyone walks on them, as if in pain from the weight of those climbing them. The staircase leading down is silent, but a strong smell of stale sweat wafts up from the dungeons, growing stronger the further down the Characters venture.

 

" + }, + "48. The Balcony": { + "name": "48. The Balcony", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

Four ancient suits of plate armour stand on the balcony. Their visors are raised and a very lifelike human face stares out from each one. In fact, each suit contains a skilfully embalmed corpse. Although dead, some tricks of the light may make them appear to move, wink, or mouth words, but never when anyone is looking directly at them.

Numerous faded banners adorn the walls, some of which date from the 1980s when this part of the Reikland saw many battles between the forces of the Empress Margaritha and those of various Talabecland pretenders. Most of the banners are extremely fragile, and will crumble to dust if touched. Anyone approaching the central staircase will hear whispering voices coming from above (@UUID[.UzSG6Zyj5ao04QhA]{Area 52}).

" + }, + "49. Taxidermist's Room": { + "name": "49. Taxidermist's Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

\n

@UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt}, @UUID[Actor.fmUd7AtbJckbiWo6]{Margritte’s} younger brother, has recently moved in here, to work at his hobby of taxidermy. When the adventurers first enter, they may well mistake him for one of his specimens!

\n

Stuffed animals adorn the walls. There are deer, otters, bears, and various birds and small mammals, along with birdfolk, beastmen, mutants, and humans. There is a workbench in the middle of the room with a table next to it containing taxidermy tools: scalpels, glass eyes, stuffing, bowls, tubes for draining off liquids, and other devices of less obvious purpose.

\n

A middle-aged, male, human corpse holding a pipe sits in a chair against the far wall. Mounted on the back of the door is a young servant girl to whom @UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt} took a liking. Nailed to a perch near the ceiling is a brightly coloured member of the birdfolk. Two beastmen, one with a boar’s head and the other with that of a goat, are mounted on stands against the outside wall. There are also two mutants; one with green fur and the other with four arms. The four-armed mutant stands behind the door and bears a strong resemblance to the von Wittgenstein family — which is not surprising as this is Kurt, who is very much alive.

\n
\n

@UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt von Wittgenstein}

\n

When the adventurers enter, Kurt stands still and watches them. The only way to tell he is alive is to watch him closely or to touch him. If his ‘friends’ are interfered with, Kurt attacks maniacally until the adventurers leave the room, but he does not pursue them. If touched, Kurt greets the adventurers and asks if they will be his ‘friends’. If anyone agrees, Kurt reaches for his tools and invites the Character to lie down on his work bench…

\n
\n
\n

The Taxidermist

\n

Kurt is a throwaway little NPC: the adventurers shudder at his works, kill him, and move on. To make his hobby more horrific, perhaps his ‘friends’ really are as playful as he thinks they are. At his command, one or more come to life — all of them if the adventurers act aggressively — and welcome the visitors by grappling them so that Kurt can begin the work of making his new friends into ‘proper friends, like the others.’

\n

The stuffed specimens have the basic profiles of Mutants, with the addition of the @UUID[Compendium.wfrp4e-core.items.UB4mDroL6S1F9B4u]{Construct} Trait, at least one mutation, and other traits according to your whim. 

\n

Example: @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour} 1 or 2, @UUID[Compendium.wfrp4e-core.items.a8MC97PLzl10WocT]{Big}, @UUID[Compendium.wfrp4e-core.items.j6v78dnOOdCB6c3d]{Bounce}, @UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]{Constrictor} (‘big hug!’ cries Kurt in glee), @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood}, @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting}, @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight}, @UUID[Compendium.wfrp4e-core.items.HbrwGhUl0ZXz4kLA]{Hardy}, @UUID[Compendium.wfrp4e-core.items.TBcdTlYSRH8Rd1x0]{Infestation}, @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail Attack}, @UUID[Compendium.wfrp4e-core.items.4xF7M6ylIiGntekh]{Tentacles}, @UUID[Compendium.wfrp4e-core.items.k9539MBTFplxsysT]{Tough}, @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom}, and @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler}.

\n
" + }, + "50. Music Room": { + "name": "50. Music Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

A vast assortment of old, dusty and broken musical instruments are kept here. None of them work anymore, and the room has not been entered for decades.

" + }, + "51. Garderobe": { + "name": "51. Garderobe", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

This room is provided with a discharge pipe that opens out high over the @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.BveNztiwKAvyFxAa]{River Reik}.

" + }, + "52. Hall of Whispers": { + "name": "52. Hall of Whispers", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

As the adventurers climb the stairs to this floor, the sound of whispers grows louder and clearer. Just as they reach the top of the stairs, the adventurers clearly hear the words, ‘Here they come! They’re almost at the top.’ These whispers come from the hall itself, but the adventures may believe that someone is lying in wait to attack them.

Once they enter the hall, whispering voices can be heard from all directions, in many different voices. While the adventurers remain in the hall, it will continue to comment on their presence and appearance. If, for instance, the adventurers hesitate at the top of the stairs while they consider what to do next, the hall whispers, ‘What are they waiting for? Are you afraid?’ 

" + }, + "53. Guest Room": { + "name": "53. Guest Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

\n

This room is currently being used by the Chaos Warrior, @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}. Ulfhednar does not immediately attack anyone who enters the room. Instead he tries to persuade them to join him and overthrow the castle’s forces. If successful, he will later try to kill the adventurers. If he is attacked or threatened, though, Ulfhednar will take great delight in killing everyone in his path.

\n

The room is simply furnished with a bed and a chest. The bed is unmade, and the chest contains @Credit[223gc18ss mode=split]{23 GCs and 18/-}.

\n
\n

@UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar the Destroyer}

" + }, + "54. Guest Room": { + "name": "54. Guest Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

\n

@UUID[Actor.o4Tigb2IUzxySP16]{Crakatz}, @UUID[Actor.2YjfKNdAtKcfdDq1]{Ulfhednar’s} Beastman lieutenant, is asleep in here (if they listen at the door, his snores may be heard) and will be surprised by the adventurers’ entrance. A deep sleeper, Crakatz will only wake on the second Round after the adventurers enter, even if attacked.

\n

Crakatz has a bull’s head and legs, and a violent temper. He will charge into combat at the first opportunity, fighting to the death. Ulfhednar is the only one who can hold Crakatz’s natural killing urge in check, since the Beastman is loyal to Ulfhednar and obeys his every command. Crakatz’s upper torso, while recognisably human, is covered in a thick layer of skin that gives him 1 AP on his body.

\n
\n

@UUID[Actor.o4Tigb2IUzxySP16]{Crakatz}

" + }, + "55. Guest Room": { + "name": "55. Guest Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

This room is presently unoccupied. It contains a bed and an empty chest. A normal sword hangs on the west wall.

" + }, + "56. Chiming Room": { + "name": "56. Chiming Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

On opening the door, the adventurers are confronted by the loud ticking and whirring of hundreds of clocks; some as small as a fist, others as large as one floor of a tower. The clocks are all set to different times, and at least some of them will chime the hour while the adventurers are in the room. You can choose from the events below, or devise others.

  • Deafening Chimes: Many clocks chime at once. The noise is so loud that the room begins to shake. The adventurers must make a successful Challenging (+0) Endurance Test or gain one @Condition[Stunned] Condition.

  • Cuckoo Clock: A 3-ft-tall cuckoo flies out of a clock and strikes a Character (WS 30, S 20, I 30, Damage SB+2). The Character may try to Dodge. The Cuckoo attacks again each hour thereafter.

  • The Knights: Two clockwork knights charge each other, possibly from neighbouring clocks. Anyone in between them is struck (WS 45, S 40, I 30, Damage SB+6, Impale). Characters may try to Dodge.
" + }, + "57. Lady Ingrid's Room": { + "name": "57. Lady Ingrid's Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

On opening the door, the adventurers will be confronted by a dozen or more @UUID[Actor.A40D3OX5hJKF2xuk]{mutant cats}. The cats flock around the adventurers, but their friendly attitude turns aggressive if they are not immediately fed. @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid} sits in a high-backed wooden chair at the far end of the room, and imperiously demands to know what the adventurers are doing in her private chamber. What happens next will depend on the Characters.

@UUID[Actor.ySbdLyidudlMwGhU]{Ingrid von Wittgenstein}

If a commoner (i.e. a non-Noble) responds, they will be subjected to a tirade of abuse due to their lack of manners, respect, and ‘quality’. The von Wittgenstein family goes back to the time of Empress Margaritha and Lady Ingrid, as ruler of this barony, considers herself caretaker of the lesser beings who dwell in it.  

Not that I expect you commoners to appreciate that,’ she goes on. ‘ Your kind are never grateful, never satisfied — nothing but one complaint after another.’

Nobles receive slightly more courteous treatment, although @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid} will complain about their lack of manners in turning up unannounced, with no invitation, and no letter of introduction. She will inquire about a Noble Character’s family, and make subtle but disparaging comparisons with her own illustrious line.

Lady Ingrid will carry on in this fashion until interrupted. If offended or attacked, she screams loudly and her mutant cats attack the adventurers. She will hear no talk of corruption or misrule, and will consider any such suggestion as treasonous.

Around the walls are hunting trophies from Lady Ingrid’s younger days. Stuffed heads peer down, each with an engraved brass plate: ‘Peasant – 2490', 'Roadwarden – 2492', 'Beastman – 2493', 'Imperial Tax Collector – 2496,’ and lesser prey such as deer, boars, bears, and goblins.

Next to a four-poster bed, a table holds a jewellery box and several vials of perfume. Most of the perfumes have an unpleasant, musky feline odour. The jewellery box is made of ivory, inlaid with mother-of-pearl (25 GCs) and holds three sets of gold earrings set with precious stones (50 GCs per pair), a diamond tiara (175 GCs), a cat-shaped brooch studded with sapphires and emeralds (80 GCs), the key to the birdfolk’s food store (@UUID[.RFCh03fMy6jmrOE9]{Area 31}}, and a heart-shaped, gold locket (50 GCs) which contains a lock of @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard’s} black hair.

The Lady of the Castle

Grognard Players will probably expect Lady Ingrid to be an eccentric, snobbish, but mostly harmless aristocrat, and remain wary of her cats. The cats could be completely normal: some might be odd colours, to be sure, but nothing beyond the range found in nature. A few might have natural, or unsurprising features such as polydactyl paws, missing ears or limbs, or eyes that glow oddly through a trick of the light. While the adventurers are watching the cats for any signs of mutation, Lady Ingrid attacks — for she is a cult priestess, just as powerful as her daughter. Or perhaps, given her paleness, she is an undead creature such as a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}, a @UUID[Compendium.wfrp4e-core.actors.TWy5l4uYTRAtjfit]{Tomb Banshee}, or a @UUID[Compendium.wfrp4e-core.actors.T5qAtpoKtB8iwTBd]{Vampire}.

" + }, + "58. Haunted Room": { + "name": "58. Haunted Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

This used to be @UUID[Actor.CYQmOXaBgNR1PvD9]{Kurt’s} room, but since he left it to live in the @UUID[.gKFhCrlLGsjGtiZk]{taxidermist’s room} it has become haunted by an @UUID[Actor.zjBMhpkrFsQcquL5]{unseen ghost}. Anyone entering the room will be greeted by a vase flying through the air at them. The ghost will continue to throw things at any interlopers either until they flee, until the ghost itself is destroyed, or it runs out of small unsecured items to throw.

" + }, + "59. Lady Margritte's Room": { + "name": "59. Lady Margritte's Room", + "text": "

@UUID[.iyVatSYotKIu7sxK]{The Great Hall}

\n

This room is luxuriously appointed, with gilt edgings to the furniture and bed. A dressing table holds jars of face and hand creams, and other items of make-up that @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} uses to conceal her worsening appearance.

\n
\n

Lady Margritte’s increasing morbidity manifests itself in the desire to surround herself with dead bodies. Two corpses sit in chairs in the room, and the booted feet of a third can be seen sticking out from under her bed. The corpses are in various states of decay, and the one under the bed has had its arms removed. The corpses are all are mutated in some way — you can improvise the details.

\n

The chest against one wall contains some clothing and Lady Margritte’s jewellery box, with a gold choker (30 GCs), a pair of ruby earrings (15 GCs each), and a gold and emerald diadem (45 GCs).

\n

A door leads to the bottom floor of the @UUID[.WTOrDYCjrGgUi6Mp]{Sorcerous Tower}.

" + }, + "60. Lens Room": { + "name": "60. Lens Room", + "text": "

@UUID[.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}

This room connects with @UUID[.9vcmU8nXnXt0zyGY]{Margritte’s bedroom}, and she uses it as a dressing room. In former times, Dagmar von Wittgenstein used this room to grind lenses for his telescopes. In addition to wardrobes full of Margritte’s clothes, the room still contains his lens grinding equipment and an old telescope.

" + }, + "61. Library": { + "name": "61. Library", + "text": "

@UUID[.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}

\n

Bookshelves line the walls of this room, filled with tomes on necromancy. Dagmar von Wittgenstein’s diary is also here, on a table next to a letter to Margritte from her brother @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard} in Middenheim (@UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.JGmoEzmgimU8cUst]{Handout 15}) — a lead for the next part of the campaign: Power Behind the Throne.

\n
\n

The Books

\n

Several of the books are grimoires containing magical spells. @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} has transcribed the most useful spells into her own personal grimoire. The books come from all parts of the world and cover almost every known school of magic. Some once belonged to wizards, while others are scholarly tomes covering a Lore of magic: of these, the Lores of Death and Life, the forbidden Lore of Necromancy, and the Chaotic Lore of Tzeentch are the most common.

\n

@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is a devoted and painstaking researcher, with contacts in the rare book trade (legal and illegal) across the Known World. Bookplates and folded invoices used as bookmarks include the names and addresses of dealers from Marienburg to far Cathay, and to a magic-using Character, these contacts might be even more valuable than the spells.

\n

The Diary

\n

Dagmar’s diary contains a narrative of his expedition to the Barren Hills, and his plans to use warpstone to augment his powers. If the adventurers missed any of handouts at @UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{The Signal Tower}, give them to the Players now. Otherwise, the diary simply confirms everything the adventurers have already learned.

\n
\n

The Grimoires

\n

Any Character with the Read/Write Talent may try to search the library for magical books using a Very Hard (-30) Perception or Challenging (+0) Research Test. The test is subject to the following modifiers:

\n
    \n
  • \n

    +10 for each tier of any spellcasting Career completed

    \n
  • \n
  • \n

    +10 if the Character has the Lore (Magick) Skill

    \n
  • \n
  • \n

    +10 if the Character has the Language (Magick) Skill

    \n
  • \n
  • \n

    For each other language the Character knows (except Battle Tongue, Grumbarth, and Thieves’ Tongue): +5

    \n
  • \n
\n

A successful test turns up a number of grimoires equal to the Success Level.

\n

Each grimoire contains [[/r 1d10+1 spells]]: roll on the following table to determine the lore, and then choose a spell or select randomly from WFRP or any other available sources.

\n

Lore

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1d10]]Lore
1-6@UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#petty-spells]{Petty Magic}
7-9@UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#arcane-spells]{Arcane Magic}
10@UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-necromancy]{Necromancy}
\n

Characters who choose to learn spells from the Lore of Necromancy may become Corrupted. Each necromantic grimoire they read counts as a @Corruption[minor]{Minor Exposure to Corruption}. If the authorities find such a book among the Character’s belongings, or a forbidden spell transcribed into their spellbook (assuming the arresting party can read and understand its nature) they will be arrested and tried for heresy and witchcraft.

\n

Black Books

\n
\n

Veteran Players will probably be expecting a magical windfall when they reach the library, and some may have stocked up on paper, ink, and other ingredients in anticipation of transcribing many spells into their own books. Here are some ways for you to punish and disappoint them.

\n

 

\n

Incendiary Stuff - The books are protected by a simple spell which causes them to burst into flames when anyone but @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} handles them.

\n

 

\n

It Reads You Back - When a particular book is opened, the Character must make an Opposed Challenging (+0) Willpower Test against the book’s WP of 45, or lose [[/r 1d10]] Wounds and gain one @Condition[Fatigued] Condition.

\n

 

\n

Blank Looks - The books’ pages all appear blank unless a magical password is spoken when opening them. The password is known only to @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}: it is ‘onions’.

\n

 

\n

Escaped Spells - When a book is opened, the Character must make a successful Difficult (-10) Channelling Test or a spell flies out of it and strikes the Character in the face. Obvious candidates are Dart or Magic Flame, but feel free to be imaginative.

\n
" + }, + "62. Laboratory": { + "name": "62. Laboratory", + "text": "

@UUID[.WTOrDYCjrGgUi6Mp]{The Sorcerous Tower}

This room contains a network of glass tubes filled with glowing, multi-coloured vapours, linked by a series of brass rods. Five human corpses and skeletons hang on hooks around the walls in various states of decomposition. Glass tanks along one wall contain preserved body parts: legs, liver, kidneys, a brain, and so on.

A large wooden platform is the dominant feature of the room. At each end stands a steel column, about 10 ft high and 2 inches in diameter, and between them is a solid wooden table. Ropes run to the four corners of the platform from a huge block and tackle, enabling the platform to be raised to roof level, and a system of levers and rods opens the roof to the elements. A large kite hangs nearby, trailing four wires to the columns, and from there down other wires to a metal skull-cap. When the platform is raised and the roof opened, the kite can be flown out to conduct lightning via the columns and wires, straight into the head of whomever is wearing the skull cap.

@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte von Wittgenstein}

When the adventurers enter this room the electrical storm (see @UUID[.N890vqkshuZ0Atku#running-the-attack]{Running the Attack}) is at its height. Lightning arcs overhead, momentarily flooding the room with stark light. Rain falls through the open roof to sputter and spit on glowing items of equipment, and the coloured glass tubes pulsate in an uneven rhythm. The kite can be seen through the roof opening, and @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is pulling on the ropes that raise the wooden platform.

The adventurers take all of this in as they enter. Before they can act, a deafening and blinding lightning-bolt strikes the kite. The metal columns quiver with power, and the stench of burnt flesh fills the room as @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} begins to wind the table down. It is shaking and swaying, and above the noise of the storm, a moaning sound can be heard.

The Spark of Life

It will take 3 Rounds for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} to crank the table all the way down. If she is allowed to finish, her supreme undead being will be lowered within sight of the adventurers. When the platform reaches the floor, the @UUID[Actor.7mmA4GXfSyR5H6Lz]{monster} will rise up and stare around blankly. Lady Margritte will order it to kill the adventurers, and it will lumber off the table and move slowly but inexorably to attack.

If @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} is attacked before the table is lowered, the @UUID[Actor.7mmA4GXfSyR5H6Lz]{monster} will burst loose from the straps holding it on the table. It stands confused for 3 Rounds, then leaps off the table and attacks whoever is nearest to it, including Lady Margritte. After disposing of this foe, it attacks the next nearest Character unless there is no one within 2 yd, in which case, it blunders out of the room and wanders around the castle for a while, attacking anyone in its path before finally making its way out into the countryside.

Boris Who?

Grognard Players will probably be expecting to deal with the monster, so you have the opportunity to surprise them with something else.

A Few Upgrades

The bolt of lightning might have consequences that even @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} does not foresee.

  • The monster might be suffused with electrical power so that each of its attacks causes an extra [[/r 1d10]] points of lightning damage, which ignores metal armour. Anyone who touches the monster or strikes it with any metal melee weapon also suffers [[/r 1d10]] lightning damage. At your discretion, wooden or leather-wrapped hilts may protect against this.

  • Alternatively, the surge of electricity may have caused the monster to become magnetised. Weapons of iron or steel stick to the monster, and require a Challenging (+0) Strength Test (and one Action) to pull free before another attack can be made. Any Character in metal armour who comes within Short Weapon Reach (2 ft) is slammed into the creature and suffers one @Condition[Entangled] Condition, and the monster’s own Grapple attempts gain a +10 bonus.

  • Lightning-based attacks, such as the @UUID[Compendium.wfrp4e-core.items.r3BgUFaaCzsLIUDi]{T’Essla’s Arc} Spell from the Lore of Heavens, actually cure the monster of a number of Wounds equal to their normal damage, and the monster ignores all conditions they would normally create.

Wait… What?

@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} lowers the platform, revealing… nothing but a pile of black ash in the rough shape of a body. For a moment, everyone looks at the platform in puzzlement and disbelief, and then:

  • The ash swirls, coalescing into a vaguely humanoid shape over the course of 1 Round. It then attacks the nearest Character (including @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}) using the profile of a @UUID[Compendium.wfrp4e-core.actors.GgSxlomoV220kd3G]{Ghost}.  It is still undead, so she may be able to control it and direct its attacks if she makes a successful Opposed Willpower Test against the creature.

  • The electrical wire leading from the kite breaks loose and whips around the room, delivering an electrical charge to everyone it touches for [[/r 10]] Wounds, ignoring metal armour. Roll for @Table[hitloc]{location} if necessary. Each Round, all Characters in the lab (including Lady Margritte) must make a Challenging (+0) Agility Test to avoid the lashing cable, and taking an Action to do so gives the test a bonus equal to the Character’s Intelligence score.

The Infernal Device

@UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} was not trying to animate a monster at all. Instead, the platform holds a glass tank filled with clear liquid. Metal rods on either side of it are attached to wires leading to a device resembling a concave mirror. She pulls a lever, and the device unleashes a storm of lightning that fills the room.

Everyone except @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, who is standing behind the device, is struck by lightning for [[/r 10]] Wounds. In addition, everyone in the room (including Lady Margritte) suffers one @Condition[Deafened] and one @Condition[Blinded] Condition. You may decide that she has equipped herself with dark goggles and some form of ear protection, in which case she is unaffected.

She has not foreseen the damage the lightning will do to her laboratory, though. Shards of glass and splinters of wood fly everywhere, pelting everyone in the vicinity. Each Character and NPC in the room with at least 1 unarmoured location suffers [[/r 1D10/2]] damage per unarmoured location. Total damage is reduced by Toughness and magical protections. If the Character is also carrying a Shield, the total damage is further reduced by its Shield Rating

" + }, + "Central Guard Tower": { + "name": "Central Guard Tower", + "text": "

@UUID[.rkoPrpQipeuwZTeq]{Captain's Tower}

This tower stands on an isolated pinnacle between the @UUID[.OhkFJYIYf0v9ZmYm]{Inner} and @UUID[.kIAmHftn9ojTbtSM]{Outer} Baileys, guarding the bridge that connects the two parts of the castle. Five @UUID[Actor.PYnvQPEqN5cWcDlo]{guards} are stationed here permanently. They will not permit anyone to enter the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey}, but anyone crossing into the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} will not be challenged. In a battle for the @UUID[.0g4NZzebqORDxkdv]{outer gatehouse}, these guards will be replaced by others from the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} (assuming sufficient numbers remain), and they themselves will fall back to the @UUID[.ewWCADAxsONBI6lg]{inner gatehouse} where they will make a final stand.

NormalAfter Alarm
Five @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}Five @UUID[Actor.PYnvQPEqN5cWcDlo]{Guards}
" + }, + "1. Wine Cellar": { + "name": "1. Wine Cellar", + "text": "

@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}

\n

This room is lined with racks holding bottles of wine and brandy. Some of the bottles date from before Dagmar returned with the warpstone meteorite, and would be worth a fortune to a connoisseur. Unfortunately, their proximity to the warpstone has turned them into vinegar — but this can only be discovered by opening them.

" + }, + "2. Slagdarg's Room": { + "name": "2. Slagdarg's Room", + "text": "

@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}

\n

The smell first noticed at the top of the stairs from the main hall gets stronger as the adventurers approach this room. Inside, @UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} the ogre torturer is feasting on one of his victims. He will not attack at once, but will question the adventurers about why they are here. Slagdarg will believe just about any excuse as long as it is not too outrageous. There is nothing of value in the room, as Slagdarg is not paid for his work. The only items of furniture are the filthy animal skins that Slagdarg sleeps on.

\n
\n

@UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg}

" + }, + "3. Torture Chamber": { + "name": "3. Torture Chamber", + "text": "

@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}

\n

This room has a torture rack in the middle, and a large table with a few bottles of cheap wine upon it. An iron maiden stands open at the far end of the room and charcoal braziers burn cheerfully in the far corners. Suspended from the ceiling in an iron cage is the village’s original physician: @UUID[Actor.nhQTMg511YdopqJI]{Fritz Carhingar}.

\n
\n

@UUID[Actor.nhQTMg511YdopqJI]{Fritz Carhingar, Demented Doctor}

\n

@UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} is not allowed to torture Fritz, and a strange friendship has built up between the two. The door to the cage is not locked, but Fritz will not leave willingly, as over the years the cage has become his home. ‘It’s nice and dry, and when it gets cold Slagdarg moves the fire over so I can keep warm.’ If Fritz is taken out of the cage he will panic and curl up in a ball until he can get back inside.

\n
\n

Flipping The Script

\n

Poor Fritz could be more than he seems. Having convinced the adventurers that he is a pathetic victim whose broken mind cannot bear the prospect of leaving his cage, he could take advantage of any moment of weakness or distraction to attack!.

\n

A Hard (-20) Perception Test will reveal that Slagdarg seems a little uneasy — perhaps even afraid — whenever Fritz speaks. Use the @UUID[Actor.HFBU4BWGtCS88beo]{Fritz Carhingar (Alternative)} profile below for the Doctor.

\n

Ever the charming psychopath, Fritz acts and speaks as described, disguising his true nature until the moment comes to strike. Then, he turns into a shrieking devil, jumping on to the back of the nearest Character and holding on fiercely while he stabs and stabs and stabs. If dislodged, he will try to scuttle under a nearby piece of furniture and work his way into position to attack again.

\n
" + }, + "4. Charnel Pit Door": { + "name": "4. Charnel Pit Door", + "text": "

@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}

The door to the @UUID[.jvo67vCsGGMY7Uay]{charnel pit} has been nailed shut from this side (T 6, W 20) and @UUID[Actor.tslFtQFPcFWc7XQ5]{Slagdarg} has painted a crude skull and crossbones on it.

" + }, + "5. Cells": { + "name": "5. Cells", + "text": "

@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}

The air here smells foul. In cell B are five villagers, while cell D holds an Imperial tax collector. If rescued, all they can do is hobble and grope their way along, and they are too weak even to carry a dagger, let alone fight.

If the adventurers are captured at any point, they will be locked in cell C. Their equipment will be stashed in @UUID[.PTBzxwcZsXxKwt7b]{Slagdarg’s room}. Unknown to anyone else in the castle, a stone slab in this cell can be removed, giving access to a secret passage. This is the passage first used by Dagmar’s cousin Hermann, and it bears an ancient, scratched inscription: ‘To Hermann’s Hermitage’. If you are not ready for the adventurers to locate the secret room with @UUID[.ONMxNHa1E9FSljLl]{the warpstone meteorite}, do not allow them to find the secret door which leads to it.

" + }, + "6. The Warpstone Chamber": { + "name": "6. The Warpstone Chamber", + "text": "

@UUID[.7cwT5awu3Ffwi9Dz]{The Dungeons}

Dagmar used this chamber to store the warpstone meteorite. The room can be entered by moving the altar in @UUID[.y66bT1Cgy70hKbAd]{the temple} or via the secret @UUID[.fX1ok04OTE4aV3ia]{passage in the dungeons} (5C). Ideally, this should be the last room that the adventurers explore.

Unbeknownst to them until now, the adventurers were followed from the Barren Hills by the Skaven of Clan Eshin. Realising that the warpstone was near, they sent for the warlock-engineers of Clan Skryre. The Skaven have tunnelled up through the rock beneath the castle, heading for the warpstone chamber. For maximum dramatic impact, they should reach the chamber just before the adventurers.

Three @UUID[Actor.zlWevMBbZHQrAdZg]{Skaven warriors} are posted here to ensure that no one interferes with the warlock-engineers further down the tunnel. When the adventurers encounter them, the Skaven will withdraw and only fight in self-defence.

The Skaven Warriors

Beaten to It!

The chamber’s walls, floor, and ceiling are all unnaturally blackened. A fresh, 3-ft-wide tunnel leads down through the floor. In the centre of the room is an empty lead box, 3-ft long on each side. A lead lid lies beside it, and there are no traces of warpstone left anywhere in the chamber. A table against the southern wall holds thick gloves and some grinding equipment used by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} to turn part of the stone into dust.

The sound of squeaking voices can be heard coming from the tunnel, but fall silent as soon as anyone enters the passage. 

A successful Challenging (+0) Perception Test reveals large, rat-like footprints on the floor, leading in both directions. Adventurers taller than 4 ft who enter the tunnel must crawl or stoop, suffering a -20 penalty to all tests that require agile movement, including combat. After about 10 yd, the tunnel comes to a natural crack in the rock.

The Fissure

This area is 12 ft high and has a recently dug tunnel leading off from it. Five @UUID[Actor.zlWevMBbZHQrAdZg]{Skaven warriors} stand at the entrance to this tunnel. They retreat as soon as the adventurers enter the crack, only fighting in self-defence. The Skaven are used to narrow tunnels, and will easily outdistance the adventurers if they decide to give chase.

@UUID[Actor.GRnpBS560hRuoOZd]{Skaven Warrior}

When the Skaven escape, or after 5 Rounds of fighting, a crash is heard from further along the passage. A Round later, a dense cloud of dust sweeps toward the adventurers. The dust moves at 2 yd per Round, so it can easily be avoided. This is a poisoned wind released by a Clan Skryre warlock-engineer. Anyone breathing the gas must make a successful Challenging (+0) Endurance Test or suffer one of the effects detailed on @Table[poisoned-wind1]{Poisoned Wind Table}. Roll separately for each Character, including any Skaven.

The Skaven and the Warpstone

Veteran Players will remember all too well the frustration of being denied the warpstone on their previous adventures in Castle Wittgenstein. Some of them may have spent much of this adventure plotting and scheming, trying to find some way to surprise the Skaven and snatch the warpstone from their paws before they know what is happening. Some of these plans have been as long as 30 years in the making, and may be works of genius. It is up to you how to respond.

There are four ways to reach the dungeons: up the stairs from the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate}, through the sealed door in the @UUID[.jvo67vCsGGMY7Uay]{charnel pit}, through a secret passage behind the altar in the @UUID[.efa8dhap8Y4no5ic]{Temple of Slaanesh}, and down the stairs from the @UUID[.iyVatSYotKIu7sxK]{great hall}.

If the Players seem willing to explore the castle anew, in the spirit of the adventure (and, having sampled some of the novelties detailed in preceding Grognard boxes, they may well be) then the changes below may not be necessary. Still, you are free to use them if they appeal.

The Stairs

Players who are bent on getting the warpstone at all costs will probably head straight up the stairs from the water gate, look for the secret door nearby, and follow the passage to the warpstone chamber. This cuts out the castle, jumps straight to the end of the adventure and misses out on almost a quarter of the fun.

Two crude, but effective, ways to deal with this are to have the staircase blocked by rubble part-way up, or to switch the two staircases so that the one from the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.otHrhw493IFv7zAY]{water gate} comes out at the ruined building in the @UUID[.kIAmHftn9ojTbtSM]{Outer Bailey} while the one from the @UUID[.nMPJC5ZzpGUktOpD]{tunnel network} either ceases to exist or carries on through the dungeons and into the castle (see below). Any map discrepancies can be put down to error: after all, even professional cartographers sometimes make spectacular mistakes. There will be an opportunity to remind them of this when they hear about Gulhein Tobwurst, chief cartographer to Graf @UUID[Compendium.wfrp4e-pbtt.actors.czIY275tUC4VGDWp]{Boris Todbringer} of Middenheim, in the early stages of Power Behind the Throne.

Alternatively, the stair could simply wind up through the dungeons without stopping, pass through the @UUID[.iyVatSYotKIu7sxK]{great hall} inside a pillar, and come out on the upper floor of the keep, either in @UUID[.BbJG7cnlnRLIaOjM]{Lady Ingrid’s room} or @UUID[.9vcmU8nXnXt0zyGY]{Lady Margritte’s bedchamber}. It was installed as an escape route if the castle should be attacked, and not as a convenience for the guards.

The Charnel Pit

This is certainly the most challenging way to reach the dungeons, and needs no changes. Any Players who willingly go this way are showing remarkable enterprise!

The Temple

This route avoids the main body of the castle, but fortunately the temple has been desecrated and rededicated to the worship of a Chaos God. Consequently, any passage leading out of it could end up anywhere in the castle, and it need not go to the same place every time someone uses it.

The walls of the passage are made of a substance that looks disturbingly like flesh. Faces materialise and dissolve within the walls, some laughing and some screaming. Each journey through the passage constitutes @Corruption[moderate]{Moderate Exposure to Corruption}.

The passage can lead anywhere you desire, or the destination can be determined randomly by rolling [[/r 1d100]]. Results of 01–62 lead to the corresponding map location, results of 63-90 are rerolled, and on a result of 91–00 the passage goes to a dungeon location, determined by rolling [[/r 1D10]].

The Great Hall

The stairs from the great hall lead down to the dungeons as before, but the great hall itself is a little more difficult to reach. Instead of being confined to a pit, the @UUID[Actor.zgoa3d7A1H0bpazr]{charnel creature} (@UUID[.jvo67vCsGGMY7Uay]{Area 33}) has overflowed and occupies the whole of the @UUID[.OhkFJYIYf0v9ZmYm]{Inner Bailey} to a depth of 3 ft or so: see the @UUID[.jvo67vCsGGMY7Uay#widespread-carnage]{Grognards box: Widespread Carnage} for details.

" + } + } + }, + "The Imperial River Patrol": { + "name": "The Imperial River Patrol", + "pages": { + "The Imperial River Patrol": { + "name": "The Imperial River Patrol", + "text": "

The Imperial River Patrol, known informally as the Shipswords, is an organisation similar to the Road Wardens, charged with keeping the Emperor’s peace on the rivers and canals of the Empire. 

History

The Imperial River Patrol was created at the same time as the @UUID[Compendium.wfrp4e-eis.journals.t3btEsGyiZjofqZ8]{Imperial Road Warden Service}, by Emperor Wilhelm’s reforms of 2453. Before that time, various towns and nobles maintained river-going forces with the stated purpose of keeping the rivers safe for trade and travel, but the privilege of doing so was widely abused. While some local organisations were well-trained, well-maintained, and well-led forces dedicated to serving those who lived and travelled on their particular stretch of a river, many more were half-hearted local conscripts, well-meaning but untrained local amateurs, or semi-legitimate pirates engaged in plundering the river on behalf of themselves, their town, or their lord.

As part of his reforms of 2453, Emperor Wilhelm brought all these various groups under Imperial command — which effectively meant under the command of the local Elector — setting standards for training and equipment and imposing a system of licensing and oversight which put paid to the worst abuses.

Although they are part of an Empire-wide service, River Patrol units are still raised and paid by local lords or town councils and operate only in their local waters.

Bases

Every riverside city, and every town of any size, has a River Patrol base on its docks, normally placed conveniently close to the harbourmaster’s office and often equipped with a riverside gibbet.

A River Patrol base includes at least one private boathouse or mooring. Depending on the size of the settlement, the boathouse may include a barracks, some cells, a warehouse for equipment, ammunition, and supplies, a boatyard, and a slipway or dry dock allowing smaller boats to be taken out of the water for repairs. Larger bases are in a fortified enclosure, with wall-mounted weapons covering both the town and the river.

The larger riverside inns generally have some rooms and moorings set aside for the use of the River Patrol, and they can commandeer supplies or services when needed.

Some @UUID[JournalEntry.EBkKmwPreDndWqoc.JournalEntryPage.prfMvzrSMhiMmHtF]{toll houses at locks} are manned by the River Patrol in the same way that toll houses on roads are administered by the Imperial Road Warden Service.

Personnel

While the Imperial River Patrol is synonymous with the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{riverwarden Career}, the service employs a wide range of personnel, including a higher proportion of retired adventurers than almost any other organization.

Engineers maintain and operate the heavy weapons mounted on larger River Patrol vessels. Litigants assigned to bases in the larger cities act as liaisons with local magistrates, act for the Crown in prosecuting pirates and other waterborne criminals and serve as the Empire’s leading experts in river law.

Wizards are sometimes recruited to boost the firepower of River Patrol vessels, although bright Wizards are rare, given every boatman’s instinctive distrust of fire. Artisans of various kinds, especially boatbuilders, carpenters, and armourers, make and maintain equipment. Investigators — some full-time, some on retainer — are based in larger towns and cities, ready to assist in the trickier cases.

Some riverside noble houses have a tradition of sending their sons and daughters for a stint in the River Patrol as a part of their education. Huffers are not generally full-time River Patrol employees, but most are kept on retainer as reservists, with the River Patrol having the first claim on their services in times of need.

At the other end of the scale, larger River Patrol vessels are crewed by boatmen, which frees up trained riverwardens for less menial duties and hope, in due course, to be promoted to their ranks.

Boats

A normal River Patrol boat is essentially similar to a small trader, but it has a crew of [[/r 2+d10]] and can be rowed as well as sailed; it mounts a @UUID[Compendium.wfrp4e-dotr.items.Me4sRLgUkY95C1zi]{swivel gun} or other light weapon in the prow. The River Patrol also uses faster, lighter rowing boats with a crew of six, and heavy patrol boats, the size of a medium trader and armed with a single small bombard and six or eight swivel guns. See @UUID[JournalEntry.FtADtP0t2I9PBiSa]{Deck It Out} for weapon descriptions.

In addition to patrolling the rivers themselves, the riverwardens are also responsible for ensuring that the locks which make travel on the Empire’s rivers possible are properly maintained and run. In the main this involves checking that the fees charged by Lock Keepers are fair and within the bounds of their charter, and that the locks themselves are safely and fairly operated. While it is not glamorous work, riverwardens that grew up on the river take this work very seriously, and those found interfering with the locks face especially harsh punishment. 

Profiles

@UUID[Actor.kMZg1EbDjxYSQrWu]{Gertrud Schützenberger}

@UUID[Actor.WwacZBjM7X2WLkp2]{August Hauser}

@UUID[Actor.rctu3kXGjPB7fNSc]{Adalia Eisen}

@UUID[Actor.9gvp0PubHNk46yNf]{‘Wet’ Wilgryn Augenlos}

The Shadow Cast: A Soft Touch

Should the Characters find themselves on the wrong side of the law, @UUID[Actor.kMZg1EbDjxYSQrWu]{Gertrud} can provide them with an opportunity to bribe their way free. The young riverwarden has yet to abandon certain old habits, and her influence over the trusted @UUID[Actor.WwacZBjM7X2WLkp2]{August Hauser} means that she can often convince the man to turn a blind eye...

" + }, + "Encounters": { + "name": "Encounters", + "text": "

The Characters may find themselves in trouble with the River Patrol at times. If this happens, you should remember that the River Patrol is primarily a force for keeping order on the waterways of the Empire, and is more concerned with finding and destroying pirates rather than with bringing petty criminals to book. In most cases, they are content to levy a fine and let the Characters move on, rather than wasting time escorting them and their boat to the nearest town and giving evidence in a trial which may not be organised for several days. 

Unless they are engaged on a particular mission, riverwardens are usually happy to stop and swap information with the Characters, and they can be a good source of news and rumours regarding their particular stretch of the river, as well as snippets of news from the wider world that they have picked up from passing traders.

Even so, from time to time the Characters’  boat may be stopped and searched by the River Patrol, looking for an escaped prisoner, smuggled goods, or something else. While they will (probably) not find what they are looking for, the Characters may have a few anxious moments, especially if they are carrying something they shouldn’t. Contraband will be confiscated and a spot fine levied equal to half its value. You should make sure that this kind of encounter does not end up in a fight, making it clear that the Shipswords have the Characters outnumbered and outgunned, and that any aggressive action will almost certainly end in disaster. After a couple of nerve-wracking hours, the Characters are allowed to go on their way.

Follow That Boat!

Stopped for a ‘random’ inspection, the Characters find themselves sitting through yet another round of questions and answers with a local River Patrol. Most of the riverwardens have hopped aboard the Character’s barge to poke and prod their way through its contents when a small but fast moving skiff pulls alongside the River Patrol’s barge and tosses a lit firebomb onto its deck! The skiff quickly speeds off down river, and with their own patrol boat ablaze they present the Characters with a simple choice — spend the rest of the day embroiled in the slowest goods inspection of their lives, or ‘Follow That Boat!’

The skiff’s occupants, a pair of @UUID[JournalEntry.tYjAPDY7d9Hu5lt1.JournalEntryPage.NA0PooQSdYnBPi6K]{well armed pirates} attacked the riverwardens to prevent them from interfering while their accomplices launched an attack on their real target nearby, a wealthy trader or liner such as @UUID[JournalEntry.0VspKmtULhucmZCl]{The Emperor Luitpold}. If the Characters do manage to catch up to the skiff, the riverwardens will do most of the fighting, but will be particularly grateful to any crew members who come to their assistance — doubly so if they go on to assist in stopping the pirates’ accomplices as well.

" + } + } + }, + "Riverfolk": { + "name": "Riverfolk", + "pages": { + "Expedition": { + "name": "Expedition", + "text": "

In Enemy in Shadows, the Characters heard of the expedition of Prince Hergard von Tasseninck to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}. The good prince is not alone in such endeavours, and the Characters may encounter a fully fitted-out expedition setting out from Altdorf or another great city, or making its way up the remote headwaters of any of the Empire’s rivers.

An expedition may be academic or military in nature. The former type is headed by a scholar from one of the universities and made up largely of junior scholars. A military expedition is usually led a noble and made up of guards and soldiers in that noble’s employ, perhaps rounded out with a few mercenaries. Any expedition is also accompanied by a staff of guides, scouts, artisans, and others to maintain and repair equipment.

The expedition consists of one or more barges, with smaller vessels — rowing boats, canoes, or coracles — stowed on deck or towed behind. When the river becomes impassable to the barges, they are left behind with some guards and a skeleton crew to act as a base camp, while the expedition continues upstream in the smaller vessels.

@UUID[Actor.BNaGZ8zGdxKgIGvf]{Bella Hornwhistler}

Encounter Seed: The Relic

As the Characters go upriver — perhaps to the Barren Hills in @UUID[JournalEntry.VbIsVjYK2ttpvkG2]{Chapter 4} of Death on the Reik — they encounter a couple of small barges coming the other way, each towing a canoe or two. As they pass, the barge crews hail the Characters’ boat, asking if they have a physician or any other kind of healer on board.

In conversation with the expedition’s members, the Characters hear a strange tale. Initially, all went well, and the expedition found the ancient burial mounds that its leader sought: tombs dating to the time before Sigmar, when the Empire was a collection of scattered and barbaric tribes. The runes on the lintel of one mound were not like any kind the scholars had ever seen, but the expedition’s leader insisted that they were in the script of the ancient Teutogens (or whichever tribe originally inhabited the area) and opened the mound.

After a battle with some odd-looking Skeletons — the light was too poor within the mound to see them clearly enough for more precise details — the lead scholar emerged holding a dagger of chipped stone set in an antler hilt, which was inscribed with swirling, formless patterns that seemed to move and crawl when viewed from the corner of the eye. Ever since then, the returning expedition has been plagued by every kind of misfortune from nightmares to Beastmen; several scholars are dead, and more are wounded.

The script — although the Characters probably never see it — is in the Dark Tongue of Chaos, the guardian Skeletons were those of Mutants, and the dagger was chipped from warpstone and imbued with hellish magic by the long-dead, ancient Champion of Chaos who owned it. Every hour spent within 10 ft of the crate containing the dagger constitutes minor exposure to Corruption: at least one of the surviving scholars has succumbed to the influence of Chaos, and is either hiding a physical mutation or enduring a mental one. To make matters worse, the ancient weapon has sent out a psychic call that draws every Mutant and Beastman within a radius of several miles: they do not know what calls them, only that something powerful is on the move, and must be found.

" + }, + "Fishing Boat": { + "name": "Fishing Boat", + "text": "

Fishing boats are a common sight in the more populated areas of the Empire, as the great rivers — the Reik, the Stir, the Talabec and the Aver — are important sources of fish. Most fishing boats are no more than ordinary rowing boats, owned and crewed by a single riverman, but where the rivers are half a mile or more wide, larger fishing boats the size of small traders are found, owned and operated by families or, near large towns and cities, by fishing companies. Rod-and-line fishermen are only encountered within five miles of a settlement.

Fishermen have an intimate knowledge of the stretch of river on which they work, and are able to tell the Characters about all the hazards and local gossip from an area of about five miles either side of the point at which they are encountered, and they are generally willing to sell fresh fish to anyone passing by.

@UUID[Actor.zUj35ohhGobaxD3r]{Sofia Fischer}

Encounter Seed

It Didn't Get Away

As the Characters’ vessel passes by, a fisherman catches an aquatic monster of some description; perhaps a @UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopus}, a @UUID[Actor.fstf0N5z3RRwl9J2]{Stirpike}, or a @UUID[Actor.0aLc5yLyQhzzQ0Aj]{Reik Eel}. The Characters may decide to lend a hand before the fishing boat is destroyed.

" + }, + "Passenger Boats": { + "name": "Passenger Boats", + "text": "

A passenger boat is essentially similar to a trading boat but has extra cabin space in place of the hold. They can vary from ferries run along the same lines as coaches to private pleasure vessels owned by nobles and other wealthy people. Some ferries are operated by small independent owners, who carry small cargos to make up the load, while others are run by local companies similar to the coaching companies. A typical fare on a passenger boat is a shilling a mile, more or less — usually rounded off to the next whole or half Crown.

An average passenger craft has a crew of 3-4, and is carrying [[/r 1d10+2]] passengers, with some small items of cargo stored in empty cabins. A pleasure craft has a crew of 4-6, and is carrying 2-4 passengers, usually the owner and his/her family or friends. The passengers and crew on a ferry are cautiously friendly, although they are wary of strangers in areas which are known for Pirates or Beastmen, while those on private pleasure vessels are less willing to associate with the riff-raff on trading boats and other vessels.

@UUID[Actor.LMxMQ4wJqeoFmDhj]{Uwe Wasserhund}

Adventure Seed: A Floating Party

A luxurious private boat plays host to a noble party, celebrating a recent political alliance. Almost all present are horrendously drunk, and they indulge in such high-spirited fun as throwing peasants in the river to see how long they float, attempting to ram other vessels to see who gives way first (the Character steering the boat must make a successful Challenging (+0) Boat Handling Test in order to avoid a collision), and so on. A couple of the nobles might jump onto the Characters’ boat and try to ransack it in search of alcohol; if the Characters resist, a brawl ensues.

After a few minutes, a River Patrol boat appears, following complaints from other river users. The Shipswords try to defuse the situation by offering the nobles an escort, to keep them out of trouble until they reach the nearest town. Remember that the nobles are almost certainly richer and more influential than the Characters, so the River Patrol at least appear to take their side in any argument. They may pretend to arrest the Characters — which could give them some anxious moments — but either let them off with a small fine or release them outright once the nobles have gone on their way. Anything that has been stolen by the nobles cannot be recovered, and the Characters receive no compensation for any damage that they have caused.

" + }, + "Engineers' Guild Prototype": { + "name": "Engineers' Guild Prototype", + "text": "

The @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.CX77jCGRkysWfOKy]{Dwarven Engineers’ Guild} is the source of many impressive inventions, including some that are safe to operate. The Characters encounter a heavily-modified boat that is engaged on a test run to prove the worth of some new and radical piece of equipment: a steam engine, perhaps, or a self-steering mechanism that makes crews obsolete, or something else. The precise nature of the new technology is up to the GM, but for the most memorable encounter, it should be something that is capable of going haywire with spectacular and dangerous results. An engine may explode or refuse to throttle down; a self-steerer may set the experimental vessel on a collision course with another vessel and resist all attempts to correct it; and so on.

Whatever happens, the Characters have to deal with a very angry group of Dwarf engineers, most of whom loudly deny that their machine was to blame in any way for whatever havoc their vessel wrought: it was improperly operated by unqualified staff; the other vessel or vessels did not act within normal parameters; rival engineers or jealous Manlings committed some act of sabotage — anything rather than admit to any flaw in the design or construction of the device.

This can be a challenging encounter for any group of Characters, but coupled with another type of encounter — with a senior noble whose boat is damaged, for example — it can plunge the Characters into a diplomatic minefield: for example, a noble whose own vessel is damaged beyond immediate repair might decide to requisition the nearest operable craft, which just happens to belong to the Characters, or an Elf Character might be accused of sabotaging the Dwarf vessel by magic, and either taken to the law or handed a more immediate retribution.

@UUID[Actor.MZzOguXqybtVxIDy]{Sven Stoutbeard}

" + }, + "River Encounters": { + "name": "River Encounters", + "text": "

A number of interesting NPCs may be encountered on the Empire’s rivers, or as patrons in inns the Characters reach along the way. Everyone who travels within the Empire has a place to go to and a reason for going there, and encounters with a few interesting NPCs — whether or not they actually add anything to the main thread of the adventure — can help to create the feeling that the Characters are moving in a world full of real people, which makes the game more ‘real’ and enjoyable.

Basic profiles are given in the following pages, which the GM can adapt as necessary. Information on various kinds of boats can be found in @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.fZNJ3wA4kOfKMVQZ]{Riverboats of the Empire}.

" + }, + "Showboat": { + "name": "Showboat", + "text": "

It is not uncommon for groups of entertainers to travel by river and canal rather than by road, and some troupes actually maintain their own boats.

Showboats are usually converted large traders, with accommodation for the entertainers, storage for props, costumes and other equipment, and a couple of cabins given over to common rooms. The deck may be converted so that it can be used as a stage, and the very largest showboats have the entire hold converted into a covered theatre. As well as entertainers, some gamblers, charlatans and other shady types may travel on showboats, making a living by fleecing the gullible along the rivers and moving on before any unpleasantness develops. Entertainers on a showboat are always happy to stop and gossip, especially in a place where they can put on a show and make a few Crowns.

@UUID[Actor.XBQJexqsDA8sBzc0]{Simone L’escalier}

@UUID[Actor.CCk4qz0jmWzCRwHM]{Sigrund Dopplewasser}

Adventure  Seed: The Runaway

The Characters encounter a showboat, a couple of hours out from the last town it visited. It has been stopped and is being searched by the River Patrol, who are looking for a child missing from the town: Hanna Hochburger, the daughter of the town’s mayor. Hanna decided that life as an entertainer would be much more fun than living in a small town and stowed away aboard the showboat when it left. The entertainers on board the showboat have not yet discovered her, and she tries to slip off the showboat and swim unseen to the Characters’ boat, stowing away there until the River Patrol has gone away. The Characters notice her slipping aboard on a successful Challenging (+0) Perception Test.

Unfortunately for Hanna — and for the Characters — the River Patrol also stop and search the Characters’ boat. If she is discovered, Hanna makes up a lurid tale about being kidnapped by the entertainers, in order to avoid trouble when she is returned home. This could lead to the entertainers getting into a great deal of trouble with the authorities, unless the Characters can persuade her to tell the truth.

Adventure Seed: Old Scores

The Characters arrive at a small town or village where a showboat has just moored. The entertainers are in the process of setting up for a show, when they find their boat surrounded by angry villagers intent on lynching one of their number. There can be several reasons for this: possibly there is a gambler or charlatan aboard, who reduced one of the town’s citizens to poverty, or perhaps one of the entertainers is faced with a young woman who holds up a child, claiming that he is the father. 

The Characters may recognise the entertainer in question; they may have met him in a previous encounter, or at the Schaffenhest in Bögenhafen; the gambler may be @UUID[Compendium.wfrp4e-eis.actors.RXY98JwsYTfmOfGa]{Phillipe Descartes} from @UUID[Compendium.wfrp4e-eis.journals.2JX9k58tn9lJfkqS]{Mistaken Identity}.

The town’s authorities — if any — are doing nothing to prevent the lynching, and the Characters may be able to resolve the matter without bloodshed (see @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaking}) — or, if they, too, have a grudge against the entertainer, they can stand by and cheer. If they rescue the entertainer, they have a friend for life, who may be able to help them in future adventures.

Encounter Seed: The Medicine Show

Charlatans with who specialize in fake medicines — and, more rarely, enterprising apothecaries selling their own ‘miracle cures’ may travel with a small entourage, setting up at every town and village they pass, selling whatever they can, and moving on before their customers can put the goods to the test. Often there are entertainers in the group, to help draw a crowd for the plucking.

If the Characters need treatment for wounds, diseases, or poisoning, there is a chance that someone in a travelling medicine show is able to help them — and, perhaps, a greater chance that the treatment the offer has some unexpected consequence, ranging from a rash to hair loss to a dramatic change in skin colour. More than ‘respectable’ physicians — which, of course, they insist that they are — this class of traveller are willing to accept bartered goods or favours in exchange for treatment, making them a good source of adventures among the river’s moving underworld, and in the shadier parts of the towns and cities along the way.

" + }, + "Person of Consequence": { + "name": "Person of Consequence", + "text": "

While petty nobles may seem powerful and intimidating, they are ultimately ten a penny in the Empire, and most will only ever exercise authority over a few provincial peasants. Occassionally, however, the Character’s path may cross with someone of actual note.

@UUID[Actor.yEV94KfBL3DZn6ex]{Altgräfin Emelia Luneburg}

Adventure Seed

A Matter of Import

Older and more senior nobles are more sedate in their habits but can be no less challenging to encounter. There are one or two nobles on board, accompanied by a full crew of boatmen, a squad of guards, a staff of servants — including a personal physician in the case of elderly or infirm personages — and, depending on the business at hand, one or more litigants, advisors, and similar retainers. Along with ‘the bare minimum’ of baggage brought behind in a small, liveried cargo barge, the whole party can consist of three or four vessels in addition to the luxuriously-appointed passenger boat.

Just as younger nobles are obsessed with having an obnoxious good time, older ones are determined to receive the respect and obedience due to their station. They may have a herald posted on the bow of the lead vessel, continuously bellowing the names and stations of the august persons on board and ordering all other shipping to pull to the bank and make way; there may also be one or two guards armed with crossbows, blunderbusses, or @UUID[Compendium.wfrp4e-dotr.items.Me4sRLgUkY95C1zi]{swivel guns}, charged with firing warning shots at those vessels that are slow to comply.

If any of the travelling nobles needs or wants anything — from a fresh peach to a skilled surgeon — the herald hails all passing vessels demanding to know if they have the desired article or person on board. If the passengers learn, or even suspect, that whatever they want is close by, the guards are ordered to board the suspect vessel and seize it. Prompt and respectful compliance is rewarded with a handful of coins, which may even be enough to cover the cost of whatever it is; any reluctance or resistance is met with force, and no payment can be expected.

" + }, + "Pilot Boat": { + "name": "Pilot Boat", + "text": "

Wherever the river turns treacherous and there is money to be made guiding boats past the worst hazards, local Huffers will be found ready to help out for a price. There is no central guild or organization, but by the custom of the river they all fly a yellow pennant from their rowing boats, bearing the sign of a ship’s wheel and a fish.

Pilot boats normally wait by the riverbank, half a mile or so from the hazardous stretch where they work — their ‘strand,’ as it is known in river jargon, even if it does not consist of sandbanks. When hailed by a passing vessel, they row out and throw up a pair of ropes — one attached to the stem of their rowing boat and one to the stern — so that their vessel can be brought safely aboard while they themselves climb onto the client vessel. Once clear of the hazard, they take their payment and depart the same way they boarded. Most wait for a vessel coming in the other direction, but in times or particularly heavy one-way traffic, they put their boats on their backs and walk back to their original waiting-spots.

In some of the larger cities, such as Marienburg and Altdorf, Huffers are employed and regulated by the Lord Harbourmaster to prevent disruptions to river traffic arising from accidents or local hazards. Many merchant houses employ their own Huffers in cities where their boats dock frequently or maintain arrangements with those attached to the Lord Harbourmaster’s office.

@UUID[Actor.hnyW0UNguefePWsi]{Krazold Ironhand}

Encounter Seed

Loose Boat

The boat is a deserted trader which has broken free of its moorings or been left adrift after its crew was wiped out in a pirate or mutant attack. The Characters may take the boat in tow, halving the normal movement rates and imposing a −10 to Boat Handling Tests; they may be able to return it to its owners and claim a reward equal to 1% of the value of the boat’s cargo. Alternatively, they can hand the boat over to the River Patrol and receive a standard salvage fee of @Credit[100gc mode=split]{100 GCs}, to be taken out of a fine levied on the boat’s captain for negligence in allowing the boat to drift free of its moorings and constitute a hazard to navigation.

" + }, + "Pilgrims": { + "name": "Pilgrims", + "text": "

The Empire is a land of many gods — despite what the devout Sigmarites of Altdorf might have to say — and there are many holy places that draw pilgrims of one faith or another, or those in particular need of a particular type of divine favour. On land, pilgrims travel in great processions, led by a priest of some kind and following on foot, donkey, horse, or in vehicles, according to their means. On the rivers, pilgrims hire boats to take them on their pious travels.

Depending on the religion and the size of the group, pilgrims may be encountered in a single barge or a motley flotilla of vessels: pilgrimage tends to be more popular in troubled times. In the great riverside cities and the larger riverside towns, it is not uncommon for a temple or a group of temples to own and maintain one or more vessels, which is hired out to pilgrims in return for ‘pious donations.’

Wherever they go, pilgrims are constantly singing, chanting, and engaging in other acts of worship, and some may reach such a state of religious fervor that they become subject to @UUID[Compendium.wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} against the followers of other religions — especially rival ones — and a loud annoyance for everyone else. Innkeepers along the way regard such ragtag groups with a fatalistic distaste, for they completely take over an inn given half the chance, and demand all manner of food, drink, and other services as a tribute to their deity rather than being prepared to pay for it. Worse still, they often get into dogmatic altercations with other patrons, which can escalate into dangerous and damaging near-riots.

@UUID[Actor.OhZFJJ3YkKyvy4To]{Agrin 'The Blood of the Flagellant is Sigmar's Own' Losburg}

" + }, + "Merchant Boat": { + "name": "Merchant Boat", + "text": "

The vast majority of boats encountered on the Empire’s great rivers are merchant barges. They come in various sizes, and they can carry a variety of cargoes. About half of the boats encountered are owned by large merchant houses from one of the great cities or the larger towns; the rest are independently owned and operated.

\n

Independent boats usually — but not always — stick to a particular stretch of the river, usually the waters between two of the great cities. Their owners deliver cargoes to any stop along the way, and their cargoes tend to be more varied than those of the house-owned barges. There might be a mixture of cargoes with a mixture of destinations, and even a few paying passengers if there is room.

\n

Passage on a cargo boat is cheaper than a berth on a passenger boat, and considerably cheaper than a ticket aboard a luxury river liner like @UUID[JournalEntry.0VspKmtULhucmZCl]{The Emperor Luitpold}. A typical fare is around @Pay[2ss]{2/–} per 10 miles, but this can be reduced substantially by successful haggling, as well as by circumstances. A captain who has room for passengers would rather make a little extra money than none at all, and is willing to make a bargain. Passengers with enough experience on the river to make them useful — which they can prove by making a successful Lore (Riverways) or Row or Sail Test while bargaining over price — may be given a discount of up to [[/r 1d2]]{50%} if the captain can use an extra hand or two. Similarly, passengers who can convince the captain that they would be useful in a fight — especially one at range — are offered a discount if the boat’s route runs through particularly dangerous waters. Able characters who are personally known to the captain might even be taken on as additional crew and given passage and board in return for work.

\n

Merchant crews are usually willing to exchange news and gossip with passing vessels and fellow inn patrons, although the crews of larger boats, especially those owned by merchant houses, may be more brusque about it. They have a captain’s eye on them, and a schedule to keep.

\n

Getting a berth on such a vessel is a reasonable way for Characters to get about, should their own barge be carelessly lost. While this slows things down considerably, it is still much quicker than continuing overland, and can prove a viable option until another barge can be found. Of course, a particularly ruthless group may organise a mutiny if they think they can get away with it, after which every encounter with a river patrol will prove all the more tense…

\n
\n

@UUID[Actor.Jlcjyb5lQKNExquT]{Mia Answell} @UUID[Actor.USyqhyNdCSObjPB4]{Elias Answell}

\n
\n
" + } + } + }, + "Wreckers, Smugglers & Pirates": { + "name": "Wreckers, Smugglers & Pirates", + "pages": { + "Wreckers": { + "name": "Wreckers", + "text": "

Wreckers take advantage of treacherous stretches of the river, luring boats to their doom on rocks or sandbars so that they can move in and steal the cargoes. Some allow their victims to escape before moving in, while others prefer to leave no witnesses.

Wreckers’ tactics depend on their location and temperament. A few of the more common are listed below.

False Beacons

This method is normally used only at night, although some gangs have been known to use a daytime variant, moving flags that are set up to warn river traffic of a hazard.

The Wreckers’ false beacons of flags seem to mark out a safe route through a series of rocks or sandbanks. In fact, they lead boats onto them, and once a vessel @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.8RsPoCyE5UELCb1s#grounding]{runs aground}, the Wreckers emerge from the shadows on all sides and seize the cargo.

In most cases, they offer an unresisting crew the chance to escape, knowing that they and the cargo will be long gone by the time anyone comes back to the scene with the River Patrol.

Bogus Pilot

As the Characters’ vessel approaches a treacherous stretch of the river, a huffer approaches in a small rowing-boat, offering to guide the boat through for the standard fee. A successful Perception Test, opposed by the Wrecker’s Charm, Lore (Riverways), Perform (Act), or other suitable Skill, reveals that something — some turn of phrase or detail of uniform — is not quite right about the huffer. At the GM’s option, Characters with Lore (Riverways) can use this Skill for the Opposed Test if they choose, and Characters gain a +5 bonus for every level of a Riverfolk Career that they have completed.

If challenged, the false huffer attempts to flee, leaving the Characters to navigate through the hazard on their own. If the deception is not discovered, the Wrecker guides the boat straight onto the @UUID[JournalEntry.WR8ZAD6yw9lYgzeY.JournalEntryPage.rOAWZXLCyODhKqGV#rocks-and-shallows]{rocks or sandbank}, jumping overboard at the last minute. The Wreckers will then surround the boat as described above.

Artificial Hazards

Some Wreckers go so far as to create hazards of their own if the river does not provide anything for them. The crudest versions consist of artificial reefs made of rocks and other debris dumped into the river; more sophisticated versions include removable log barriers, which are sometimes fitted with iron spikes, or heavy chains that can be laid across the river to block passage. Unless the Wreckers are working with a local robber baron, these traps are usually cleared by the River Patrol as soon as they are reported, but since they do not appear on river charts and the locals either do not know of them or choose to say nothing, they can be a nasty surprise for unwary navigators.

Wrecker Gangs

The number of Wreckers should be handled carefully. Either the Characters should stand a chance of fighting them off, or there should be so many that it is obvious — even to the most unobservant or battle-hungry Character — that resistance is useless. In either case, the Characters are able to return and reclaim the boat, which can be patched up.

In most cases, a Wrecker gang do not destroy a boat once they have stripped it of its cargo and other valuable contents, so that the crew can make temporary repairs and attempt to refloat it so they can limp to the nearest boatbuilder for help.

@UUID[Actor.NvVdp4mo6drBuE7M]{Bathilda Fischer}

@UUID[Actor.7sMQmh6ECevj7KAl]{Dederick Ritter}

Adventure Hook

The Power Struggle

@UUID[Actor.NvVdp4mo6drBuE7M]{Bathilda Fischer} is ready to make her play for the leadership of her Wrecker crew, but @UUID[Actor.7sMQmh6ECevj7KAl]{Dederick Ritter}, the current captain, still commands too much support to make a head on attack possible. 

Playing the part of a ‘concerned citizen,’ Fischer tips off the Characters that they are about to sail into one of Ritter’s ambushes. Fischer tells them all about the planned attack – the location of traps and attackers, their weapons, etc. Canny Characters may in fact realise that she is a little too well informed. If the Characters are hesitant, she reminds them of all the coin the wrecking crew will have gathered.

If the Characters dive into the ambush, Fischer will call off those crew members that are loyal to her, leaving Ritter outmatched by the Characters. Of course, once they have dealt with Ritter, Fischer will make it her business to take care of the Characters as well…

" + }, + "Smugglers": { + "name": "Smugglers", + "text": "

Wherever goods are moved and taxed, there are those who make a living out of avoiding those taxes — and the rivers are the arteries of trade throughout the Old World. In addition, there are always those who will transport illegal and unsavory cargoes if the fee is high enough.

Some Smugglers travel by regular river vessels, with small (and usually high value) contraband items concealed in their baggage or covered by falsified documents. Others use specially adapted vessels that appear to be regular traders, but have concealed spaces for hiding contraband; some may also be stripped of unnecessary weight so they can outrun the River Patrol.

While they do not advertise their profession, Smugglers are as happy to exchange news and gossip with the Characters as any other river travellers, but they will try to avoid encounters with the River Patrol or other forms of authority.

Contraband

The most common contraband at present is Bretonnian brandy, which only comes into the Empire illegally since the Emperor passed the Edict on Foreign Drink at the behest of the Brewers’, Vintners’, and Distillers’ Guilds of all parts of the Empire, acting in concert for the only time in their history.

Many magical supplies are illegal, and some Smugglers specialize in moving them; they generally have contacts with suppliers at one end of their journey and buyers — or resellers — at the other. The same is true of those who carry ‘sleeping passengers,’ as Smugglers call dead bodies, to satisfy the constant demand by physicians and others — including necromancers.

Encounters

Smugglers can be met under a variety of circumstances, and an imaginative GM can devise many different kinds of encounter. Here are a couple of ideas:

Guilt by Association

The Characters encounter what appears to be a normal trading boat, whose crew are happy to spend some time talking about river conditions and general gossip. A River Patrol vessel appears in the distance, and the ‘trader’ takes off at high speed. It outruns the River Patrol easily, but the patrol boat pulls the Characters’ boat over to the bank, and the riverwardens demand to know what dealings the Characters have had with this gang of known Smugglers. The Characters’ boat is searched from stem to stern, but the patrolmen find nothing (unless the Characters have something to hide), and after a little over an hour the Characters are allowed to go on their way.

Do Us a Favour

As above, the Characters encounter what appears to be a normal trading boat. The captain asks the Characters to take a small amount of cargo to a nearby town which lies on their route, offering them @Pay[25gc SPLIT]{25 GC} now and 25 GC on delivery. If the cargo is investigated — which the Smugglers warn the Characters not to do — it is found to contain the finest Bretonnian brandy. 

Whether or not the Characters decide to carry the cargo, they encounter the Smugglers again at the next lock, where the riverwardens are taking their boat apart, while the Characters are allowed to pass unhindered. If the Characters deliver the cargo they are paid as promised. Of course, greater profits can be had by double crossing the smugglers...

@UUID[Actor.TqgaIwyTYxDr4Dbh]{Sophie van Haagen}

" + }, + "Wreckers, Smugglers, and Pirates": { + "name": "Wreckers, Smugglers, and Pirates", + "text": "

Not all of the dangers on the river come from natural hazards or resident monsters. Wreckers, smugglers, and pirates operate in many places — sometimes with the tacit support of the local authorities — and can be as dangerous as any other foe.

" + }, + "Pirates": { + "name": "Pirates", + "text": "

River Pirates are an ever-present threat on the waterways of the Empire, despite the efforts of the River Patrol. Most who take to piracy do so out of desperation. Unable to feed themselves and their families through honest work for one reason or another, they do what they must. Such crews typically number from five to ten and work from a single barge. They are unlikely to be killers, preferring to threaten and trick their victims, and rarely attack vessels with any obvious defences.

A few, though, are ruthless murderers who make a profession of piracy. These bloodthirsty rogues band together in gangs of twenty or more, spread across a handful of boats. Although huge fleets of River Pirates may have been active in the past, the River Patrol and other Imperial forces have managed to eradicate them in most places, and fleets of more than five boats are rare. They use any trick they can think of to board a vessel and kill anyone who shows even a hint of resistance. Wealthy victims are ransomed back to their families, and those with useful skills may be ‘impressed’ — effectively enslaved — to work for bed and board maintaining the pirates’ vessels and other equipment, tending their wounds, and providing other services according to their abilities. Most such Pirates are eventually tracked down by the River Patrol and Electoral forces, for they cost too much in lost taxes and revenue to ignore.

Famous Pirates

The waters of Averland, often neglected by authorities more concerned with protecting lucrative cattle and horseflesh, are home to several competing Pirate fleets. Most notorious are the vicious Black Bulls, whose reputation ensures that they rarely even have to step off their horned barges; most passing traders pay any ‘tithes’ they demand rather than allow themselves to be boarded. 

Worse, in many eyes, is the Pirate chief known only as ‘The Don,’ who is said to be an Estalian of noble blood. His crew reportedly ply the busiest trade route of them all: Altdorf to Marienburg. The Don’s motto, ‘Riches or Death!’ is left scrawled on the corpse-filled wrecks he leaves in his wake.

The Altdorf command of the River Patrol are under increasing pressure from Wastelander merchants, but after two years of hunting him they are no closer to their goal. This has led to whispers that The Don is not an Estalian after all, but the scion of some noble Altdorf family, whose influence keeps him out of the law’s hands.

Others suggest that he cannot be found because he does not exist. Perhaps, they argue, he is nothing more than a slogan and an excuse for violence, whose name and reputation is used by several different pirate crews.

Pirate Fleets

Some Pirate fleets are independent, sailing ‘against all flags’ as the nautical expression has it.

Others are protected by local town councils who turn a blind eye in exchange for a cut of the profits and a guarantee that locally-based boats will never be attacked. More common in the past but far from unknown today, some Pirate leaders are feared enough to demand protection money from towns or merchant shipping operations.

Still others are private navies under the command of local robber barons, especially in remoter waters where the effectiveness of Imperial authority is debatable, or self-styled ‘privateers,’ accepting secret payments from wealthy merchant families — and occasionally, even nobles — to harass and kill their rivals.

Pirate Careers

Pirates are a diverse lot, but most have at least one level in a Riverfolk Career. Many are boatmen or riverwomen, and some turn to piracy to supplement the income from their more legitimate labours. Many — though not as many as commonly supposed — are @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.37EZqecGmYFb0fdW]{Wreckers} or @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seamen}, and a few are former riverwardens. Some of the more corrupt Pirate leaders even recruit Mutants and Beastmen, although they are not necessarily followers of Chaos themselves.

@UUID[Actor.ev6i3B7kdmRXOdIu]{Boris Landsmaan}

@UUID[Actor.Qmhw9ADBYj0XDs5f]{Reginhard Vieth}

Adventure Hook

When Home Bacons

The Characters come across Isabelle Landsmaan, @UUID[Actor.ev6i3B7kdmRXOdIu]{Boris}’ sister, waving them down from the river bank. She begs them to help her talk her brother Boris into leaving the gang, who lie in wait just ahead. She offers what modest coin she has, and ‘as many pigs as you can fit on this ’ere barge!’ Boris is willing to listen, at least until his sister mentions that the pigs miss him too…

Pirate Boats

Pirates use all kinds of boats, including some captured from their victims. Most are armed, some have been stripped down so prey cannot outrun them or armoured so they can challenge richer and better-defended targets. Many are armed with @UUID[Compendium.wfrp4e-dotr.items.pzvq6nN3KquVqZki]{ballistae} or @UUID[Compendium.wfrp4e-dotr.items.8q6JqGkz243apv9T]{cannon}. The chapter @UUID[JournalEntry.FtADtP0t2I9PBiSa]{Deck it Out} will give the GM some options.

Most Pirate vessels are captured or stolen traders, which appear to be normal trading barges until the prey is too close to escape. Sometimes, pirates lure their prey close enough for an attack by pretending to be traders in distress.

A Pirate Attack

The Characters encounter an apparently deserted boat (see @UUID[JournalEntry.qujsALdE2gA6f2Mx.JournalEntryPage.5kC4hdpwXO9rmlAK#encounter-seed:-loose-boat]{Loose Boat}), drifting down the river. As their boat draws level with it, its pirate crew springs into view. There will be two pirates for each ccombat-focused Character on the victim boat, and one each for every other Character. Half of the pirates will toss grappling hooks at the Characters’ boat, while the remaining Pirates keep up a withering fire of arrows and crossbow bolts as the two boats are pulled together.

It takes 4 rounds for the boats to be pulled together, and the Characters escape if they can clear all the grappling-lines within this time. Each rope has a TB of 3 and 8 Wounds; a Character who tries to cut a line is exposed to the pirates’ fire while trying to do so - some of the grappling hooks may even be caught high in the boats sail or rigging!

Every time one of their number is killed or seriously wounded (reduced to zero Wounds), and whenever magic is used against them, the pirates’ leader must make an Average (+20) Leadership Test, breaking off the attack if the Test is failed. 

If the Characters do not repel the pirates or cut the grappling lines before the two boats are pulled together, the surviving pirates attempt to board and attack the Characters. In order to keep fighting, the pirates’ leader must make a Challenging (+0) Leadership Test every time one of their number is killed or seriously wounded and whenever magic is used against them. The pirates will automatically flee if more than half of those who boarded the victim’s boat are killed.

" + } + } + }, + "The Red Crown: A Gamemaster's Guide": { + "name": "The Red Crown: A Gamemaster's Guide", + "pages": { + "The Lore of Tzeentch": { + "name": "The Lore of Tzeentch", + "text": "

Some spells from the Lore of Tzeentch are given in the @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.6aHizetwTRbkMZ7W#the-lore-of-tzeentch]{Enemy in Shadows Companion}. While those are most commonly used by the cult of the Purple Hand, the GM is free to make some or all of them available to cultists of the Red Crown, according to personal taste. The spells presented below are more commonly associated with the Red Crown. 

Petty Spells off Tzeentch

@UUID[Compendium.wfrp4e-dotr.items.RV8wWSvxMOPQvcYQ]{Beast Tongue}

@UUID[Compendium.wfrp4e-dotr.items.8Bww6MVjtVsbq0Ss]{Eyes of the Beast}

@UUID[Compendium.wfrp4e-dotr.items.6iYnyYuqI4fyfXaW]{Sign of the Beast}

Arcane Spells of Tzeentch

@UUID[Compendium.wfrp4e-dotr.items.UGFmwAU94TRmdTZ9]{Bension of Tzeentch}

@UUID[Compendium.wfrp4e-dotr.items.4Hmmn0wHW8XOiWvp]{Bestial Rage}

@UUID[Compendium.wfrp4e-dotr.items.nWK4gUHzQftRHcSQ]{Climb}

@UUID[Compendium.wfrp4e-dotr.items.lBRwFjQtmUD7hXTe]{Enrage Beast}

@UUID[Compendium.wfrp4e-dotr.items.tn5hATBSXiIaNKBW]{Gift of the Beast}

@UUID[Compendium.wfrp4e-dotr.items.QfDKO1yea9miQVM2]{Slave to Chaos}

@UUID[Compendium.wfrp4e-dotr.items.qNlSHPWXM5oO5Wh4]{Subvert Strength}

@UUID[Compendium.wfrp4e-dotr.items.vO1xjPySdXfrxgY6]{Transformation of the Beast}

@UUID[Compendium.wfrp4e-dotr.items.p1qX1EbXYMngyOGr]{Tremor}

The Dark Tongue

The Dark Tongue, sometimes called the Black Speech, is the language of Chaos, spoken by its servants and followers. The Dark Tongue is rich in phrases and words that express the complex nature of Chaos. Many make the mistake of attributing basic meanings to the words, but each holds far greater meaning and significance than a translation can supply. Each word encompasses a broad range of concepts, each with a different connotation depending on their arrangement with other words in the language and the addition of prefixes and suffixes, revealing different and deeper meanings held within the root — and, of course, mutating the root yields even more meanings.

Beastmen have a difficult time forming the words of the Dark Tongue with their bestial maws. As a result, they use a crude mixture of Dark Tongue, body movements, grunts, clicks, pops, shrieks, howls, and bleats. The Beast Tongue is beyond the ability of any species without bestial mouths and tongues. In the rare instances when Beastmen deign to talk with Humans and others, they use a mix of basic Dark Tongue, body language, and gestures. Bray Shaman often have a basic grasp of Reikspeil or another human tongue, but like their kin, they turn to Beast Tongue when frustrated — and usually killing if they become seriously frustrated.

Adventure Seed

An Unwelcome Talent

Petty Magic often manifests spontaneously in those with the aptitude for it. Wizards and Witch Hunters use this to identify those with a talent for magick, albeit for starkly different reasons. One unfortunate soul in a rural village has been ‘gifted’ an ability they barely understand, and can now cast @UUID[Compendium.wfrp4e-dotr.items.6iYnyYuqI4fyfXaW]{Sign of the Beast}. They have used it many times to protect their village from a local tribe of Tzeentchian Beastmen. Now, the Red Crown, a College Wizard, and a Witch Hunter are searching for the villager, who would very much prefer to be left alone...

" + }, + "Warrior of Tzeentch": { + "name": "Warrior of Tzeentch", + "text": "

We are both puppets of the gods, priestling. The difference between us is that I see the strings. As surely as you dance for your precious Sigmar, you will now dance for my master. But first, you will dance for me.’

-Manfred Schuster, Chosen of Tzeentch

Tzeentch is the Architect of Fate, the Great Conspirator. Change itself is Tzeenth’s domain, and you have given yourself over to it body, mind, and soul. 

While Tzeentch delights in change brought about by secret conspirators and callous seekers of knowledge, The Great Mutator does not neglect the role of violence may play in bringing forth change. Many of his most favoured mortals are deceitful warriors or cunning generals who force violent, bloody change upon the Old World. These more militant servants weild steel and magic in service to their blasphemous god, carving a path of smoking ruin toward their promised emphemeral future.

Unlike their counterparts in the Purple Hand, cultists of the Red Crown often find that might and malice are better suited to winning the loyalty of the mutants and beastmen that they carefully tend to on their master’s behalf. To this end, they pursue both magic and martial prowess. The greatest of them ultimatly recive a summons to the wastelands of the North, there to prove themselves at last to the capracious power they serve.  

Species: Human

Class: Warriors

Warrior of Tzeentch Advance Scheme

WSBSSTIAgiDexIntWPFel
    

✠. @UUID[Compendium.wfrp4e-dotr.items.O3ztwIxZGx0xuts7]{Initiate of the Mysteries}

Status: Brass 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}
Talents: @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder} or @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Beastmen)}, @UUID[Compendium.wfrp4e-dotr.items.lwdM4Jt9iUwLNfq0]{Wilful Corruption}
Trappings: Crude Hand Weapon, Leather Jack, Religious Symbol (Talisman of Tzeentch)

♟. @UUID[Compendium.wfrp4e-dotr.items.gbMFFBVssneltfcF]{Favoured of Tzeentch}

Status: Brass 5
Skills: @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Dark Tounge)}
Talents: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}, @UUID[Compendium.wfrp4e-core.items.b4x1qEWcevX7xK58]{Schemer}, @UUID[Compendium.wfrp4e-core.items.QolNfSUkezLoAcky]{Reversal}
Trappings: Mail Shirt, Tome of Forbidden Knowledge

♜. @UUID[Compendium.wfrp4e-dotr.items.6FvtnN4IRavHfpmK]{Warrior of Tzeentch}

Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.V8eRx66SxB9Jha0Q]{Channelling}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Arcane Lore (Tzeentch)}, @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}, @UUID[Compendium.wfrp4e-core.items.F2EiuAc6IpaGd4J7]{War Wizard}
Trappings: Grimoire of Dark Magicks, Plate Armour and Helm, Spell ingredients for 5 spells

♛. @UUID[Compendium.wfrp4e-dotr.items.DWvKt84eYi8uesC3]{Chosen of Tzeentch}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-Tongued}, @UUID[Compendium.wfrp4e-core.items.BYChSVfMG004eflQ]{Instinctive Diction}, @UUID[Compendium.wfrp4e-core.items.GOtpCOZ2br14GrBW]{Slayer}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{Warleader}
Trappings: Cohort of Chaos Warriors, Daemon-bound Weapon, Daemonic Familiar, Severed heads of two or more enemy commanders

" + }, + "Servants of The Changer": { + "name": "Servants of The Changer", + "text": "

In @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{A Guide to the Purple Hand} you can find the @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}, a powerful magic user. While the Red Crown and the Purple Hand both serve the same Ruinous Power, their approachs are vastly different. The Purple Hand infiltrates the highest levels of Imperial Society, a cankerous rot aimed at the heart of the Empire. The Red Crown, on the other hand, guides less subtle tools of the Changer — the mutants and Beastmen that Imperial society shuns and fears. 

\n

Here you will find the @UUID[.m3m8NR3fUQjVyGOJ]{Warrior of Tzeentch} career, a more militant servant of the Changer of Ways that better suits the philosophy of the Red Crown. You may wish to use this template to represent a senior cultist, a powerful regional leader of the cult, or a Chosen Chaos Warrior sent from the Chaos Wastes to aid the Red Crown in a deed of particular importance.

\n

The following Career is intended for NPCs only, but follows all the standard rules, so can be used by PCs with GM permission.

\n

Ascent to Power

\n

It is not enough merely to spend the required experience points to advance in this Career — the Ruinous Powers demand more from their chosen followers. A great act of corruption and change is required as an offering to Tzeentch each time you wish to advance to a new tier. This might be as simple as recruiting a former stalwart citizen to the cause of change, or it might require the fomentation of a rebellion that sees entire duchies riven from the Empire’s bosom. The specifics are up to your GM — only they can judge Tzeentch’s satisfaction with your Character’s fell deeds. To follow the path of Tzeentch to its most bitter and mutable end, worthy challenges are likely to be found only in the dread Chaos Wastes itself...

\n
" + }, + "Red Crown Cultists": { + "name": "Red Crown Cultists", + "text": "

The GM should custom-design important NPCs from the Red Crown to fit the required background and role in a particular adventure. Less important cult NPCs, or cultists which are needed in a hurry, can be designed according to these notes.

Most Red Crown cultists fall into one of the following categories:

Junior Cultists

Basic profiles for cultists can be found on @UUID[Compendium.wfrp4e-core.actors.jfMhkQGzjFWDxVOm]{here}. They all have the Skills Lore (Chaos) and Secret Signs (Red Crown) and have a [[/r 1d4]]{25%} chance of Language (Dark Tongue).

If the GM needs to create a junior cultist in more detail, add a day-to-day Career and the @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity} Trait.

A junior cultist also has a [[/r 1d2]]{50%} chance of [[/r 1d3]] @Table[corruption]{mutations}: if a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Senior Cultists

Senior cultists are mostly silver-tier Academics, Burghers, and Courtiers. Instead of starting with the cultist profile, create the NPC as normal and then add the Skills Lore (Chaos), Lore (Tzeentch), and Secret Signs (Purple Hand) at an appropriate level as well as a [[/r 1d2]]{50%} chance of Language (Dark Tongue). They also have the @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}, @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption (Moderate)} Traits and a 25% chance of @UUID[Compendium.wfrp4e-dotr.items.lwdM4Jt9iUwLNfq0]{Controlled Corruption}.

A senior cultist has a [[/r 1d4]]{75%} chance per Career level of 1-3 @Table[corruption]{mutations}: if a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Cult Wizards

Many senior members of the Red Crown are cult Wizards, and junior members can be their apprentices.

In addition to their day-to-day Career, a cult Wizard also follows the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard} Career, gaining all the associated Skills and Talents. Alternatively, you may wish to use the @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch} Career. 

A cult wizard has a [[/r 1d2]]{50%} chance per Career level of a @Table[corrupption]{mutation}: if a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Note that a cult Wizard may have a day-to-day Career as a Wizard in another school — requiring him or her to follow two Wizard Careers at once!

Mutants

Basic profiles for @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutants} are provided. Those affiliated with the Red Crown have mutations taken from the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Depending on how deeply they are involved with the cult, Red Crown Mutants can range from monstrous fanatics to frightened victims — and, of course, the latter are usually able to masquerade as the former to throw Characters off their guard.

Beastmen

Basic profiles for Beastmen are provided (@UUID[Compendium.wfrp4e-core.actors.vrYs3cbxvXtre6rv]{Ungor}, @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor}, @UUID[Compendium.wfrp4e-core.actors.cHVOdcEkuatqjYV1]{Bray-Shaman}, @UUID[Compendium.wfrp4e-core.actors.cAK1bMj1ne7HPcxI]{Minotaur}). Those affiliated with the Red Crown have mutations taken from the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Hiding in the forests of the Empire, bands of Beastmen regularly attack road traffic and isolated farmsteads. Most bands follow one or other of the four Ruinous Powers, but a few revere a vague and unified concept of Chaos. Those that follow Tzeentch are often in touch with local Red Crown cultists, who give them aid and support by leaving supplies, guiding new Mutants to them to swell their ranks (or their bellies), and misdirecting hunting parties away from them. Beastmen are seldom, if ever, inducted members of the cult, but a Red Crown Wizard and a Beastman leader or @UUID[Compendium.wfrp4e-core.actors.cHVOdcEkuatqjYV1]{Bray-Shaman} will happily use each other if they see a mutual advantage. The more devout Red Crown cultists revere Beastmen, thinking them higher in Tzeentch’s favour because of their more extensive and obvious mutations.

Chaos Spawn

When a Mutant or Beastman gains so many mutations that mind and body become warped beyond recognition, they become a Chaos Spawn. Some Beastman bands include one of two of these creatures, who are valued for their mindless ferocity but feared for the destruction they can wreak: they are normally kept confined to cages, and herded along on raids by three or four Gors or Ungors equipped with torches to drive them forward.

To create a Chaos Spawn, start with a standard @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{Mutant} or @UUID[Compendium.wfrp4e-core.actors.R37OtN5gmPWCYOP3]{Gor} profile and add [[/r 2d10]] mutations taken from the Tzeentch column of the @Table[mutatephys]{Mutation Table}, plus the following other Traits: @UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial}, @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corrupted (Major)}, @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2}, and @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy}.

And at the appointed time we shall pour forth from the forests to slay and burn. Our brethren shall rise from their secret places and throw down the towns and cities of The Empire. Chaos will cover the land and we, the chosen servants, shall be exalted in HIS eyes. 

Hail to Tzeentch, Changer of the Ways — Njawrr’thakh ‘Lzimbarr Tzeentch!

Excerpt from The Book of Transmutation The Dark Tongue and The Beast Tongue

" + }, + "The Red Crown": { + "name": "The Red Crown", + "text": "

Shepherds of Monsters

Cultists of the Red Crown are minor antagonists in Death on the Reik, competing with the Characters to search for Warpstone in the Barren Hills. While the cult of @UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ]{The Purple Hand} is the main ‘enemy within,’ the Red Crown can also be a useful source of challenges and problems — not least because they and the Purple Hand are bitter rivals, despite serving the same Ruinous Power.

The cult of the Red Crown is dedicated to safeguarding Mutants and Beastmen and preparing for a sign from their Chaotic patron that will trigger a violent uprising across the Empire and the Old World. Less pragmatic than the Purple Hand, their agents are sometimes involved in Beastman raids and Mutant-related atrocities. To many who are reeling from the horror of discovering a mutation, facing rejection from society and the flames of the Witch Hunters, Red Crown agents present themselves as friends and helpers, introducing them to a secret world they never knew existed.

Those who are blessed will no longer hide, and those who are lowest will be highest.

The Mark of the Changer will remake the world, and the Bearers of the Mark shall be His harbingers.

In the darkness and the shadows, we prepare for the glorious day.

We bear the lash of scorn and fear willingly, for it strengthens our souls for the glory to come.

We know the strength of the Changer, and we feel His power within us.

The day is coming when we shall rise up and cast down our oppressors.

The day is coming when His favour will be shown, and the unfavoured will tremble.

Njawrr’thakh ‘Lzimbarr Tzeentch!

-from the Liber Mutandis

" + }, + "Organization": { + "name": "Organization", + "text": "

Red Crown cultists operate in even smaller cells than those of the Purple Hand: a typical cell consists of a Wizard and one or two Apprentices, with a handful of contacts among local Mutants and Beastmen. The cells are usually unaware of each other to ensure security; their small size and widespread nature ensure that different cells rarely come into contact with each other.

The head of this cult is known as the Master of Change. Although there have been many Magi over the life of the cult, the title never changes. It is believed that the cult’s headquarters are in Altdorf, though every effort to uncover them has met with failure. It is known, though, that senior members sometimes wander the land, recognizing fellow cultists and communicating with them through recognition codes. 

The cult augments its membership by using sympathisers, hangers-on, and cat’s-paws. These include agitators who argue for Mutant rights, and those who run secret sanctuaries to keep blameless Mutants out of the hands of the Witch Hunters. Some are followers of Tzeentch themselves, but many more are well-meaning souls who know nothing of any Chaos cult — although the Red Crown’s local leadership may be grooming them for induction into the cult, slowly revealing secrets until their minds are ready to accept the philosophy of Tzeentch.

The Liber Mutandis

This blasphemous text is revered by all cultists of Tzeentch, especially those of the Purple Hand. A character with @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} and Speak Language (Classical) takes three hours to read it fully, if they make a successful Difficult (–10) Intelligence Test. Failure means that they have been overwhelmed by the ideas the book contains, and must read it again from the beginning.

At the end of reading the book, the character must make a second Intelligence Test, this time unmodified. If the Test is failed, nothing happens: the character has not been able to grasp the concepts contained in the tome but may try again by re-reading it and repeating both Tests. If the Test is passed, the reader may spend Experience Points at any time thereafter to gain the Lore (Tzeentch) Skill, regardless of the character’s current career and Skill options. However, the character must then make a successful Willpower Test or suffer from exposure to corruption. This exposure is @Corruption[minor]{Minor} on a Marginal or Regular Failure, @Corruption[moderate]{Moderate} on an Impressive failure, and @Corruption[major]{Major} on an Astounding Failure. All mutations arising from reading this book are rolled on the @Table[mutatemental]{Mental Corruption} Table.

The Liber Mutandis is banned throughout the Empire, and any character found in possession of a copy is immediately suspected of being a Chaos cultist. 

Symbol

A red crown design, worked subtly into clothing, is a common sign of membership, and so is a piece of jewellery in the shape of a crown, set with a red stone such as garnet; these signs are not unique to the cultists, however, and there are pass-phrases and hand signals to confirm the identity of a fellow member. Most travelling members spend some time secretly observing a possible fellow cultist before making contact, watching for signs of sympathy towards Mutants in their words and actions.

" + }, + "Methods": { + "name": "Methods", + "text": "

The Red Crown's members move among the Mutants and Beastmen, telling them that their condition is a mark of favour from the Changer of the Ways and organizing them into a force that can strike across the Empire when the time is right. Their plan, although they do not know it, complements that of the Purple Hand: when Chaos strikes from without, those Imperial forces that are not crippled by the Purple Hand’s fifth column will be overwhelmed by Beastman attacks and Mutant uprisings. Between these two internal enemies, the Empire will be unable to mount a meaningful defence against the incursion from without.

In the cities, they are often active in any local efforts to support and protect Mutants, and some experts believe — wrongly, as it happens — that the cult of the Red Crown is somehow responsible for the Emperor’s recent Mutant Edict. 

For Grognards: The Enemy With Us, Red Crown Edition

Adventurers lead risky lives, and before too long — especially after surviving @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} — one or more of the Characters may be sporting a mutation. This can lead to all manner of stress as the Character tries to keep their condition hidden from the authorities — and even, perhaps, from other party members — while seeking out some way to be rid of it.

The Mutant Edict notwithstanding, anyone who openly shows signs of mutation can expect a rough time, and enquiries will have to be made very discreetly. They may lead the Characters to discover a whole underground society of Mutants and those who help them — and bring them to the notice of local Red Crown agents.

If the GM and players are fond of tense and intricate roleplaying, the Red Crown agents can be sympathetic and helpful, introducing the mutated Character to local ‘friends’ who are willing to help by providing a safe place to live and other kinds of support. They promise to help find a cure, but always have a reason to delay: the right person is out of town at the moment, or local Mutant-hunting gangs make enquiries too dangerous. After a while, with the mutation getting worse rather than better, the Character may realise that help will never be forthcoming; in addition, the helpful NPCs start to console the Character, explaining that life as a Mutant is not so bad, that support and help are readily available, and that there really is nothing to worry about. The mutation is not the Character’s fault, of course, and nothing bad will be allowed to happen. This is the first stage of grooming the Character to become a member of the Red Crown; the GM can make the process as fast or slow as the game requires, and after they get over the shock of realizing that this is the same cult that tried to kill them in the Barren Hills, some players may realise what is happening and have their Characters play along in order to learn about the cult and destroy it.

For a more straightforward option, the Red Crown agents have been alerted to the Characters by @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidelmann}, or some other survivor of their cell (@UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} might not be so innocent as she seems: everyone tends to underestimate Halflings) and be preparing a terrible revenge: either luring the party into a situation where they can be mutated further and left with no option to join their new ‘friends’ in the cult, or simply setting up a chance to murder them all.

" + } + } + }, + "Appendix": { + "name": "Appendix", + "pages": { + "The Boatman": { + "name": "The Boatman", + "text": "
\n

The adventurers have been travelling with @UUID[Actor.JPH3aDjaHPMg9sps]{Josef Quartjin}, an old friend, aboard his barge the Berebeli. Typical of Josef ’s rotten luck, many people have seen the adventurers in his company, so any trouble they cause is sure to reflect on him. The Players did not know much about boats when Josef first ran into them in Altdorf, but he admits that they have since learned one end of an oar from the other. His remarks are full of faint praise and good-natured insults, and he often points out they are still useless at navigation. This lack of boating skills becomes more pressing if the adventurers have the opportunity to acquire a boat of their own (see @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.kPzNtgpjZjwtHPpd]{A Boat in Need}). 

\n

Josef offers training not because he needs crew, and certainly not because he thinks they have a future as riverfolk, but because he thinks he has no choice. His reputation and respect for river safety lead him to give training to any of the Players labouring under the false impression that they know how to handle a boat. With much exaggerated grumbling and sighing, punctuated by a wink, many a swig of brandy or rum, and many a playful punch, he will teach the least incompetent of the adventurers how to be less of a dangerous embarrassment on the water.

\n

Training

\n

@UUID[Actor.JPH3aDjaHPMg9sps]{Josef} can train any Character who already meets the requirements to become a @UUID[Compendium.wfrp4e-core.items.MNaGRYlkySIdA6Nj]{Boat-hand}, @UUID[Compendium.wfrp4e-core.items.rxWdmv2tUL0hoAc3]{Boatman} or @UUID[Compendium.wfrp4e-core.items.yzgbXappuN7MRXUy]{Bargeswain}, or teach any Skills from any level of the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman} Career to any Character whose current Career includes them. All training follows the rules in @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures}.

" + }, + "Adventure Timetable": { + "name": "Adventure Timetable", + "text": "
DayDateAdventurers' locationsLocation/Event
1  @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leaves Altdorf by coach.
3  @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} arrives at Grünburg.
4  @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leaves Grünburg by coach.
7  @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} arrives in Kemperbad, crosses the Reik by ferry, and spends the night in the town.
8  @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leaves Kemperbad by coach.
11  @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} arrives at Grissenwald, and goes immediately to Black Peaks.
13  @UUID[Actor.wXB3Bam0z0kp45Ht]{Herzen}and @UUID[Compendium.wfrp4e-eis.actors.NTvkBP3VP4dtBqM0]{Heidlemann} leave Black Peaks on horseback.
15  The two arrive at @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}...
16  ...and hire a couple of thugs.
17  The expedition leaves @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}on horseback.
20  They cross the rivers Stir and Narn above @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4]{Twin Falls}, and head for the @UUID[Scene.yP2ara84Sj86X6ZE]{Devil’s Bowl}.
23  They reach the @UUID[Scene.yP2ara84Sj86X6ZE]{Devil’s Bowl}.
24  Realising the meteorite is long-gone, they depart in frustration.
26  They re-cross the rivers above @UUID[JournalEntry.VbIsVjYK2ttpvkG2.JournalEntryPage.L10SyzE8pl2Z32T4]{Twin Falls}, losing a horse in the process...
29  …and arrive back in Kemperbad.
31  After a short rest in the town, the group heads north in search of Dagmar von Wittgenstein’s observatory.
36  The cultists arrive at the @UUID[JournalEntry.Zd3IR4yalOfuOwdD.JournalEntryPage.DYlne6O6uDFw73Ks]{Signal Tower}, preferably just after the adventurers do.
" + }, + "The Wizard": { + "name": "The Wizard", + "text": "

@UUID[Actor.j3XNhduYwpEeBcOk]{Heironymous Blitzen} lives in a sprawling, ramshackle house on the edge of town. The house is surrounded by a high stone wall, and the front gates creak ominously as the adventurers enter. 

Knocking on the huge front door, the adventurers are welcomed by @UUID[Actor.I9jJAXajLasIuM2b]{Hans-Peter Schiller}, Blitzen’s current apprentice. Any Character who knows Blitzen will also know Schiller, and he shows the Characters in to see Heironymous, who is tinkering with a large cuckoo clock in his study. Large parts of the house are obviously dedicated to magical research and training. 

@UUID[Actor.j3XNhduYwpEeBcOk]{Heironymous Blitzen}

@UUID[Actor.I9jJAXajLasIuM2b]{Hans-Peter Schiller}

The wizard sends his apprentice to bring refreshments and invites the adventurers to sit. His reaction to the party depends on how well acquainted he is with them. Heironymous is pleased to see the return of a former apprentice and their friends, and he will be saddened to learn of any deaths, should anyone have perished. If the adventurers were referred to him by a mutual acquaintance, he enquires politely after this NPC and assesses the party’s answers to form an opinion of them. If they simply asked around about a wizard he is still polite but a little distant until he has established exactly what they want.

Seemingly preoccupied with her clock, Heironymous asks about the party’s adventures. Although he appears to be half-listening at best, he still manages to ask the most pertinent questions. Heironymous will not be fooled if the adventurers attempt to lie to him about their experiences, and will try to learn the truth, stressing that it is very important they be honest.

@UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}

If anyone mentions the name ‘Etelka Herzen’ or shows Heironymous @UUID[Compendium.wfrp4e-eis.journals.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{Handout 10: Herzen’s Letter} from Enemy in Shadows, he fixes them with a penetrating stare. He knows that Etelka Herzen lives at @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.so1ZUXSSYFRvxkhp]{Grissenwald}, near Nuln, and warns the adventurers to be very careful in their dealings with ‘a known dabbler in the dark arts’. To aid them in their quest, he gives any former apprentice (or another wizard or spellcaster) a @UUID[Compendium.wfrp4e-dotr.items.V6e12LkGpJPxuzWO]{small golden ring} with a stone that looks remarkably like an eye. He explains that this ring is magical, and will give some measure of protection against the Undead. He is not sure exactly how much because it is a long time since he used the ring, and it is always difficult to quantify such matters.

Training

Heironymous can train any academic Character to become a @UUID[Compendium.wfrp4e-core.items.WiMLDa950d9wsbbZ]{Wizard’s Apprentice}, or train an existing apprentice to be come a full @UUID[Compendium.wfrp4e-core.items.JeWuOwm0nM4V1brh]{Wizard}. If you consider it desirable for your campaign, he can train any spellcasting Character from another Career class. He can teach all the Skills of a @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard} to any Characters who are eligible to learn them. He can also teach any Petty and Arcane spells that he knows, but he will not teach anything from the Lore of Heavens, as the @UUID[Compendium.wfrp4e-wom.journals.j72t0e5BVIgeOMB4.JournalEntryPage.nyw6LoS8swhWRRTw]{Celestial Order} requires anyone who wants to learn this magic to attend its @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.msCj2r9nBQyj7D8g]{College in Altdorf}.

" + }, + "The Physician": { + "name": "The Physician", + "text": "

@UUID[Actor.21NIcfvb7eXZqiIo]{Maxmillian Schnippmesser} is something of an eccentric, and rather enjoys being known as ‘Max the Knife’ due to his skill as a surgeon and his unerring aim with a throwing dagger. He might live in a town where the adventurers stop briefly, or be travelling on the river for some purpose of his own. In addition to being able to treat wounds and illnesses, he is prepared to train any student he regards as promising, as long as they approach him in the right way.

\n
\n

@UUID[Actor.21NIcfvb7eXZqiIo]{Maximillian Schnippmesser}

\n

Max’s home is a cramped and dingy attic room above a baker’s shop, which he shares with a varying number of stray cats. Half-a-dozen is the average, but there can sometimes be twice that, or more. Max does not feed the cats: they live mainly on the rats and mice that infest the baker’s flour store, but they seem to come to him because they like his company. Max treats the cats with a warmth which he rarely shows to members of two-legged races.

\n

A good way for the adventurers to meet Max is accidentally: amid the crowds at the docks as a passenger vessel arrives and someone falls into the river, as a runaway barrel smashes into a crowd, or under other circumstances where a blameless individual is injured. If the adventurers rush to help, they will make a good impression on Max.

\n

Regardless of anyone else’s actions, Max will elbow his way toward the victim to skilfully revive them and patch up any injuries. Any Player Character with a relevant Skill or Talent can get into Max’s good books by assisting him.

\n

Training

\n

Max can train any worthy Character who is of at least Intelligence 30, and who has won Max’s approval by prior words or deeds, as a @UUID[Compendium.wfrp4e-core.items.qwNXUbgbXcegmh8l]{Physician’s Apprentice} or @UUID[Compendium.wfrp4e-core.items.8bbV2yHKeT6QeOKd]{Physician}, and can teach any of the Skills from any level of the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Mn7w0SSGfN7cu7gQ]{Physician} Career to any Character whose current Career includes them. All training follows the rules in @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures}.

\n

If they wish, any one of the adventurers can make an Average (+20) Fellowship Test to befriend one or more of Max’s stray cats. The cats, of course, still regard Max as their favourite. 

\n
" + }, + "Training and Mentors": { + "name": "Training and Mentors", + "text": "

Getting Ahead

By the time they have completed Enemy in Shadows, some Player Characters may be ready to spend their experience points.

You can treat the process abstractly, and allow Players to improve their Characters whenever they have the points to spend, regardless of where they are or what is going on. However, it is more interesting, and definitely more challenging, if Characters are forced to seek out mentors for training any time they wish to spend experience points.

Some Players may already have written a mentor into their Character’s background (see @UUID[Compendium.wfrp4e-core.journals.IQ0PgoJihQltCBUU.JournalEntryPage.qBchGIhdjGocmbjU]{Bringing Your Character To Life}). Characters whose Career titles end in ‘Apprentice’, ‘Student’, or similar could have an NPC somewhere to whom they look for training. Servants might still have ties to their old households; military types (including watchmen) have a unit or other body in which they once served, religious types have the priesthood and temple organisation of their faith; and so on.

Alternatively, the Character may have severed all ties to turn adventurer, and might not be welcomed by their former mentor. This could be because they gallivanted off in search of fresh adventures as soon as their training was complete. Such Characters will be obliged to find other teachers, and to pay for training not with loyalty, but with cash or labour. This ‘labour’ element is more interesting for a roleplaying game, as carrying out errands can lead to further adventures and entanglements.

Death on the Reik sees the adventurers travelling extensively along the Empire’s great rivers, visiting towns, cities, and other places where mentors might be found. One such mentor is @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun}, the charlatan and pharmacist who the party meet at the @UUID[Compendium.wfrp4e-eis.journals.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest} in Bögenhafen. As they pass through @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.sDCpxwZ4AINph6av]{Weissbruck} on their way to Altdorf, the adventurers may decide to take her up on her invitation to visit, and thereby rescue her from a desperate situation (see @UUID[JournalEntry.49qp95QA3aWDRmWS]{Chapter 1}).

Other mentors may be found in other towns and cities along the way, and three such NPCs are presented here. They are not tied to a particular place, so you can use them whenever they are needed. Once their home town has been established in your campaign, you should note its location. 

Options: Book Learnin’

If you wish for a more in-depth character advancement system, you may use the following rule. Characters are required to undertake a @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.0T8zisBH3D082Ztw]{Training Endeavour} with a suitable mentor any time they wish to spend experience points on skills, advancements or talents, or to change career or career level. They may spend as much experience as they wish during this endeavour. All the usual requirements must still be met, so skills they wish to take advancements in should be in their current career level or below, etc.

This is an optional rule, and one you should communicate to your players before introducing it — most will be expecting to spend their hard earned experience points just as soon as a session ends! Even if you do not wish to use this rule, all of the mentors provided here make excellent candidates for the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.0T8zisBH3D082Ztw]{Training} or @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.bWcKCn1S1ufDG9bJ]{Unusual Learning} Endeavours.

" + }, + "The Racketeer": { + "name": "The Racketeer", + "text": "

@UUID[Actor.HoRIcFyhgSPLyrd0]{Luigi Belladonna} is originally from Miragliano, one of the Tilean City States. A ruthless individual with a deserved reputation for viciousness, Luigi now runs most of the criminal enterprise in the town where the adventurers encounter him. What no one in town knows is that Luigi is something of a ‘Robin Hood’ character. He spends vast sums to support the town’s poorest inhabitants, operating a number of soup kitchens and almshouses. These charitable activities are typically attributed to any one of a number of wealthy local individuals who, for the most part, are happy to claim the credit.

\n

The adventurers are most likely to run into Luigi shortly after arriving in town. He appears, flanked by his two massive underlings, @UUID[Actor.2IwkTzKIsxtjA4AG]{Carlo} and @UUID[Actor.LskCuTumSjA0zyDs]{Furio}. This could be on the wharf or at an inn where Luigi is looking for some adventurer types to ‘make a collection’ for him. He explains that he needs reliable people, as his usual collectors became greedy and that made him sad (should the adventurers enquire as to their fate, he will say that they are now collecting from the fishes). If the adventurers accept Luigi’s job, they will be paid @Credit[2gc mode=each]{2 GCs} each to travel to a merchants’ quarter address where they can collect a small casket. This is to be brought, unopened, to Luigi in his private room at The Cat and Fiddle Inn. Simple. Easy. Nothing dangerous at all. 

\n

The casket is locked. Opening it without a key requires a Difficult (-10) Pick Lock Test. An Astounding Failure (-6 SL or worse) will render the lock very obviously broken. If the adventurers do open it or peek inside by any other means, they will find that the casket holds 1,000 GCs in uncut diamonds.  

\n

Upon successful delivery the Players will create a good impression on Luigi. This will be reinforced if the chest is unopened and the adventurers say nothing about the contents. Attempts to leave town with the casket are futile. Luigi is having the party watched, and has more than enough thugs to grab anyone who tries to cheat him. If this happens an adventurer might be able to talk their way out of trouble, but that is for you to decide…

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@UUID[Actor.HoRIcFyhgSPLyrd0]{Luigi Belladonna}

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@UUID[Actor.2IwkTzKIsxtjA4AG]{Carlo} and @UUID[Actor.LskCuTumSjA0zyDs]{Furio}

\n
\n
\n

Training

\n

Luigi may take an unexpected liking to one or more of the adventurers: he likes subservience but he respects and admires guts, humour under pressure, and skill. He can train any eligible Character as a @UUID[Compendium.wfrp4e-core.items.VPKFN1VePTy3CY7V]{Thug} or @UUID[Compendium.wfrp4e-core.items.5WR3ZoMOeEzz5iPc]{Racketeer}, and teach any Skills from the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer} Career to any Character whose current career incldues them. If a non-rogue Character especially impresses or amuses Luigi, he may teach them one or two racketeer Skills, even if they are non-Career skills for the Character in question. All training follows the rules in @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures}.

" + }, + "Handout 9 - Letter addressed to Etelka Herzen": { + "name": "Handout 9 - Letter addressed to Etelka Herzen", + "src": "modules/wfrp4e-dotr/assets/handouts/handout9.webp", + "text": "
" + }, + "Handout 12 - A letter from Lady Margritte": { + "name": "Handout 12 - A letter from Lady Margritte", + "src": "modules/wfrp4e-dotr/assets/handouts/handout12.webp", + "text": "
" + }, + "Handout 15 - Letter to Margritte from her brother Gotthard": { + "name": "Handout 15 - Letter to Margritte from her brother Gotthard", + "src": "modules/wfrp4e-dotr/assets/handouts/handout15.webp", + "text": "
" + }, + "Handout 14 - Unfinished letter to Lady Margritte": { + "name": "Handout 14 - Unfinished letter to Lady Margritte", + "src": "modules/wfrp4e-dotr/assets/handouts/handout14.webp", + "text": "
" + }, + "Handout 16 - An Invitation": { + "name": "Handout 16 - An Invitation", + "src": "modules/wfrp4e-dotr/assets/handouts/handout16.webp", + "text": "
" + }, + "Handout 13 - Rousseaux’s notes on warpstone dust": { + "name": "Handout 13 - Rousseaux’s notes on warpstone dust", + "src": "modules/wfrp4e-dotr/assets/handouts/handout13.webp", + "text": "
" + }, + "Handout 7 - True Omens and Prophecies of the Seer Unserfrau": { + "name": "Handout 7 - True Omens and Prophecies of the Seer Unserfrau", + "src": "modules/wfrp4e-dotr/assets/handouts/handout7.webp", + "text": "
" + }, + "Handout 4 - Signal Tower": { + "name": "Handout 4 - Signal Tower", + "src": "modules/wfrp4e-dotr/assets/handouts/handout4.webp", + "text": "
" + }, + "Handout 11 - Sigmar's Return": { + "name": "Handout 11 - Sigmar's Return", + "src": "modules/wfrp4e-dotr/assets/handouts/handout11.webp", + "text": "
" + }, + "Handout 3 - To Loobeer And Kuhn": { + "name": "Handout 3 - To Loobeer And Kuhn", + "src": "modules/wfrp4e-dotr/assets/handouts/handout3.webp", + "text": "
" + }, + "Handout 6 - Guide of the Mysterious Phenomena of the Nighte Sky": { + "name": "Handout 6 - Guide of the Mysterious Phenomena of the Nighte Sky", + "src": "modules/wfrp4e-dotr/assets/handouts/handout6.webp", + "text": "
" + }, + "Handout 1 - By Order of His Imperial Majesty": { + "name": "Handout 1 - By Order of His Imperial Majesty", + "src": "modules/wfrp4e-dotr/assets/handouts/handout1.webp", + "text": "
" + }, + "Handout 5 - Dagmar's Map": { + "name": "Handout 5 - Dagmar's Map", + "src": "modules/wfrp4e-dotr/assets/handouts/handout5.webp", + "text": "
" + }, + "Handout 10 - A letter from the Purple Hand": { + "name": "Handout 10 - A letter from the Purple Hand", + "src": "modules/wfrp4e-dotr/assets/handouts/handout10.webp", + "text": "
" + }, + "Handout 18 - A half burned letter": { + "name": "Handout 18 - A half burned letter", + "src": "modules/wfrp4e-dotr/assets/handouts/handout18.webp", + "text": "
" + }, + "Handout 2 - Last Warning!": { + "name": "Handout 2 - Last Warning!", + "src": "modules/wfrp4e-dotr/assets/handouts/handout2.webp", + "text": "
" + }, + "Handout 17 - A letter concerning six items": { + "name": "Handout 17 - A letter concerning six items", + "src": "modules/wfrp4e-dotr/assets/handouts/handout17.webp", + "text": "
" + }, + "Handout 8 - The Journal of the Wizard Dagmar von Wittgenstein": { + "name": "Handout 8 - The Journal of the Wizard Dagmar von Wittgenstein", + "src": "modules/wfrp4e-dotr/assets/handouts/handout8.webp", + "text": "
" + } + } + }, + "Chapter 8: A Stop Along the Way": { + "name": "Chapter 8: A Stop Along the Way", + "pages": { + "The Swan's Neck": { + "name": "The Swan's Neck", + "text": "

Having concluded the paperwork with the adventurers, @UUID[Actor.q7DYHbjxedEeX2WN]{Max} tells them he will see them on the morrow. Meanwhile, he can recommend the food and lodgings at The Swan’s Neck tavern on the dockside. After the negotiations have concluded, there will still be at least an hour until sundown and Characters will be free to explore the town and buy provisions.

\n

The Swan’s Neck tavern is set back from the docks, away from the Blucher warehouse. It is a large and well-kept building with a freshly painted exterior. Inside, it smells of rich food and strong wine. There are also two long communal tables in the middle of the room, with benches beside them. Around the edges of the room are booths, some with curtains or doors that can be closed for privacy: there is no charge for using these booths, but beer or food served to a booth costs an extra @Pay[3bp]{3d} per portion. The clientele seems to consist entirely of visiting merchants, and the prices are high to match: an extra 25% above the prices given in the Consumers’ Guide.

\n

This is an ideal place for gathering news, gossip and information from all over the Empire, and particularly along the rivers. However, most of its patrons are travellers and unlikely to be terribly familiar with the town itself; that is exactly why @UUID[Actor.q7DYHbjxedEeX2WN]{Max} recommended it to the adventurers. If the adventurers enquire about @UUID[Actor.q7DYHbjxedEeX2WN]{Max} or @UUID[Actor.FTT9hoFswIqAW9do]{Matthias}, it will do little good, for there is only one topic of conversation tonight: the sudden and unexplained destruction of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}. The barroom experts float theories ranging from geological instability to a peasant revolt, and a few, know of the castle’s evil reputation, hinting at evil sorcery or the judgement of Sigmar.

\n

The adventurers would be well advised to keep quiet, but if they start boasting of their heroic exploits in that evil pit of Chaos, no one will believe them. Some will laugh, some will scoff, some will call them liars, drunkards, or lunatics. If they persist to the point of annoying the other patrons, the tavern’s two bouncers — massive stevedores who double as pot-boys in return for free drinks — will show them the door.

\n

The same will happen to anyone who tries to enter a booth with a closed door or drawn curtains (a Character with @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)} will recall this is a social discourtesy), and to anyone who seems to be looking for a fight. If the Players need a hint, you might have a drunken or belligerent out-of-town NPC commit one of these faux pas and be ejected. If a fight looks as though it will get out of hand, a few of the inn’s patrons will run out and call for the Watch.

\n

If the adventurers actively strike up conversations with other patrons (or just keep their ears open near the drunker and more ebullient customers) they can glean a few useful titbits and pieces of information. If profiles become necessary, they are all Merchants.

\n
\n
\n

@UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen}

\n
\n
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@UUID[Actor.bdIAKK02PKbvCLFu]{Frida Bismarck}

\n
\n
\n
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@UUID[Actor.lA6XlTfB9AyH8JVn]{Otto Gerber}

\n

@UUID[Actor.AUpwf9ZR5IMVgyHm]{Ruairi Roddy}

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@UUID[Actor.QtGfWms9MAFQ8BvO]{Thierry Ostend}

\n
" + }, + "A Passage to Altdorf": { + "name": "A Passage to Altdorf", + "text": "

The quickest way to Middenheim is via Altdorf. Since the adventurers probably do not have a boat (but see @UUID[.ZQQPvOQxMQ4YrExI#saving-the-boat]{For Grognards: Saving the Boat}), Matthias has booked their passage at his own expense on the Blue Salmon. The barge is owned by @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen}, which is leaving for Altdorf carrying a cargo of cloth.

The Blue Salmon is large, with a crew of five, and promises to make good speed: the journey should take no more than seven or eight days. Accommodation is a little cramped, but not unbearably so, and there is room in the hold for the crate. If the adventurers are not working for Blucher and need to pay their own way, the fare to Altdorf is @Pay[4gc]{4 GC} per person.

A Reasonable Man

The only thing the adventurers will learn on the trip is that @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen} is a complete boor who thinks his voice and opinions are a sweeter sound than any music. He is a deeply ignorant, prejudiced man with a seething distrust of most folk outside his own rather narrow experience. If challenged on this, he will quickly respond that ‘I’m a reasonable man, and no one could call me prejudiced, but I wouldn’t have taken ’em on board if you weren’t working for the Blucher family. Elves? Dwarfs? Frankly, I don’t know how you can stand travelling with them. Elves clearly can’t be trusted — and don’t get me started on dwarfs. I tell you, Middenheim’s got the right idea with these new taxes.’ 

There will be more on Middenheim’s controversial new taxes in Power Behind the Throne. If the adventurers ask Alex about the taxes or give any indication that they have not heard about them, Alex grins maliciously. ‘Oh, yes,’ he says, ‘They’re taxing elves and dwarfs both. Only makes sense, all the trouble they cause.’ Alex struggles to name any particular trouble that Elves or Dwarfs have caused him, of course, but he waves off any attempt to convince him otherwise.

Based on this sample of his conversation, most adventurers might decide that it would be better to part ways at Altdorf than to continue the journey in Alex’s company

Altdorf

At last, the Blue Salmon docks in Altdorf. Alex sets off to find a buyer for his cargo and the adventurers are left to arrange transport to Middenheim. All of this is covered in the next part of the campaign: Power Behind the Throne.

A Barge: No Lift Required

If the adventurers’ barge is still intact and river-worthy, they can make their own way to Altdorf. This does not change anything about the journey, except that they do not need to endure the company of @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen}. However, a few changes will be necessary once they reach the capital (see The Barge: End of the Line)

The Barge: End of the Line

Altdorf marks the end of the party’s waterborne exploits, even if they do not know it. If they still have their barge, now is the time for you to relieve them of it. There are several ways in which this can be accomplished.

 A Greater Need

In @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.kPzNtgpjZjwtHPpd]{A Boat in Need}, the adventurers came upon the vessel that, most likely, they are still using. At the time, either @UUID[Actor.JPH3aDjaHPMg9sps]{Josef Quartjin} or @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier} told them about the tradition of the river, which allows a crew to take over an abandoned boat and work it until the owners or their next of kin can be found. The adventurers find them — or rather, are found by them — in Altdorf.

Salvage factors are a class of merchant-litigants who make their living finding salvaged boats for the families of their registered owners. Approached by the family of a missing boat-owner, they pay stevedores to keep an eye out for such vessels, and collect a fee when the rightful owners take possession. One such individual approaches the adventurers when they dock at Altdorf, showing them a writ of repossession and pointing out that they are a personal friend of the magistrate who signed it: the very same magistrate, by chance, who is presiding over today’s session at the nearby Wharf Assizes.

A Character who makes a successful Challenging (+0) Lore (Law) Test, will know that if the adventurers choose to contest the case, they will almost certainly lose. The boat is just as described in the writ, and even if the case does not drag on, they cannot afford the delay if they are to reach Middenheim on schedule. The best they can do is engage an Altdorf lawyer to delay proceedings until they get back to the capital. Even then, as their lawyer will point out just before submitting a bill for the consultation, they have no case at all.

A Friend in Need

Altdorf is a bustling riverport, with boats arriving from all over the Empire and further afield. It might not be too surprising, then, if the adventurers run into their old friend @UUID[Actor.JPH3aDjaHPMg9sps]{Josef Quartjin} at a dockside tavern. He seems downcast, and as the ale and brandy flow he tells a sad tale: his beloved barge the @UUID[Compendium.wfrp4e-eis.scenes.fjSU58G83rHfvIDn]{The Berebeli} is gone.

How or when this happened is not important. River pirates, mutants, corrupt officials, or a collision with another boat — whatever happened, the barge is lost forever. 

The adventurers are on their way to Middenheim, which means they will be spending at least a few weeks away from the river. They need someone to look after their barge, which an unkind fate seems bent on taking from them, and Josef needs a boat so he can run a few cargoes and get back on his feet. It seems like a perfect arrangement.

The Slow Burn

On reaching Altdorf with the barge untouched by fire, Grognard Players will probably be feeling quite smug, which makes this the perfect time to burn it. As soon as their backs are turned, a fire breaks out and the barge is seriously damaged. This time, though, there is no @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} to pay for repairs, and without them the adventurers cannot even hope to sell the blackened and useless hulk.

All Right, Keep the Thing

When all is said and done, though, there is no harm in letting the adventurers keep the boat, so long as they are definitely going to Middenheim. If they expect it to still be there when they return, there will be mooring and wharfage fees to pay, watchmen to hire, and myriad other administrative inconveniences. The vessel that they took such pains to keep will suddenly become an annoying burden.

If the Players insist on keeping up the trading life, their Characters will cease to be the heroes of the campaign and become mere witnesses, hearing of dark deeds in Middenheim and a terrible threat in the @UUID[Compendium.wfrp4e-middenheim.journals.uJx5tYgwGRWxYJrT.JournalEntryPage.mohse0lYzsrIulS4]{Middle Mountains}. Finally they will be plunged into an escalating civil war with a great deal of catching up to do. It would be regrettable if they missed out on the next two instalments of the campaign, but it would not be the end of the world: that will come later…

" + }, + "A Fresh Start": { + "name": "A Fresh Start", + "text": "

Having escaped the destruction of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein}, the adventurers will probably be eager to move on. They certainly have several good reasons for wanting to do so, and whether they decide to go upstream or down, someone at the next town is waiting for them.

The leadership of the Purple Hand has been sending increasingly impatient messages from Middenheim to its agents up and down the river, demanding to know the whereabouts of the renegade Magister Impedimentae and the reason that he has not yet been captured. Cultists from Weissbruck to Kemperbad are frustrated, humiliated, and angry at the general failure to apprehend one person, and a person who is supposed to be one of their own leaders, at that. There is a growing fear that members of other Chaos cults are beginning to laugh at them. The honour of the Purple Hand is at stake, and the favour of Tzeentch himself will surely be whoever catches 'Kastor'.

One ambitious cultist has a plan. Every failed attempt to contact the Magister has two things in common: each was made in the name of the cult, appealing to his loyalty or threatening him with the wrath of the cult’s supreme leadership, and each ended with the Magister’s party escaping on their barge. It is time for a different approach. The Magister must be led to Middenheim without ever knowing that the Purple Hand is dangling the lure, and most important of all that damned barge has to go.

A rising young merchant of unlimited ambition and very few scruples, @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, has been hired to deliver the adventurers to Middenheim, and has agents watching the movements of the adventurers’ barge. One such agent saw them dock at @UUID[JournalEntry.WKhLoiUL9sdUE2Gs]{Wittgendorf}, watched as @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} fell into the river, and will know which way they go when they leave. Having offices in most of the nearby towns, it will be easy for Blucher to be on hand in @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad} or @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, or wherever they make their first stop, where he will make contact.

@UUID[Actor.FTT9hoFswIqAW9do]{Blucher} will offer to buy the party’s cargo for a good price, and then promise them a lucrative contract to transport luxury goods to distant Marienburg. He is confident that the Magister and his party will jump at both opportunities, but then a terrible misfortune will strike. Someone will burn the party’s barge, leaving them high and dry.

Desperate to get out of town before any further attacks can take place, the party will surely accept @UUID[Actor.FTT9hoFswIqAW9do]{Blucher’s} kind (and only slightly less generous) commission to move a crate of antiques to Middenheim. Free passage on one of his family’s boats will get them to Altdorf, and from there they will make their way by coach to the City of the White Wolf. Then, alerted by a message from Blucher, the cult’s oldest and most powerful chapter will be waiting, the Magister will be apprehended at last, and Blucher will be rewarded for his brilliance. Nothing can possibly go wrong.

" + }, + "Getting Loaded": { + "name": "Getting Loaded", + "text": "

The evening will pass quietly, with no fights unless the adventurers start one. The trip back to the dock is uneventful, and their boat is just as they left it. At first light the next morning, the adventurers are woken by banging and shouting outside their cabin. A gang of stevedores is unloading their boat’s cargo and moving it into one of the Bluchers’ warehouses. Attempts to stop them fall on deaf ears unless violence is threatened, in which case all work on the dock comes to a sudden halt. No matter what happens and how much fuss the adventurers make, everything will be handled by @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus}, the foreman, who is supervising the work from the quayside.

\n
\n

@UUID[Actor.eTJhA0G9taNJ78hr]{Klaus the Foreman}

\n

If the adventurers give Klaus any trouble, he will happily make life uncomfortable for them, but if they are friendly and polite (and especially if they buy him ale or sausage at one of the local inns) he will be friendly enough.

\n

If the stevedores are left to their work, the barge is unloaded before noon. The new cargo arrives by cart in the late afternoon. The stevedores demonstrate a great degree of care, since all the crates are marked ‘Cathayware: Fragile’. The crates are nailed shut, and in fact contain only low-grade glazed pottery and straw, rather than fine porcelain. This can only be discovered by opening the crates, which Klaus will do his utmost to prevent.

\n

Out Boat, Our Cargo

\n

If the adventurers insist on unloading the boat themselves, @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} will calmly and quietly explain that under the adventurers’ contract with the Blucher family, all loading and unloading must be done by Guild-accredited workers. Perhaps the adventurers might like to spend the day exploring the town instead? Loading ought to be finished by midnight, and it would make his job easier if they didn’t come back until then. He will make sure that no harm comes to their boat, and if by chance it should, the Blucher family will compensate them for it: that is in the contract as well (see @UUID[.38fbd1wRuSVlyw05#the-fine-print]{The Fine Print}).

\n

If the adventurers decide to let the @UUID[Actor.J2cgcgVT1mCOPKaQ]{stevedores} work, see @UUID[.TmUV0GaEMfIlWfCo#an-invitation]{An Invitation}. If they still refuse to do so, @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} jerks his head at one of the stevedores, who leaves and returns with @UUID[Actor.q7DYHbjxedEeX2WN]{Max} a few minutes later (see Mad Max, below).

\n
\n

Mad Max

\n

@UUID[Actor.q7DYHbjxedEeX2WN]{Max} is not pleased if the adventurers refuse to let his men do their work. He strides toward them like a belligerent stork, his face red and his eyebrows bristling. The stevedores smirk and chuckle as he gives the adventurers a very public dressing down.

\n

‘The Blucher family has bought your cargo — for an excellent price, too — and is trusting you with an important and profitable contract!’ he says. ‘Is this how you show your gratitude? If you read your contract — you can read, I trust? — it states clearly that your boat is in the care of the Blucher family while it is docked here. Are you professionals? Then I wish you would behave like professionals! The Blucher family is losing money for every second this crew stands idle, so unless you plan to make good on that loss out of your own resources, I suggest you honour your contract and stand aside! Our arrangement is iron-clad, and the litigant has not been born who can overturn it!’

\n

If the adventurers decide to co-operate, go to @UUID[.TmUV0GaEMfIlWfCo#an-invitation]{An Invitation}. If not, @UUID[Actor.q7DYHbjxedEeX2WN]{Max} throws up his hands theatrically, and turns to the row of stevedores.

\n

‘Very well,’ he says. ‘If you insist on unloading the cargo yourselves, you can load the new one, too. The dock-crew’s wages will be deducted from your fee (the stevedores nod, clap, and make other noises of approval) and so will the cost of any breakages. Furthermore, if this boat is not ready to leave at dawn tomorrow, charges for late departure will also apply, as set forth in the contract. Good day to you!’

\n

He turns on his heel and strides off, and the adventurers become aware that the stevedores are not going anywhere. Instead, they settle down on sacks and barrels, pulling put pipes, flasks of ale, and decks of cards, and watch with amused half-interest as the adventurers work. While they do not try to impede the adventurers, neither do they make any effort to get out of the way. Any mistake or misfortune draws mocking comments, and once or twice a stretched-out leg might be left right in the path of a Character who is struggling under the weight of a sack, crate, or barrel. The adventurers are not allowed to use the dockside cranes or anything else that does not come off their boat. All hoists, lifts, ropes, sacks, and barrows are for the use of guild members only.

\n

No Backing Out

\n

@UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} will make sure that the adventurers do not simply try to sail off: their cargo belongs to the Bluchers, and is not going anywhere except to a Blucher warehouse. The unloading will be finished just as the new cargo arrives, and loading will not be completed until the early hours of morning. Klaus is still there, backed up by a few of his men, and calmly but firmly refuses to let the adventurers leave before the loading has been inspected and approved by @UUID[Actor.q7DYHbjxedEeX2WN]{Max}. Klaus expects him shortly after first light, and suggests — calmly but very firmly — that the adventurers get some sleep in the meantime. Shortly after the exhausted adventurers retire, an unseen hand throws a burning oil lamp into the boat’s hold (see @UUID[.ZQQPvOQxMQ4YrExI]{The Party's Over}).

\n
\n

An Invitation

\n

As the adventurers stand aside, @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} starts to bark orders to his crew. Then, suddenly, he pauses, and fishes in a jerkin pocket, pulling out a piece of parchment, and hands it to them. Give the Players @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.ReUE8KqaEhbLnvJY]{Handout 16}.

\n

Klaus gives the adventurers a long, appraising look as they read. ‘You’ll be wanting some new clothes, I expect,’ he says, in a matter-of-fact way. ‘Don’t worry about your boat, we’ll take good care of her.’ Then, he directs the adventurers to a street in the wealthier part of town where the best tailors and outfitters can be found.

\n

The adventurers can spend the rest of the day finding fine clothes for the evening. Characters with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder or Nobles)} Talent will remember that it is polite to bring a gift to such an event. An Average (+20) Evaluate Test will inform the Character how much it should cost, so that they do not insult their hosts with a mere trifle or embarrass themselves with inappropriate extravagance. In this case, a gift appearing to be worth @Pay[2gc6ss]{2 GC 6/-} or so is ideal. A small but high-quality household item would be most appropriate.

\n

The adventurers may wonder why a nondescript crew has been invited to such a prestigious event. Indeed, as they shop, the town’s merchants confirm their impression that an invitation to a Blucher party is a ticket to the pinnacle of the town’s society.

\n

As they go about town, the adventurers find that there are only two topics of conversation: the fall of Castle Wittgenstein and the Bluchers’ party. Boats carrying guests and food arrive at the docks throughout the day.

\n
\n

An Enchanted Evening

\n

The invitation is for 7 o’clock, though as one might expect many higher class guests will arrive fashionably late. With the possible exception of the Characters, no one below Silver 3 has been invited. 

\n

The Bluchers’ townhouse is a grand mansion at the far edge of the town limits, standing in about 4 acres of grounds. Liveried footmen check invitations at the door. Anyone wearing work clothes will be turned away, as will anyone who is visibly armed and armoured, although dress weapons such as a rapier, or anything worn as part of a uniform, will be allowed.

\n

Guests are shown through an ornately decorated hallway into the reception area, where their names are announced as they enter. By 9 o’clock there are about a hundred guests in the room, all dressed to the nines, and at least twenty servants with trays of food and wine. Musicians play courtly dances from a gallery. If the adventurers felt outclassed in @UUID[.PTqp6A7lC9v8x7uu]{The Swan’s Neck}, they will feel completely out of their depth here. These are not kind of people who own boats and warehouses — they are the people who own those people.

\n

The adventurers will not recognise anybody except @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, who is talking to someone wearing a lavish chain of office (the town’s mayor, presumably). The finely-attired young woman next to him is surely his wife: Character’s who pass a Challenging (+0) Int Test may notice that she reminds them of someone, but they will not be able to recall who (see @UUID[.0J7cKhHUb3ETx5tN]{The Oldenhaller Contact}).

\n

After a few minutes @UUID[Actor.q7DYHbjxedEeX2WN]{Max} appears, greets them, and makes an effort to introduce them to a few people: Jacques and Henri (two Bretonnian paper-merchants), Roberto from Tilea (the renowned traveller and trader), Dirk (a brilliant young entrepreneur from Carroburg), Miguel from Estalia (looking for new business prospects), and others of that ilk. Most are polite at first, but conversation tends to wane when they learn that the adventurers are merely the crew of a trading vessel.

\n

After about half an hour, one Character will spot someone else who seems to be having as bad a time as they are. If they do not introduce themselves, he will come over to them, present himself as Rudolf Meier, a Nuln merchant travelling to Marienburg on business. His own firm was driven out of business earlier this year by cousins of Frau Blucher, and he is furious about it.

\n

Look at them,’ he says, barely keeping a snarl from his voice, ‘Herr and Frau Blucher, the toast of the town on this happy occasion, like Bretonnian cheese wouldn’t melt in their hands. Cut throats, both of them. I lost my livelihood because of that marriage: as soon as the rings were on, cheap Bretonnian wine flooded into Nuln as if a dam had burst. I tell you, the Bluchers and the Oldenhallers…’ If the name Oldenhaller is not familiar, the box @UUID[.0J7cKhHUb3ETx5tN]{The Oldenhaller Contact} suggests some alternatives.

\n

Whatever Karoline’s maiden name, the Characters realise now why her face looked familiar: she is a relative of someone they have met — or at least, someone they have crossed — at some point during their adventures. Rudolf is only too willing to confirm the details. @UUID[Compendium.wfrp4e-rnhd.actors.N7Q3O6n7JH8nvyUF]{Albrecht Oldenhaller} is her brother, and Rudolf will be interested in any information the adventurers may have on him, especially if it can be used against him. For his part, Rudolf can offer the adventurers little of use, as he has not seen the man for at least six months.

\n

The party continues until shortly before midnight, when most guests depart by coach. Nobody has any particular comments to make about Karoline or her family: the marriage was a smart bit of business, for sure, but isn’t that what trade is all about?

" + }, + "The Oldenhaller Contact": { + "name": "The Oldenhaller Contact", + "text": "

The Oldenhaller Contact

@UUID[Compendium.wfrp4e-rnhd.actors.N7Q3O6n7JH8nvyUF]{Albrecht Oldenhaller} of Nuln was also the patron in The Oldenhaller Contract, the introductory adventure from WFRP First Edition. If the Players have not heard of Oldenhaller, there are some other NPCs who could take his place: you should feel free to drop whichever name works best for your campaign.

Shadows Home to Roost

Any of the merchants in Bögenhafen (assuming that they have survived and the town was not destroyed at the end of Enemy in Shadows) might have been approached by agents of the Purple Hand, asking after a person who arrived by coach and went to the law offices of Lock, Stock, and Barl.

The cult has no cell in the town. Perhaps it never did, perhaps @UUID[Compendium.wfrp4e-eis.actors.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} wiped it out before the adventure started, or perhaps @UUID[Compendium.wfrp4e-eis.actors.IvvkdVTJzutEsrlX]{Gideon} drove them away to clear the field for his own project. Still, the merchant confirmed their suspicions and has been using family contacts up and down the river to help the cult keep track of the adventurers’ movements. This is one reason why Purple Hand cultists have been waiting for the adventurers wherever they went, as they may discover.

@UUID[Compendium.wfrp4e-eis.actors.LG5qATEIFPE9bezB]{Johannes Teugen} is probably dead by this stage, along with his brother Karl. However, the family’s operation could have been taken over by a cousin from Altdorf or Middenheim who, unknown to the rest of the family, is a member of the Purple Hand, or somehow under their control. Karoline might be sister to Johannes, or to the cousin, but in either case she and Matthias have a motive to betray the adventurers.

The @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#haagen]{Haagen} Family might be among the Bluchers’ business contacts in Marienburg, and a marriage between a Blucher son and a Haagen daughter would strengthen both houses. A Haagen cousin, perhaps based in Altdorf, has been ordered by local Purple Hand agents to help capture the runaway Magister.

Hieronymus Ruggbroder arranged the marriage of his grand-daughter Karoline to @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} in order to counteract increasing pressure from the house of Teugen. If the adventurers managed to cross the Ruggbroders during their stay in Bögenhafen (by mistakenly destroying Warehouse 17, for example) then the family will be more than happy to help their enemies.

@UUID[Compendium.wfrp4e-eis.actors.Coxv92EfL6VmlpCS]{Franz Steinhäger} may not have survived the events in Bögenhafen, but his family will hate the adventurers for bringing scandal on them and will easily be persuaded to cooperate with anyone who wishes to do them harm. Like the Ruggbroders, this family has contacts up and down the river, all the way to Altdorf and beyond.

The @UUID[Compendium.wfrp4e-eis.actors.7rE1jYAeMNKfrgcQ]{Magirius} Family is not among the elite of Bögenhafen’s merchants, but a marital alliance with the Bluchers would help their ambitions. They blame the adventurers for the murder of @UUID[Compendium.wfrp4e-eis.actors.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, whom they are actively mythologizing into a fearless and upright man who saw corruption within the @UUID[Compendium.wfrp4e-eis.journals.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, took bold action to stop it, and was murdered by the feckless ruffians he hired to do the job.

New Friends

Since leaving Bögenhafen, the adventurers have had opportunities to make new enemies. If you invented a merchant house for any part of this adventure, especially if the party managed somehow to get on their wrong side, this is a chance to bring them back. @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} married a daughter of their house, and in return for a favour from the local Purple Hand cell, his in-laws are calling upon him to help bring the Magister to Middenheim.

If the adventurers rescued @UUID[Actor.kyAFKxInnAxoqJfL]{Elvyra Kleinestun} from @UUID[JournalEntry.49qp95QA3aWDRmWS.JournalEntryPage.EDfbrpphKyQiUz86]{the Red Barn}, they will have an enemy in Altdorf daemonologist Alberich Hollzauber. He could have ties to the Purple Hand, and if the Bluchers are discreet and open-minded about the kind of goods they transport, he might be a valued customer. Not an ideal brother-in-law, by any means, but the marriage relationship is not strictly necessary for this part of the story to work.

The Last of the von Wittgensteins?

Who is to say that The Purple Hand is the only cult that the Bluchers have dealings with? Perhaps they also supply the Slaaneshi cult of the Jade Sceptre with all manner of illicit substances. It is possible that the news of @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.N3JtvJtNxbI0C6C5]{Castle Wittgenstein’s destruction} has reached Gotthard in distant Middenheim by some magical means. Outraged at the destruction of his family home, such as it was, Gotthard has used his influence with @UUID[Actor.FTT9hoFswIqAW9do]{Matthias}, only too happy to collect two payments rather than one, has tipped off both cults on the Characters' upcoming trip to Middenheim. As far as he is concerned, they can fight it out once their ‘package’ arrives.

In this scenario, Karoline might be the daughter of a Middenheim merchant who also deals with @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard} (under his alias of Wallenstein). She might even be a fellow Jade Sceptre cultist, spreading the word in this town. Or, she might be a previously unknown scion of the Wittgenstein line, a cousin or sister of Gotthard’s. Imagine the Players’ faces when Rudolf says ‘That marriage – the Bluchers and the Wittgensteins!’ although this will require a few changes to Rudolf’s story and home town.

A link to @UUID[Compendium.wfrp4e-pbtt.actors.54rz079B0PFUaDWp]{Gotthard von Wittgenstein} would strengthen the adventurers’ motivation to go to Middenheim, but they will probably be more on their guard, and less easy to dupe. Also, they will be met by Jade Sceptre cultists as well as those from the Purple Hand, and their welcome (intended by each cult to be capture and interrogation) will turn into a confusing three-way battle, as the two rival cults struggle to apprehend the adventurers.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[10, Signing the Bluchers’ contract.]{10 points for signing the Bluchers’ contract. }

  • @Exp[15,Reading the small print.]{15 points for reading the small print.}

  • @Exp[5, Talked to a character in the Swan’s Neck.]{5 points for each major NPC who the  Characters talk to in The Swan’s Neck.}

  • @Exp[10,Letting Klaus get on with unloading the boat.]{10 points for letting Klaus get on with unloading the boat.}

  • @Exp[10, Dressed appropriately for the Blucher party]{10 points for each character dressed appropriately for the Blucher party} and @Exp[10,Brought a present for the Blucher Party]{10 for taking a suitable present.}

  • @Exp[20, Learned Frau Blucher’s maiden name.]{20 points for learning Frau Blucher’s maiden name.}

  • @Exp[20, Used magic to put out the fire.]{20 points if magic was used to put out the fire.}

  • @Exp[20, Convincing Blucher to repair the barge.]{20 points each if Blucher agrees to repair the barge.}

  • @Exp[20, Realizing you are being set up]{20 points each if they realise they are being set up.}

As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.

" + }, + "The Party's Over": { + "name": "The Party's Over", + "text": "

As the adventurers make their way back to the docks, they see a glow on the skyline, behind the buildings. Something is burning in the distance. As the wharves come into sight, they can see that it is their precious boat. People scramble around it, using buckets and stirrup-pumps to douse the blaze. It will take about ten minutes to extinguish the fire, or less if the adventurers use appropriate magic.

The boat is still afloat but the damage is considerable: the main hold and the cargo are burnt out, and the mast is so badly damaged it must be replaced. Flames have ripped through the living quarters at the front of the boat, and many of the character's possessions are reduced to ashes or twisted metal.

You can determine what, if anything, survives (especially if there are any items that make the party a little too powerful for comfort) or Players can roll dice for each item, based on a [[/r 1d2]]{50%} chance of being salvageable. Ironically, one of the few things unscathed is the adventurers’ copy of the trading contract that they signed with Max the day before.

The stevedores are confused about what happened. Someone knocked over an oil lamp, they say, but no one knows who it was — or no one will admit it. @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} the crew boss, his face blackened by smoke, is asking the same questions as the adventurers but getting no better answers.

It was arson, of course. A trusted employee, acting on @UUID[Actor.q7DYHbjxedEeX2WN]{Max’s} instructions, threw an oil lamp behind some of the crates in the hold when nobody else was on board, and made himself scarce before the flames were spotted. It was well planned: this is not the first time Max has been asked to arrange something of this sort. The stevedores know nothing, or know better than to say anything, and even @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} is in the dark.

About half an hour after the fire has been put out, @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} will arrive at the docks, a travelling coat over his fine clothes, accompanied by a couple of tough-looking servants. He surveys the damage with horror, quizzing the equally shocked @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} about what happened. How much has been destroyed? Was anyone killed? Any signs of sabotage? Who was responsible? Well, Klaus must find out! Then he turns to the adventurers:

‘This is a tragedy, but let’s not panic. Spend tonight at The Swan’s Neck, tell the innkeeper to send Max the bill, and come to the office in the morning. We may know more by then, but in any case, I will make sure that everything is taken care of. All right? Good. Now, if you’ll excuse me, there’s a lot to do. Sleep if you can, tomorrow will be a busy day!’ With a few snapped orders to Klaus, Matthias sets off back to his house.

@UUID[.PTqp6A7lC9v8x7uu]{The Swan’s Neck} is still open, and the adventurers will be able to get rooms there without trouble. The patrons in the bar will be sympathetic about the loss of the adventurers’ boat, but they will be more interested in pumping the adventurers for information on the Bluchers’ party: who was there, who was talking to whom, what spices were in the canapes, and other inconsequential questions. They know nothing about the fire although someone mentions that this town does have a bad reputation for fires on the docks, but this is the first time that a Blucher property has been hit.

Later in the evening, @UUID[Actor.QtGfWms9MAFQ8BvO]{Thierry Ostend} sidles up to them. He has no useful information about the burnt boat, but wants to talk about Middenheim. Have the adventurers ever been there? What do they know of the place? If asked why he wants to know, he’ll shrug his shoulders: he’s been thinking of going to the Middenheim Carnival in a couple of weeks. It’s said to be the finest city-fair in the Empire, with some great opportunities for making deals with merchants from all over the Old World.

Saving The Boat

The burning of the adventurers' barge is an event seared into the memories of many who played 'Carrion up the Reik' as part of Hogshead’s 1998 edition of Power Behind the Throne

James Wallis burnt my boat,’ became a howl of outrage across WFRP’s online communities, and any search engine can still turn up various indignant blog and forum posts, and James’s blunt but hilarious reply. Players who have experienced this tragic and notorious loss — or even heard about it — will almost certainly do everything they can to prevent it from happening this time.

Why Burn the Boat?

For the sake of the campaign’s plot, it is important that the adventurers go to Middenheim. The journey is overland from Altdorf, so they would have to leave their boat in the capital anyway, or become so caught up in river travel and trade that they spend months or years plying the waterways. In addition to delaying or ignoring the rest of the campaign, this causes two potentially serious problems: one mechanical and one narrative.

‘Grinding’ the river increases the party's wealth and experience, and if it goes on too long there is a risk of rendering the remaining episodes of The Enemy Within less challenging.

If the adventurers are not in Middenheim during this year’s carnival, they cannot thwart the evil plan in Power Behind the Throne and the city will fall. Consequently, the events of The Horned Rat could devastate the Empire, and by failing to meet the challenges of Empire in Ruins the adventurers ensure that the whole of the Old World is left helpless before the forces of Chaos. 

By some means or another, it is important that the adventurers and their boat part ways, but it does not have to be here, and it does not have to be now. Grognard Players will feel an indescribable rush of triumph if they are able to stop the arsonist and save their beloved vessel, and perhaps you should allow them to do so. There will be plenty of other opportunities to destroy it before the end of this chapter, and boxes headed ‘The Barge’ will present plenty of options to do so.

Misfortune Managed

In the morning, @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher} is waiting in his office to see the adventurers. He can offer no explanation for the fire: his investigations have been fruitless.

Since the cargo has been destroyed, the Marienburg job is off, but he feels bad about leaving the adventurers in the lurch and offers them another job transporting a small but valuable cargo bound for Middenheim. This job pays @Pay[200gc]{200 Crowns}, with @Pay[100gc]{half} payable now and half on delivery. A contract has been drawn up and a bag of coins (@Pay[100gc]{100 GCs}, the first half of the payment) sits on Matthias’s desk. All that's left is to sign the contract.

If asked about their boat, Matthias shrugs sympathetically. ‘It is unfortunate,’ he says, ‘but not my responsibility.’ With a successful Challenging (+0) Intelligence or Average (+20) Lore (Law) Test, one of the Characters may recall the clause in the contract regarding repairs (see @UUID[.38fbd1wRuSVlyw05#the-fine-print]{The Fine Print}), either from reading it or from Klaus’s mention of it on the docks yesterday. Taken aback, Blucher calls for a copy of the contract and studies it carefully.

Yes,’ he says after a minute or so. ‘I see, repairs are indeed my responsibility. A very fair man, our Max. I must cure him of that habit at some point. I will see to it that your boat is repaired, but it’s barely afloat, and the work will take at least a month. Still, you will have plenty of time to get to Middenheim and back, and even to spend a few days enjoying the Carnival.’

@UUID[Actor.FTT9hoFswIqAW9do]{Matthias} indicates a crate sitting in a corner of the office, covered with wax seals that will make any tampering obvious. It is roughly 2 feet on each side, weighs about 100lbs, and is marked ‘Fragile’ in red paint on each visible face. The top is also marked ‘This side up — Do not tip.’ On top of the crate rests a letter, also sealed, addressed to a Captain Scharlach, at the Sign of the Crossed Keys in Hoffen Strasse.

Remember three things,’ says Matthias. ‘This shipment is fragile, confidential, and urgent. If the crate has been tampered with, or if any of its contents are broken, the recipient can and will refuse delivery. Likewise, if it is not transported before the start of Carnival week, delivery will be refused. So: travel quickly, keep it safe, and make delivery on time. Then, why not take a few days to enjoy the Carnival? I’ve heard great things about it. Your boat should be ready by the time you return.’

@UUID[Actor.FTT9hoFswIqAW9do]{Matthias} does not know exactly what fate awaits the adventurers in Middenheim, but he does not expect them to return. He plans to repair the damaged barge, but it will be added to the Bluchers’ own fleet: even counting the cost of repairs, it is worth more than what he is paying the adventurers to deliver this crate.

The Shipment

The adventurers have been advised not to pry into the contents of the shipment, but temptation may prove too much. The problem of looking inside the crate and/or the letter without disturbing the seals could be an entertaining one for the characters to solve.

The crate contains a number of items, packed in straw. It is important that the number of items is the same as the number of adventurers in the party, plus one. It does not matter what the items are, since @UUID[Actor.q7DYHbjxedEeX2WN]{Max} picked them up at random in a junk shop on Matthias’s orders. Possibilities include an old rusty scabbard, lacking a sword, a stuffed magpie, a large seashell, a pilgrim’s cloak covered with badges from shrines all over the Empire, a dog’s skull, a plain pewter goblet, and a handwritten book titled ‘The Journal of Hieronymous Prosch, 2487–2488’, which reveals that Herr Prosch was a wool-trader who drank too much and was having an affair with his wife’s serving-maid.

The letter is @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.2r87OcpR56aAAq9Q]{Handout 17}. You may need to make a hand-written copy of this letter for the Players, changing the number of items and the contact’s name as needed. The number of items mentioned in the letter must be same as the number of adventurers in the party, which may not be six. Also, the crate should contain one more item than the letter states. The name of the contact, and his relationship to Blucher, should be changed if necessary (see The Oldenhaller Contact, below).

It is clear from this letter — which, despite the seals, the characters are almost sure to read — that someone connected to Oldenhaller wants the adventurers to go to Middenheim. While they might guess that the Purple Hand is involved somehow, they cannot be sure. @UUID[Actor.q7DYHbjxedEeX2WN]{Max} and @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} know only that they have been hired by a distant contact to make sure the party goes to Middenheim.

The Barge: Catching the Arsonist

The Characters may decide to leave the party early, especially if they are concerned for the safety of their boat. Depending on the desired outcome, you have several options.

One is to let the situation play out. The adventurers reach the docks in time to see a figure dart from the shadows when the stevedores’ backs are turned, and throw a lamp into the hold. The fire is contained before it can cause any serious damage to boat or cargo, and perhaps the arsonist is even caught after a long and winding chase between warehouses and through back alleys.

@UUID[Actor.q7DYHbjxedEeX2WN]{Max} has made sure the arsonist knows nothing about who hired him: he went through a succession of intermediaries, all of whom leave town on long journeys as soon as the arsonist is captured. The town Watch is not interested in wasting time and manpower on investigating a crime that caused almost no damage, and the adventurers are at a dead end. There will be other opportunities to deprive the adventurers of their barge later.

You could place obstacles in the adventurers’ way to prevent them from reaching the docks in time. @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} could insist that they stay until the final toast to the happy couple, which brings the party to an end at about midnight. The road to the docks could be blocked by an overturned cart or a burning building, forcing them to take a longer and more circuitous route. The arsonist could use magic rather than an oil lamp to start the fire, and escape without being seen, or they could have exceptional Stealth, backed up by other Skills and Talents to evade capture. Even if the adventurers pass up the party invitation and devote all their resources to watching the boat, they might not see the fire, or who started it, until it is too late.

Minor Complications

If the adventurers become suspicious there may be some unscheduled housebreaking, torture, extortion, bloodshed, and other shenanigans. There is very little for them to find, but a brief list follows:

A Fragmentary Letter

In @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher’s} office within the warehouse, a search of the iron stove may turn up a half-burned letter: @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.y40IdXq9OANRHicO]{Handout 18}. You may need to make a new copy if Oldenhaller is not used as the contact.

A Background Check

In town, the Bluchers are generally liked, and have a reputation as shrewd merchants. lf the characters ask how shrewd, a few coppers in the right palms will lead them to Hans Bach, once a merchant, now a drunken beggar. In exchange for a few drinks, he slurs through a long and sad story of how the Bluchers systematically ruined his business through cut throat competition, sabotage, and false accusations, after he insulted Blucher’s sister. Other merchants can, cautiously, confirm this.

Offended Benefactors

@UUID[Actor.FTT9hoFswIqAW9do]{Matthias} and @UUID[Actor.q7DYHbjxedEeX2WN]{Max} will respond badly to bullying. Bristling and abrupt, they keep up the pretence that they are doing the adventurers a favour, and they may threaten to terminate the deal and take the party to court for breach of contract, breach of trust, taking money by deception, piracy, witchcraft, and various other crimes.

@UUID[Actor.q7DYHbjxedEeX2WN]{Max} is utterly immune to bribery, and his loyalty to the Bluchers is absolute. While @UUID[Actor.eTJhA0G9taNJ78hr]{Klaus} is very willing to talk about his employers, he has found them to be quite decent to work for and unfortunately knows very little of use to the Characters.

If @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} is abducted, the Watch will be sent after the adventurers within half an hour. Matthias is an important man locally, and his absence will be noticed. Kidnapping is a serious crime with severe penalties, and any torture or physical injury suffered by the merchant will make things even worse for the adventurers. Even if they manage to prevent their boat being burnt, they may find it ringed with armoured watchmen and forced to abandon it as they sneak out of town.

@UUID[Actor.QtGfWms9MAFQ8BvO]{Thierry Ostend}, on the other hand, is loyal only to himself, is eminently open to bribery, and also responds well (and vocally) to threats. He will admit that @UUID[Actor.q7DYHbjxedEeX2WN]{Max} asked him to keep an eye on the adventurers and report who they were talking to and what they were saying, both at the tavern and at the party. He was also told to convince them of the delights of the Middenheim Carnival. He knows nothing more, but that should be enough to confirm at least some of the adventurers’ suspicions.

It’s a Trap!

Given the number of leads pointing to Middenheim, and the number of NPCs in this chapter talking up the delights of the city and its Carnival (not to mention the very convenient commission to take a crate there) it is possible that the adventurers will suspect that they are being sent into a trap. If they do not play along, however, their boat will not be repaired. Also, if they have found @UUID[JournalEntry.vKCKsVR5PRRrG4zz.JournalEntryPage.y40IdXq9OANRHicO]{Handout 18}, the words ‘secret order’ and ‘power and influence, albeit of a questionable kind’ should immediately make them think that here is a Chaos cult, just waiting to be rooted out. They may reason that Blucher is a puppet and if they play along they may find out who is pulling the strings. Being forewarned, they have a good chance of ending the threat once and for all.

Having done so, they can return to claim their boat and the rest of their payment. Blucher can hardly go back on the deal without confessing his own part in it, and by that time the adventurers might have even more on him and his family: enough for some profitable extortion, or a lifetime supply of favours.

The Barge: Hazards of the Journey

If the adventurers’ barge was not disabled according to @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher’s} plan, you have plenty of opportunities to have an accident befall them on the journey to Altdorf. @UUID[JournalEntry.WR8ZAD6yw9lYgzeY]{River Navigation} covers all kinds of hazards and encounters that could result in damage to the boat, from unseen rocks to river pirates.

The unkindest cut of all, perhaps, would be for the barge to be damaged just severely enough to require two to three days’ repairs — nothing serious, but enough to put the adventurers irretrievably behind schedule. The boat-builder they consult is apologetic but tells them as much as he would love to accept a higher payment, no amount of money can speed up the work.

Just as the adventurers are cursing their luck and wondering what to do, who should pass by but @UUID[Actor.Pa77IT9maJR1nU7M]{Alex Eisen} and the Blue Salmon. He recognises them from @UUID[.PTqp6A7lC9v8x7uu]{The Swan’s Neck}, and calls across to ask what their trouble is. He will happily take them as far as Altdorf (for a price) but they will have to leave their barge here and come back for it later.

" + }, + "Friendly Locals": { + "name": "Friendly Locals", + "text": "

As the adventurers dock their boat at an open quay, they become aware of two men watching them from outside a large, two-storey warehouse. Both are well dressed: one is short and young, while the other is tall and old.

\n

The two watch the adventurers carefully as they dock, and the shorter one seems to be doing most of the talking. After a few minutes, the taller one walks back into the warehouse and the other comes over to the boat and strikes up a friendly conversation. Have they come far? Any news from up- or down-river? What is their cargo? Where was it loaded? Are they looking to sell it here (it would fetch a fair price) or do they have another destination? How is business in Altdorf right now? Do they know a trader there named Conrad Silbiger, by any chance? Do they know Nuln at all, or any boat whose crew has connections there?

\n

If asked, the young man introduces himself as @UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}, a local merchant. A successful Average (+20) Lore (Riverways) Test yields the knowledge that the Bluchers are a large merchant family with connections up and down the river. He seems friendly and comes across as a potential patron or client, ending the conversation by suggesting that the adventurers’ captain (whichever Character seems to be in charge) should talk to @UUID[Actor.q7DYHbjxedEeX2WN]{Max Wagner}, upstairs in the warehouse. ‘Tell him,’ he adds, ‘that I said you’re just the sort of people we’ve been looking for. He’ll reward you well.’

\n
\n
\n

@UUID[Actor.FTT9hoFswIqAW9do]{Matthias Blucher}

\n
\n
\n

@UUID[Actor.q7DYHbjxedEeX2WN]{Max Wagner}

\n
\n
\n

Making A Deal

\n
\n

With a welcome like that, at least one of the adventurers will probably head up to the office above the warehouse. It is large and airless, with two clerks at desks writing entries in large, leather bound ledgers. @UUID[Actor.q7DYHbjxedEeX2WN]{Max Wagner}, the older man from the dockside, is studying a thick sheaf of papers with heavy wax seals hanging from them. He is about twenty years older than @UUID[Actor.FTT9hoFswIqAW9do]{Matthias} and about 10 inches taller, and where Matthias was informal and friendly, Max is self-important and business like. The adventurers will probably get the impression that Max is the senior of the two, which is the wrong impression, but exactly the one that Matthias wants to create.

\n

@UUID[Actor.q7DYHbjxedEeX2WN]{Max} looks up as the adventurers enter and asks them their business, although in truth he has been waiting for them. After they introduce themselves, he asks what cargo they have to sell. Whatever their response, even if it is nothing, he rubs his hands together and exclaims, ‘Good! Good!’ He does this a lot, particularly when slightly nervous, as he is now. He is a good liar, but these two signs will give him away to a careful observer.

\n

@UUID[Actor.q7DYHbjxedEeX2WN]{Max} explains that his business just happens to have a pressing need for whatever it is that the adventurers are carrying: ‘Good! Good! What a fortunate meeting!’ After sending one of the clerks down to check its quality, he agrees to buy the cargo at 15% above its usual price. Whether or not the adventurers have a cargo to sell, Max offers to hire them and their barge to transport a valuable cargo to Marienburg. ‘All our own barges are otherwise assigned,’ he explains, ‘and all the independent contractors seem to have prior engagements. But you’re definitely available? Good! Good! Captain, while you and I complete the bills of transfer, the contract, and other necessary paperwork, perhaps your crew could move your boat to… let me see… Wharf number seven? Yes, seven. The goods are in warehouse fourteen, opposite. My clerk here can direct them.’

\n

Handle with Care

\n

The ‘captain’ Character has a chance to question @UUID[Actor.q7DYHbjxedEeX2WN]{Max} subtly while the paperwork is being completed. Their vessel’s new mooring is on the Blucher family’s section of the dock, and the cargo is fine porcelain bound for Marienburg – ‘Very fragile, yes, but a very good resale price.’ It is due to arrive at the dock tomorrow afternoon. 

\n

It is late in the day, and the family’s stevedores are busy with other vessels, so the adventurers’ boat will be unloaded first thing in the morning. The Marienburg cargo will be loaded as soon as it arrives, and because of its fragility the process will take most of the day, so the adventurers should plan to depart at first light, two days from now. This gives them all of tomorrow to restock provisions and explore the town.

\n

If anyone mentions Nuln Max will seem puzzled: he needs traders headed downriver, not up.

\n

The Contract

\n

Max offers @Pay[300gc]{300 GC} for the job, payable on arrival at the Blucher wharf in Marienburg, and explains that these are the Blucher family’s standard terms for independent contractors. He can be haggled into paying @Pay[75gc SPLIT]{25%} up front, but will only hand over the money once the barge is loaded.

\n

Any Character (or NPC) with the Lore (Law) skill will see, without the need for a Test, that the paperwork is perfectly normal, and written in standard legal language. The Blucher family has hired the adventurers and their boat as contractors to carry a cargo to Marienburg.

\n
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The Fine Print

\n

From the moment the contract is signed until the goods are received at the end of the journey, any damage done to the cargo must be paid for in full by the adventurers, except that ‘full responsibility, fiscal, legal, and mercantile, for any and all damage, destruction, decay, deterioration, depreciation, diminution, dissolution, devaluation, devastation, dispossession or distraint (whether lawful or no), defalcation, disarticulation, or desertion, for any cause and on account of any person, circumstance, or action, except as expressly prohibited by Imperial Law or mitigated elsewhere in this contract, occurring to the contracted vessel or the contracted cargo, unless such damage, destruction, decay, etc., be demonstrably caused by the party of the first part (the Blucher family) or its employees, or while the boat is in the full custody of the party of the first part or its employees: in which case all repairs, replacements, refurbishments, repayments, restitutions, restorations, and other necessary remedies, of what kind soever, shall be undertaken by, and at the sole responsibility and expense of, the party of the first part, and all such repairs, replacements, etc., shall be completed within three months of said damage, destruction, etc., being notified to the party of the first part.’

\n
" + }, + "Leaving Wittgendorf": { + "name": "Leaving Wittgendorf", + "text": "

The destruction of the castle leaves the adventurers with several compelling reasons to leave Wittgendorf as quickly as possible. If the Characters do not think of these things for themselves, you should offer them a gentle reminder.

For one thing, the Skaven — and the warpstone — are gone, and their escape route is covered by a huge quantity of rubble. It would take months, or even years, to dig down to the level of the dungeons and find whatever is left of their tunnel.

Also, no one except the adventurers knows that the Skaven destroyed the castle. The villagers, the outlaws, any surviving von Wittgensteins, guards, guests, or other denizens of the castle, know only that this group of adventurers went into the castle, and then it fell down. Naturally, they all blame the Characters, and even if all of those dangerous NPCs and monsters are dead, a torch-wielding mob of villagers and outlaws could still be quite an inconvenience.

If the Characters made a particularly good impression on @UUID[Actor.J2gcD0wui2vjEoLB]{Sigrid}, and the majority of her @UUID[Actor.R1IWXaphx1LoMgkX]{outlaws} survived, it is possible that the denizens of Wittgendorf will be more sympathetic towards them. Even so, a castle will not fall in the Reikland without a thorough investigation. Whatever they might have become, the von Wittgensteins were still the rulers of the surrounding area, and sooner or later someone in authority will hear that their castle has been reduced to rubble, and send someone to investigate. If they remain the Characters are certain to be picked up by the decidedly unsympathetic authorities who will no doubt swarm Wittgendorf in the coming days.

Where To?

The first question to be resolved is whether the Characters will choose to head upstream, toward @UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald}, or down, toward @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.jberdZpMtWm8UQfT]{Kemperbad}. Each direction has its pros and cons. Kemperbad is larger and busier (the better to hide in the crowd), and is also on the way to Altdorf and even Marienburg. If the adventurers want to get far away as soon as possible, it is clearly the better choice. However, their increasingly perilous run-ins with the town’s Purple Hand cultists may give them pause. 

@UUID[JournalEntry.fwLUrScTjI0sHxuK.JournalEntryPage.T2VKrtELLt5N5tUc]{Grissenwald} is small by comparison, but the party may be regarded as local heroes after dealing with raiding Goblins, troublesome Dwarfs, and an evil sorceress. Beyond it lie Nuln, @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, and eventually Bretonnia and the Province of Wissenland, which leads to the Black Mountains and the lawless Border Princes. Whichever way thy go, Blucher’s agents are watching them; and wherever the Characters eventually stop, Blucher himself will be waiting, having secured temporary offices anywhere his family does not already have a presence.

A Stop Along The Way

If the adventurers have been doing a decent job as traders (trading rules can be found in the @UUID[JournalEntry.VZwUZdMLeYOqKhDL]{Death on the Reik Companion}) their boat will be loaded with goods from elsewhere on the river. Even if they have no trade goods, they will probably have loot from Castle Wittgenstein that they want to turn into cash, or at least have valued. They will also need supplies, and probably some time to rest and heal. Wherever they stop, the place seems to be in good repair, with the usual bustle on the docks. Most of the dockside warehouses are owned by various trading families, and the larger families have private wharves nearby. Some warehouses have two storeys, with offices on the upper floor.

Too Good To Be True

Since the whole plot of this chapter depends on the adventurers not knowing that Matthias plans to betray them, Players who are familiar with 'Carrion up the Reik' from the Hogshead Edition of 'Power Behind the Throne' are unlikely to walk into the trap. For the adventure to work, you have to make the Bluchers completely innocent, and the true threat must come from somewhere else.

Grognard Players may refuse to have anything to do with @UUID[Actor.FTT9hoFswIqAW9do]{Matthias}, @UUID[Actor.q7DYHbjxedEeX2WN]{Max}, or anyone else who approaches them when they reach town. If this happens, you may allow them to sell their cargo and buy supplies wherever they want. After they have done so, they come across a ragtag group of miscreants just like themselves, celebrating their fantastic luck that the great and deep-pocketed Blucher family had such an urgent need for whatever cargo they were carrying — which, of course, is exactly what the adventurers were carrying — and required a boat to take a precious cargo to Marienburg. They are also very excited about the gracious invitation they received to a grand social event at the Blucher house.

You should feel free to rub it in that the adventurers are now on the outside looking in, then let a Rogue Character overhear a whisper that a boat is being burned tonight — one with a Blucher cargo bound for Marienburg. The adventurers can intervene or not, but the arson is a simple prelude to a demand for protection money, and the Bluchers are nothing more than successful merchants.

The adventurers’ own boat can burn in a separate incident, perhaps orchestrated by a local Purple Hand cell, or perhaps as collateral damage, along with several other boats and a few warehouses, when the over-zealous arsonist manages to set a whole wharf on fire. Or it can survive, and you can deal with it later, using the boxes headed The Barge for inspiration.

At the end of the day, all that matters is that the adventurers set out for Altdorf — everything else can be managed along the way.

" + } + } + }, + "Fellow Travellers": { + "name": "Fellow Travellers", + "pages": { + "Nobles": { + "name": "Nobles", + "text": "

Travelling nobles will generally fall into two categories: those out with a retinue on family business and younger scions who have taken to adventuring and other pursuits. One example of each is given below.

The size and composition of a noble’s retinue is up to the GM but will usually include a number of guards and servants. Depending on the business at hand, one or two advisors and litigants may also be present, and perhaps an artist or entertainer or two: the higher the noble, the larger and more varied the entourage.

A Private Function

The Characters arrive at an inn, looking forward to a hot meal and a couple of drinks at the end of a long day. As they go to enter, they are stopped by two men-at-arms (level 1–2 guards), wearing the livery of @UUID[Actor.3K8n0EmzIvvO8CaK]{Baron Sigismund von der Bahr}, a minor noble. The baron has taken over the inn for himself and his retinue, and no one else is being allowed in. The Characters see plenty of men-at-arms and assorted lackeys within easy call, so that trying to fight their way in would be a very bad idea. Of course, the Characters may try to bribe or charm their way in, in which case the GM should judge their efforts on their merits.

@UUID[Actor.3K8n0EmzIvvO8CaK]{Sigismund von der Bahr}

@UUID[Actor.7a5vHhRxCI7ZsI09]{Roland ‘The Horse’ Bruckesel}

What happens once the Characters are inside is likewise up to the GM: they may be ejected almost immediately by a crew of burly and bad-tempered guards, or they may find themselves propping up the bar next to the baron as he listens avidly to their stories of adventure and throws a purse of coins their way for entertaining him. Alternatively, they may be challenged to put forward a champion to fight @UUID[Actor.7a5vHhRxCI7ZsI09]{‘The Horse’}, one of the Baron’s bodyguards, in an unarmed brawl for the baron’s entertainment;. If the Characters’ champion wins, they are fed and watered at the baron’s expense, and if not, they are thrown out.

The Shadow Cast: I Am, Of Course, Retired

@UUID[Actor.3K8n0EmzIvvO8CaK]{Baron Sigismund} can be more than a simple distraction for the Characters, another noble throwing their weight around at the expense of the common folk. He has, as it happens, quite a bit of experience with a certain kind of inhuman creature — Vampires. While he has long given up the practice of hunting them, he was at one time something of a scourge among the undead who infiltrate Reiklander society.

A few years ago, he spent some (carefully chaperoned) time at @UUID[JournalEntry.musGjY0nSDY6gPY4]{Wittgenstein Castle}, certain that the malaise of the place could be down to a vampiric corruption of the local nobility. Despite his best efforts, he found no evidence of vampirism there. He did, however, come away with an abiding certaintity that something was terribly wrong at Wittgendorf. ‘Were I not about to retire,’ he will add, ‘I might have staked the lot of them, just to be on the safe sideem’

Slumming It

Lesser nobles and younger scions will be out for fun, like the two high-spirited young gentlemen in the incident @UUID[Compendium.wfrp4e-eis.journals.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc#hooray-for-henry]{Hooray for Henry} in Enemy in Shadows. As well as the drinking-and-throwing-up game played there, they may set one of their bodyguards on some unsuspecting patron of the inn (such as one of the Characters), betting furiously on the outcome and showering gold on the victor; the fight is unarmed, and more bodyguards make sure that no one intervenes on either side. Other bets might include how long the peasant stays conscious when held head-down in a bucket of ale, how many people they can de-bag in ten minutes, and whether it is possible to drench everyone in the room with a single bottle of sparkling wine without rising from one’s seat. The nobles do not mind whom they upset or humiliate provided they have a good time, and they will be in the company of one or more bodyguards (guards, protagonists, or Duellists, or a mixture) who will make sure that noone troubles them.

The Shiniest Dagger

Just last night, @UUID[Actor.7a5vHhRxCI7ZsI09]{Roland} was forced to leave his knife lodged in someone who tried to take a bite out of the @UUID[Actor.3K8n0EmzIvvO8CaK]{Baron}! While this is par for the course — ‘The good Baron made a lot of enemies in his day, so he did,’ — he is quite upset that the man he stabbed proceeded to dive screaming out a nearby window with Roland's knife still in his back! It was his very favourite knife, a beautiful silvered blade given to him when he took up employment with the Baron, and Roland would very much like it back. Unfortunately the Baron has forbidden him from pursuing the stranger, despite that fact that Roland is fairly sure he saw the rather pale, fanged individual duck into a riverboat that's still moored nearby. Should the Characters be able to retrive the knife Roland would be very happy to pay for their efforts. He is a man of very modest needs, and has quite a few crowns saved up to pay them for their efforts — should they survive.

The Shadow Cast: Evening The Odds

Many might call @UUID[Actor.7a5vHhRxCI7ZsI09]{Roland} a touch single minded, though they would do so quietly, and certainly not to his face. You can use Roland to add a touch of colour to any inn, always willing to get involved in a brawl. His is assiduously careful in keeping things to ‘an honest brawl, no spitting or kicking, roight?’ Should the Characters need a little extra muscle, and if they have his employer’s favour, ‘The Horse’ can provide an extra sword arm in a pinch. He may even intervene if the Characters are set upon by any Purple Hand cultists, especially if they are outnumbered. Roland has relied on his natural strength and toughness to get him out of most scrapes, and has yet to learn that sometimes it is better not to get wrapped up in other people’s problems...

" + }, + "Fellow Travellers": { + "name": "Fellow Travellers", + "text": "

Riverside inns are as varied and bustling as those on the roads (see @UUID[Compendium.wfrp4e-eis.journals.UvLra86Mr3grVstE]{All Roads Lead To Bögenhafen} in the Enemy in Shadows Companion). Many of the encounters described there can also be used in a riverside inn; below are a few more ideas.

Should the Characters be struggling to get to grips with the main plot of Death on the Reik, any of these NPCs may provide a good opportunity to get them back on track. Many will have heard tales of ill omen from Castle Wittgenstein, while others may have encountered @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and her band searching for something lost in the Barren Hills.

 

" + }, + "Cooks": { + "name": "Cooks", + "text": "

Contrary to the widespread prejudice, not all Halflings are cooks and not all cooks are Halflings. Cooks of all Species work in restaurants and prosperous households, although Dwarf cooks are rare outside their own communities. Dwarf cuisine is something of an acquired taste.

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Cooks are generally abroad early in the day, hurrying to the local food markets to beat everyone else to the best meats and vegetables. For the most part these are apprentices, although a few high-ranking cooks trust no one but themselves to pick the best ingredients. Most cooks are well known to local market traders, stopping to gossip here and there and to compare notes about the current crop of whatever they are buying. Someone who is equally knowledgeable may be able to strike up a conversation and make the cook’s acquaintance.

\n

Although they do not move directly among the great and good, the cook in a wealthy or noble household hears as much as any other servant. More, perhaps, collected and distilled through the constant gossip of the servants’ hall. However, they are as loyal to their employers as any other servant, and will resent being openly pumped for information unless they have had a falling-out with their employer.

\n

Characters who are tactful in conversation, skilled in the right areas, and lucky in their Charm Tests may be able to wangle a job, especially if an imminent wedding, reception, or gala dinner has the kitchen staff stretched thin. This could give them access to a venue if they are quick enough to evade detection upstairs and avoid being missed downstairs.

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@UUID[Actor.McYjz3uPeqrIFE8a]{Avaloi Winesong}

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The Shadow Cast: Anywhere But Here

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@UUID[Actor.McYjz3uPeqrIFE8a]{Avaloi} is convinced her circumstances are manufactured, rather than coincidence. Her mother’s position bred many enemies, her father’s murder too well-timed. Further, she refuses to believe none of her family would come looking for her… She has laid low for quite a while, in case her family’s enemies should have followed her as far as the Empire, but is rapidly getting quite tired of the sights, tastes, and especially the smells.

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Avaloi can be encountered almost anywhere, perhaps struggling to find one last unspolied turnip in a vegetable stall, or arguing with a meat seller on the putridity of some meat. In either case, it will be quite obvious that she is nearing the end of her patience. If she notices that the Characters have a barge of their own, she will immediately ask them for passage to anywhere but here. She will favour routes heading north and west, in the direction of Marienburg, intending to find passage to Ulthaun from there.

\n

During her time on their barge, @UUID[Actor.McYjz3uPeqrIFE8a]{Avaloi} can be a ready source of gossip and intrigue for the Characters. Despite her attitude to Humans, she is rather lonely and does enjoy talking. If the Character’s need a bump in the direction of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, Avaloi can relate to them some tales she heard from one @UUID[Actor.d5DOFEHcSsypKaNB]{Dumpling Hayfoot} about her master, the strange guests she hosts, and the unusual noises and lights that emit from her study. Avaloi struck up a friendship with the cook some months back when the pair bonded about the difficulty of finding decent spices in Grissenwald.

\n
" + }, + "Grave Robbers": { + "name": "Grave Robbers", + "text": "

The Characters are approached by two travellers with a large crate. They introduce themselves as @UUID[Actor.2fsU3gUUNfv86mhk]{Hans} and @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes} , explain that they must reach the next town quickly, and offer the Characters @Pay[5gc]{5 Gold Crowns} to carry them and the crate. The crate is about 6 feet by 2 feet by 2 feet and is marked ‘Fragile’, ‘This Way Up’, ‘Do Not Drop’, and so on. The travellers are very nervous about letting people near it.

After a day or so, the Characters begin to notice a strange odour coming from the crate; the travellers will try to reassure them, explaining that the crate contains materials for alchemical preparations and they must get it to the destination before the materials begin to go off. The travellers will try to prevent the Characters opening the crate, but if it is opened it is found to contain a recently dead body, still in its winding-sheet. The two travellers are Grave Robbers, and they are taking the body to the next large town where they can sell it to a physician, or possibly a necromancer. If the Characters’ boat is stopped by the River Patrol or other authorities for any reason, the grave robbers try to escape, leaving them to explain why they have a stolen corpse among their cargo.

@UUID[Actor.2fsU3gUUNfv86mhk]{Hans} and @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes}

A Promised Cure

Grave Robbers do not, generally speaking, engender a great amount of sympathy. They are defilers of the dead, and quite a few have famously been quite willing to ‘arrange’ for some corpses to become available should supply run now.

However, there are a handful of legitimate, or at least arguably ethically sound, reasons why one would need a corpse. Certain artists, academics, and especially doktors have risked the wrath authorities to perform their studies upon actual bodies. Though few would admit it, this practice has lead to a great many innovations, and it is even whispered that some Witch Hunters have performed examinations on the bodies of innocent citizens — the better to recognise the foul mark of Chaos when it does appear on hidden servants of the Ruinous Powers.

One evening, the Characters stumble upon a Grave Robber quite blatantly stuffing a slightly poxy corpse back into their luggage. Unable to offer a more plausible excuse, they instead turn to the truth — the body is meant for a prominent doktor in Altdorf researching a cure for the Red Pox. Will the Characters turn them in, or allow them to go on their way in the name of the greater good? What would they do if the doktor was not interested in the Red Pox, but instead was researching a cure for mutation, and ordered a mutant cadaver with which to begin their investigations...

The Shadow Cast: Orders Taken, Orders Filled

@UUID[Actor.2fsU3gUUNfv86mhk]{Hans} and @UUID[Actor.DRlS1CNBxnVL4aim]{Hannes} have worked to order in the past, and indeed have even sourced bodies from the cursed village of Wittgendorf. They will offer this information to sympathetic Characters, adding that they abandoned the practice due to the strange habit that Wittgendorf corpses have of not staying quite dead...

" + }, + "Young Bloods": { + "name": "Young Bloods", + "text": "

From time to time it may seem as though the Characters are the only ones to have ventured out into the world in search of adventure, or indeed had such a life thrust upon them. This is not always the case, though most efforts at seeking adventure for its own sake end in predictable tragedy. However, here and there Characters may encounter such folk, braving the hazards of the Old World in search of danger and excitement, and all too often finding it.

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@UUID[Actor.4OxcJ5fd6Hy9sQfj]{Sigfrida Junker}

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The Shadow Cast: A Crack Shot

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@UUID[Actor.4OxcJ5fd6Hy9sQfj]{Sigfrida} can be deployed any time that a sudden volley of lead might be to the Character’s benefit. Should they find themselves outmatched by pirates, waylaid by wreckers, or set upon by one too many mutants, Sigfrida can lend a hand. She may even be willing to get wrapped up in the Character’s current struggles, if they can sell it to her as a likely source of excitement.

\n

However, Sigfrida can also prove to be a hinderance to the Characters, as she is likely to demand a duel at the merest hint of an insult. She is still obsessed with the ‘glorious’ duel she witnessed in Nuln, and is desperete to recreate that moment. By tradition, blackpowder duels allow each participant to fire only a single shot, but given the lethality of a well made Imperial firearm, this may be more than enough to prematurely end Sigfrida’s career, or indeed a Character’s...

\n
\n
" + }, + "Lieberung Lost? Starting With Death on the Reik": { + "name": "Lieberung Lost? Starting With Death on the Reik", + "text": "

In the Enemy in Shadows Companion, an @UUID[Compendium.wfrp4e-eis.journals.UvLra86Mr3grVstE.JournalEntryPage.8eMPRBUz4h1zSbQw#alternate-enemy-in-shadows-beginning-—-in-media-flee!]{alternate beginning} to Enemy in Shadows was presented. Titled In Medias Flee! this introduction cut right to the chase, with our Characters aboard a stolen coach, with cries of ‘Kastor Lieberung, you are under arrest!’ bellowed by pursuing Road Wardens hot on their heels. This rather abrupt introduction allowed players to jump right into the action, neatly pinning the vital identity of Kastor Lieberung to one of the Characters.

\n

Those looking for a more immediate jump into the action require no such assistance with Death on the Reik. This part of the campaign opens with an attack on an unfortunate barge, and the rescue of @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate Hausier} from marauding mutants, so players are unlikely to want for excitement. 

\n

However, as with any multi part series, a question does arise — what should one do if they wish to start off The Enemy Within campaign somewhere in the middle, in this case skipping Enemy in Shadows? If you are thinking of running Death on the Reik as a self-contained module, there is little need for many changes. The Dwarfs at the Signal Tower will flag down the players, introducing them to that location and it’s mystery, and one need only find a way to put the players on to the trail of @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} and the warpstone that the Red Crown seek to engage players with the plot. One way to do this is to have an NPC, perhaps one found in this chapter, point the Characters toward Etelka Herzen as a likely source of answers to any arcane questions they may have after visiting Dagmar’s study in the Signal Tower. This should send the Characters on to Grissenwald, and into the clutches of @UUID[Actor.5WdFdIexAZYHMCN0]{Gutbag} and his goblins, and from there on to the Barren Hills. In such a scenario, the Purple Hand need not feature at all, and the Red Crown can be emphasised as the pre-eminent cult of the Ruinous Powers in the region.

\n

However, if you wish to start Death on the Reik with a view toward carrying on through the campaign, then it would serve you well to establish the @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#kastor-lieberung]{Kastor Lieberung} connection. Lieberung, and the Character who resembles them, remain a constant hook to the Purple Hand, whose influence remains important in future parts of The Enemy Within. Should this character have died, it is a simple matter to remind the survivors that the Purple Hand have just as many questions for those who accompanied Kastor in his last days as they would have had for the Magister himself.

\n

If you wish to start Death on the Reik while preserving the connection to @UUID[Compendium.wfrp4e-eis.journals.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#kastor-lieberung]{Kastor Lieberung}, then have the Characters encounter the barge as written. However, as well as encountering @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate}, one body will remain in a bearth below deck. The corpse of Kastor Lieberung, bearing a striking resemblance to one of the Characters, lies bandaged and cooling beneath a swath of grubby blankets. Renate, glancing between whichever Character resembles Kastor and the corpse, explains that the man joined the barge near Bögenhafen. He was clearly injured and in desperate straits, but his coin was good, and he was taken aboard. In all that time he has barely spoken, though @UUID[Actor.wwwoy9PIIDOQZdF8]{Renate} did take the time to change his bandages and bring him water. She will admit to having seen him scribbling notes in a journal which he kept carefully tucked in his jacket, and if they wish, Characters should receive the handout below. 

\n

Other than this change, the adventure runs as written, with the Purple Hand having every reason for tracking ‘Kastor’ just as they would have done had the events of Enemy in Shadows played out as written. Characters are just as quickly thrust into a situation almost beyond their control, as the sinister manipulations of Tzeentch once against begin to weave their terrible web...

\n
\n

Perhaps the characters will try and use Kastor’s letter if they are harassed by agents of the Purple Hand during the course of the adventure. If so the uncanny resemblance that one of the characters bears to Kastor proves their undoing, and a cultist will scoff and say:

\n
\n

“Oh come off it. I’ve seen some desperate attempts to quit the club in my time, but faking your own death? Pull the other one, Kastor.”

\n
" + }, + "Hunters": { + "name": "Hunters", + "text": "

Hunters provide a constantly in-demand service — that of providing sustenance all year round. The game caught by the hunters who risk their lives in the depths of the Reikland’s expansive forests provide a valuable source of meat to peasants who can rarely afford more costly fare. A few specialise in acquiring fashionable delicacies for the wealthy, or escorting hapless bands of nobles on carefully staged hunts. In lean times many turn to poaching and risk the wrath of landowners  as they hunt pheasant, deer, or boar in their protected estates.

\n

As Characters make their upon the Empire’s waterways, many of which hew their path through dense forest, they are sure to encounter a few hunters along the way, perhaps camped at the waters edge, resting in inns or alehouses, or desperately crying for assistance from a shaded riverbank.

\n

The Expedition

\n
\n

@UUID[Actor.d27DUTrCLXj4o4gX]{Klaus Jager}, a hunter, is making his way to the mustering-point for an expedition; possibly the inn in which the Characters meet him. Graf Wilhelm von Bildhofen, the younger son of Grand Duke Leopold of Middenland, is fitting out an expedition to hunt down a rare and legendary animal, such as a @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk} or a @UUID[Compendium.wfrp4e-core.actors.LZttdCIxmFr1sGsS]{Dragon}, and Hunters are coming from far and wide hoping to join the expedition. Perhaps the expedition intends going into Elf territory — knowingly or otherwise — and Elven Characters may try to stop the expedition or find and warn the Elven settlement.

\n

Later on, Klaus might be encountered half-dead by the riverbank. The expedition ran into difficulties, and he is the sole survivor. The Characters may patch him up and take him to the nearest town, or he may be willing to join their party if a replacement Character is needed.

\n

For a longer interlude, the Characters might attempt to rescue some other survivors of the expedition — Graf Wilhelm and three or four other hunters, all badly wounded — from their captors. They may be held for ransom by a band of outlaws or held for food by Beastmen or Mutants. The captors will themselves be wounded, so the Characters should be able to pull of the rescue without heavy casualties unless they do something rash or stupid.

\n

If there is an Elf Character in the party, then perhaps the remains of the expedition are being held captive in an Elven settlement, and the Characters may try to secure their release. Remember, though, that Elves are generally scornful of those who leave the forests to take up an adventuring life, and that it is an unpardonable crime for an Elf to give away the location of an Elven settlement to other races.

\n

If the Characters rescue the expedition successfully, they will earn the gratitude of the house of von Bildhofen and may even be able to call upon Graf Wilhelm or his father for a favour.

" + }, + "Stevedores": { + "name": "Stevedores", + "text": "

Stevedores are common in towns of any size along the way. While they are seldom encountered in riverside inns, they form the overwhelming majority of the clientele of the rougher dockside taverns. As well as offering the chance to recruit NPCs or replace dead Characters, they might involve the Characters in a bar-room brawl, offering witty insults like ‘My friend says he doesn’t like your face.’

\n

Bar-room brawls are generally regarded as more or less harmless things which seldom result in anything more serious than a few bruises and some broken furniture, but armed combat is another matter entirely, since serious injuries and deaths can result, bringing a great deal of unwelcome official interest. All nearby NPCs turn on any Character who draws a lethal weapon or attempts to cast a spell (or appears to do either of these things), regardless of who was previously on which side. Characters who kill an NPC in a brawl are pursued by the local Watch or the River Patrol and can expect at least a heavy fine if caught. If they return to the same place later, there is a good chance that they are recognised by friends or relatives of the deceased, which could easily result in another brawl or an attempted lynching.

\n

Of course Characters who are careful to observe the strictures of this, by reason of general illiteracy, unwritten code of conduct will find themselves getting along quite nicely with most participants. It is not uncommon for a good fight to end with most of the brawlers chipping in together to purchase a final round of drinks to close out the night. After all, everyone likes a good honest fight.

\n
\n

@UUID[Actor.vnfWKFzR8bmAfrOo]{Hilma Bootschlecht}

\n
\n

The Shadow Cast: Loading The Deck

\n
\n

@UUID[Actor.vnfWKFzR8bmAfrOo]{Hilma} is an ideal character to deploy in any circumstance where dockside gossip might help set the Character’s back on track. She will know rumours about the terrible Castle Wittgenstein and the unfortunate village of Wittgendorf. Hilma will have heard something of the many supplies going to the Dwarfs building the Signal Tower, and the reports of a troubled work crew that return. She may even have helped to unload some of the oddly weighty and supposedly fragile supplies that are commonly brought to Grissenwald for one @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}.

\n

If you find the Characters struggling with what to do next, or if they have become somewhat distracted by the trading opportunities posed by the Reik, @UUID[Actor.vnfWKFzR8bmAfrOo]{Hilma} can be a useful tool to nudge them back in the right direction. She is affable, always open to a drink or a quick boxing match, and is knowledgeable in the art of avoiding oppressive dockside taxation rates — all traits that are likely to leave any party well disposed to her.

\n
" + }, + "Charlatans": { + "name": "Charlatans", + "text": "

A Charlatan will always be willing to sell the Characters the latest miracle cures and other dubious merchandise. A number of things might happen to a Character who is foolish enough to buy, say, a healing potion from a Charlatan: the potion might have no effect at all, it might make the character violently ill (three @Condition[Poisoned] and/or @Condition[Stunned] Conditions), it might turn the Character’s skin bright blue for [[/r 1d10]] days (which might be taken as the mark of Chaos, creating all sorts of problems), or it might have any other effect the GM may care to devise.

@UUID[Actor.711ez0jzjfbrb3HE]{Grugor Lustig}

A True Master

@UUID[Actor.711ez0jzjfbrb3HE]{Grugor’s} past is catching up with him, but not in the way he expected. The merchant Gedesdiu Bilung has become obsessed with the ‘fake’ paintings Grugor created in Nuln, and has tracked him all the way from the city state. She is convinced that the artist needs only the support of an understanding patron to create some truly great work of his own, and is certain she is just the woman to propel him forward to their mutual fame.

Grugor, of course, knows nothing of these intentions, only that a woman from Nuln who he is quite certain he sold one of his imitation Von Schelscher landscapes to has been asking around about him. She seems to be following him the length and breadth of the Reik! He’s desperate to be rid of her, and begs the Characters to come to his aid, making up any manner of lies about the woman — including that she is a member of an unnamed but terrible cult of the ruinous powers who has been out to get Grugor since he escaped them last Geheimnisnacht!

Can the Character’s smooth things over to everyone’s satisfaction, or will this unfortunate misunderstanding end in mutual misfortune?

" + }, + "Pit Fighters": { + "name": "Pit Fighters", + "text": "

A travelling showman with a troupe of pit fighters has set up at an inn, marking out a temporary arena with ropes and challenging all comers to take on the champion. Combat may be to the death, or to first blood (first combatant to lose one or more Wounds), or to ‘honourable wounds’ (first combatant to be reduced to 3 Wounds or below loses).

One of the Characters may challenge the champion, or they may make bets with the small crowd of onlookers. As an added complication, the showman might try to kidnap any Character who defeats the champion; pit fighters in the Empire are generally recruited from among convicted criminals, and no one will take stories about kidnapping seriously.

Alternatively, a pit fighter in the troupe may need to win two more fights in order to earn his/her freedom, offering the party the opportunity to recruit an NPC or to replace a dead Character.

@UUID[Actor.XmHuHn4qcnPhbMni]{Edgar ‘The Pike’ Ebrecht}

You Never Leave The Pit

As much as he might take some satisfaction, perhaps even enjoyment in his new life, @UUID[Actor.XmHuHn4qcnPhbMni]{Edgar} can never quite forget the group that got him into his current situation. Imagine his shock when Sofia Welf, a ranking member of that strange cult and someone Edgar was sure had been sent to the Witch Hunter’s blaze, simply strolled into the bar where he was performing. Edgar was, at the time, fighting for his life against a Tilean fellow with an troublesome right hook, and was unable to do anything about it just then. Later he discovered that Sofia, now going by the name Judith, had taken a room in that very inn, and had done so to speak with him.

Judith spent the evening telling @UUID[Actor.XmHuHn4qcnPhbMni]{Edgar} all about the glorious change that was soon to come upon the Empire — upon the entire world, in fact. She spoke of the beautiful, terrible gods that the Sigmarite fools and others tried to keep from the people. She told Edgar that her god had blessed her with a gift of foresight, and she now knew that Edgar’s fate had become tied up in her own. Sofia — Judith — offered Edgar his freedom, and so much more, if he could just do her a simple favour.

In a few nights time, Kastor Lieberung would come to Edgar’s performance, though ‘Kastor’ would use another name, which she shared with him. All Edgar had to do was kill him. 

At the time, @UUID[Actor.XmHuHn4qcnPhbMni]{Edgar} had found her ideas intoxicating. Now, however, a few days later, he is beginning to have doubts. He knows where to find Judith, as he was to report to her when the deed was done and thereby earn his ‘freedom’. Now, however, ‘Kastor Lieberung’ has walked into the inn, and Edgar can’t stop staring at him. For all his prior certainty, the pit fighter is starting to get cold feet.

" + }, + "Physicians": { + "name": "Physicians", + "text": "

Because of their occupation, adventurers regularly find themselves in need of medical assistance. Any medium-sized or larger town will be home to one or more physicians, and a city could have several offices and surgeries, as well as a guild house.

Like their counterparts in the crafts and commerce, senior physicians are seldom seen abroad except at society functions. The rest of the time, they shuttle between their homes and their offices, leaving their students to do most of the actual work. These students, like the artisans’ apprentices and merchants’ clerks, tend to congregate after work, and can be approached by any Character with reasonable Fellowship and a half-decent score in any relevant Skill. So long as the drink keeps flowing, they will be happy to regale the Characters with stories and gossip. They are rather lurid, since physicians’ students are notoriously unshakable and discuss grisly matters with undisguised glee.

If the Characters are able to steer the conversation in the right direction, they can learn a surprising amount about which members of the upper crust have been treated for particularly embarrassing diseases; who provides the best cadavers and where they probably come from; whether a certain person may be dabbling in necromancy; and all manner of other juicy salaciousness.

@UUID[Actor.32A6e6Jf4SpKmASY]{Johanna Schnee}

The Shadow Cast: First, Do No Harm

A doktor is a handy ally for any adventurer to have. Recall that many critical wounds require surgery to properly treat, and combine that with the enemies, traps, pitfalls and accidents laid out in Death on the Reik and this book, and the usefulness should become clear. @UUID[Actor.32A6e6Jf4SpKmASY]{Johanna Schnee} can assist the Characters in getting an injured ally back on their feet (or foot, depending), while also providing a useful source of medical advice. 

Schnee has a professional interesting in the health of the citizens of Wittgendorf, as she has heard rumours of a strange malaise that has struck the village, and might even be convinced to join the Characters in travelling there. If not, she can provide a little background on Wittgendorf, based on the rumours she has heard, which may help Characters to prepare for their visit — after all, once they arrive in Wittgendorf, the party will likely be detained there until the end of the adventure.

Early in the adventure, you might like to have Schnee mention treating an unfortunate young scholar by the name of @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} for a wasting disease, at some village early in his @UUID[JournalEntry.RHzfHNhGeRie4mg9.JournalEntryPage.fXyDc5vrtm7tzDhx]{journey south}. It can be easy for Characters to loose track of Ernst in the midst of other

" + }, + "Wizards": { + "name": "Wizards", + "text": "

In the parts of the Empire, becoming a wizard is a respectable, even military vocation, not unlike becoming a litigant or physician. However, this respect is tempered by a not insubstantial amount of fear, especially in the smaller towns and villages of the Empire.

Journeying wizards, or those living in remote areas, may operate more or less independently, but they are still supervised from time to time by their College, which sends out experienced wizards to assess them. In the larger towns and cities, this assessment is continuous, as the Colleges maintain a presence in most sizable settlements. This constant assessment can chafe, but as the alternative may involve a visit from a Witch Hunter, most wizards tolerate it.

Like their fellow professionals, senior wizards are not generally encountered in the streets. An appointment, preferably with a letter of introduction, is necessary to see them, or they may occasionally be encountered at a guild function or a society event. Apprentice wizards are more likely to be encountered, and are often more approachable, though they are still uncommon given the rarity of magical talent. An apprentice wizard, chafing under their master’s boot, can make a good replacement Character if a member of the party as met with an untimely end. 

@UUID[Actor.5y0HNZkm3anFiGY2]{Eusapia Balacañon}

Torn Between Worlds

As a licensed master wizard, @UUID[Actor.5y0HNZkm3anFiGY2]{Balacañon} is expected to remain unencumbered by the concerns of politics and appearance. As a master shaman, this goes one step further with the expectation that Balacañon would forego the comforts of Empire society almost entirely. @UUID[Actor.5y0HNZkm3anFiGY2]{Lady Eusapia}, however, formally disagrees with these mandates, and has other designs. To this end, Balacañon is looking for agents to stage a rather elaborate farce: breaking into a noble party, and unleashing magically controlled beasts that she will just happen to be in the right place, in the right circumstances, to avert disaster! But her planning has gone awry, and as the Characters move to act, she learns that a very special, high ranking official from the Colleges is also in attendance… No one has time to tell the Characters, however.

The Shadow Cast: A Beastly Affair

@UUID[Actor.5y0HNZkm3anFiGY2]{Eusapia} is a wizard of no mean skill, but she was almost laid low when she was attacked by an unusually talented Human wizard and some Beastmen during one of her meditative treks into @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{The Reikwald}. While she escaped with her life, Eusapia has made it her business to investigate this group, who she now knows to be @UUID[JournalEntry.uHClvCto8icrUp9P.JournalEntryPage.sILhioiVGinvBf6G]{The Red Crown}. She has a good deal of information about the cult, and can fill players in on their activities, including the fact that at least one of the cult's agents operates near Grissenwald...

" + } + } + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-dotr.tables.json b/compendium/To Do/wfrp4e-dotr.tables.json index 6b22271..5ab1ffc 100644 --- a/compendium/To Do/wfrp4e-dotr.tables.json +++ b/compendium/To Do/wfrp4e-dotr.tables.json @@ -1,76 +1,384 @@ { - "label": "Tables (Mort sur le Reik)", - "entries": [ - { - "id": "Castle Room Contents", - "name": "Contenu des pièces du chateau", - "results": {"71-75":"Sacs – farine, grain, etc.","76-80":"Etagères – livres, décorations, etc.","81-85":"Statue","86-90":"Table – diner, écritoire, de chevet, à jouer, établi, cassé, etc.","91-95":"Tapisserie – voir Tableaux","96-100":"Garde robe - vêtements, chaussures, sous-vêtements, etc.","1-5":"Armures\/Armes (cassées\/rouillées)","6-10":"Tonneaux - Bière, Farine, Brandy, Huile, Sel, etc.","11-15":"Literie – couvertures, draps, matelas, etc.","16-20":"Boites – caseroles, coutellerie, pots, outils, etc.","21-25":"Balais","26-30":"Seau – eau, lait, sable, acide, etc.","31-35":"Chandelles\/Lampes","36-40":"Chaises – fauteuil, chaise longue, sofa, tavouret, etc.","41-45":"Pot de Chambre","46-50":"Coffre à Vêtements","51-55":"Porte-Flambeaux","56-60":"Bois de chauffage\/Bûches","61-65":"Instrument de musique - tambour, flutes, etc.","66-70":"Tableaux – scènes historiques, vue du chateau, portraits, paysages, etc."} + "label": "Tables (Death on the Reik)", + "entries": { + "Waterborne Diseases": { + "name": "Waterborne Diseases", + "results": { + "1-40": { + "description": "@UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}" + }, + "41-60": { + "description": "@UUID[Compendium.wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{The Gripe}" + }, + "61-70": { + "description": "@UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}: Re-roll if the Character is unwounded" + }, + "71-75": { + "description": "@UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}: Re-roll if the Character is unwounded" + }, + "76-80": { + "description": "@UUID[Compendium.wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Cavity Worms}" + }, + "81-90": { + "description": "@UUID[Compendium.wfrp4e-dotr.items.0JMqXbCFSYGvBLnE]{Reikworms}" + }, + "91-100": { + "description": "@UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux}" + } + } }, - { - "id": "Cavity Worms Effect", - "name": "Effets des Vers Sous-terrains", - "results": {"10-10":"@Compendium[wfrp4e-core.traits.9GNpAqgsKzxZKJpp]{Stupide}","11-12":"@Compendium[wfrp4e-core.traits.AGcJl5rHjkyIQBPP]{Bestial}","13-13":"Mort","1-2":"-[[1d10]] Initiative","3-4":"-[[1d10]] Intelligence","5-6":"-[[1d10]] Force Mentale","7-8":"-[[1d10]] Soc.","9-9":"@Compendium[wfrp4e-core.traits.IPKRMGry6WotuS1G]{Nerveux}"} + "Hit Location - Rowing Boat": { + "name": "Hit Location - Rowing Boat", + "results": { + "1-30": { + "description": "Crew" + }, + "31-50": { + "description": "Crew" + }, + "51-60": { + "description": "Oars" + }, + "61-80": { + "description": "Hull" + }, + "81-90": { + "description": "Hull" + }, + "91-100": { + "description": "Hull" + } + } }, - { - "id": "Enrage Beast", - "name": "Bête Enragée", - "results": {"9-10":"La pauvre bête devient tellement terrifiée que son coeur s'arrête de terreur, et elle meurt.","1-2":"L'animal subit un nombre d'Etats @Condition[Broken]{Brisé} égal au nombre de DR du Test d'Incantation.","3-4":"L'animal subit l'Etat @Condition[Unconscious]{Inconscient}.","5-6":"L'animale entre en @Compendium[wfrp4e-core.traits.yRhhOlt18COq4e1q]{Frénésie} et attaque la créature la plus proche.","7-8":"L'animal emet une énorme flatulence. Tout les personnages dans un rayon de 4 mètres doivent réussir un Test de Résistance<\/b> ou subit une pénalité de –10% à tout leurs tests tant qu'ils restent dans la zone. L'odeur se disperse au bout de [[1d5]] rounds. A relancer au round suivant."} + "Poisoned Wind": { + "name": "Poisoned Wind", + "results": { + "1-4": { + "description": "-10 to Initiative for the following hour" + }, + "5-5": { + "description": "Victim hallucinates millions of small spiders, and may only stamp, scream, and scratch for [[1d10]] Rounds." + }, + "6-6": { + "description": "Victim believes the nearest rock is an animated and hostile piece of warpstone,and must attack it for [[1d10]] Rounds." + }, + "7-7": { + "description": "Victim must flee for [[1d10]] Rounds." + }, + "8-8": { + "description": "Victim believes they are a bird, drops all weapons and equipment, and attempts to fly for [[1d10]] Rounds." + }, + "9-10": { + "description": "Victim suffers acute paranoia and attacks nearest Character for [[1d10]] Rounds." + } + } }, - { - "id": "Gift of the Beast", - "name": "Cadeaux de la Bête", - "results": {"7-7":"Pieds Palmés<\/b>:Effect<\/b>: @Compendium[wfrp4e-core.traits.sJ3yX1kvzu2hgNq5]{Amphibie}","8-8":"Ailes<\/b>:Effect<\/b>: @Compendium[wfrp4e-core.traits.EO05HX7jql0g605A]{Vol 60}","1-1":"Jambes Animales<\/b>:Effet<\/b>: @Compendium[wfrp4e-core.mutations.op4GKikIQee7JMXw]{+1 M<\/b>}","2-2":"Bec<\/b>:Effet<\/b>: @Compendium[wfrp4e-core.traits.pLW9SVX0TVTYPiPv]{Morsure +3}","3-3":"Griffes<\/b>:Effet<\/b>: @Compendium[wfrp4e-core.traits.AtpAudHA4ybXVlWM]{Griffes +3}","4-4":"Fourrure<\/b>:Effet<\/b>: @Compendium[wfrp4e-core.traits.VUJUZVN3VYhOaPjj]{Armure 1}","5-5":"Cornes<\/b>:Effet<\/b>: @Compendium[wfrp4e-core.traits.BqPZn6q3VHn9HUrW]{Cornes +4}","6-6":"Queue<\/b>:Effect<\/b>: @Compendium[wfrp4e-core.traits.UnJ25lL8aUzem5JO]{Attaque caudale +3}","9-10":"Lancez deux fois<\/b>:@Table[giftofthebeast]"} + "Trade Rumour": { + "name": "Trade Rumour", + "results": { + "1-5": { + "description": "That’s some wedding they have planned, wot? The snootiest folk in Reikland set to attend, but they say the ‘appy couple ain’t ever even met! Nobles are weird, eh?" + }, + "6-10": { + "description": "They say some noble has been having awful trouble with a rival - showed up one day with a sworn affidavit of royal birth and a dozen witnesses to boot! Probably nothing will come of it, but I hear some the troops are drilling just the same..." + }, + "11-15": { + "description": "Apparently there was a fire at a grain store. Bushels and bushels burned to ash. Going to be a hungry season out that way..." + }, + "16-20": { + "description": "Did you hear? A new temple to Sigmar was just commissioned. Lots of Imperial money for that, though they say the locals aren’t all pleased about it..." + }, + "21-25": { + "description": "The Blue Pox took whole herds of cattle last season. The herdsmen are only just getting back on their feet now." + }, + "26-30": { + "description": "Did you hear? There’s going to be a pie eating contest organised by some local Halfling. Sounds like it’s going to be a laugh, especially for the bakers!" + }, + "31-35": { + "description": "Apparently some fanatic is encouraging the locals to donate every bit of metal they have to the Engineer’s Guild. Claims Morrslieb is going to fall and the Empire’ll need a big old cannon to shoot it back up! Funny, but the locals don’t even have a pan left to cook on..." + }, + "36-40": { + "description": "Did you hear? A Wizard ‘as gone and moved in up the river! From a college in Altdorf, they say. Weird sort, but they ‘ave some gold. Paying half the town to build a big old tower. Makes sense, don’t it? Wizards gotta have a tower." + }, + "41-45": { + "description": "There’s bandits at work, they say, rustling every animal wot aint nailed down. The ‘torities don’t give a wet pickeral. The locals are up in arms - or they would be, if they ‘ad any..." + }, + "46-50": { + "description": "You know, they say that woods are haunted over that way.. don’t laugh! There ain’t a single forester working as they should be, and even the poachers ain’t going after deer in them forests." + }, + "51-55": { + "description": "There’s a strange lot settling down there. Unusual names, unusual tastes. Dancing naked under Morrsleib they say! Still, plenty of crowns to pay folk to look the other way. One good Witch Hunter’d put them right though..." + }, + "56-60": { + "description": "Did you hear about the Elf over the way? Came from Ulthuan they say, looking to find some old Elf bones, or ruins, they say, and paying good money to anyone with a strong back to dig it out. Can’t see why there’d be anything there to find though. This is the Empire, not some Elf forest!" + }, + "61-65": { + "description": "Did you hear there’s a Witch Hunter abroad? They burned half the town down trying to set a pyre to burn some goat that predicted the future, only it turned out the goat got it wrong so everything was alright." + }, + "66-70": { + "description": "They say there’s famine brewing beyond. Bad harvests and some kind of big rats got into the stores… They had to call in some gang of Ratcatcher from three towns over to deal with ‘em. Must have been big rats, eh?" + }, + "71-75": { + "description": "Some ‘artist’ has apparently set up a ‘retreat’ up the river. Going to host a big display of their art, and invited half the province! Still, they say the art has an odd effect on folk who lay eyes on it, so lucky for me I’ve only the one eye anyway!" + }, + "76-80": { + "description": "A gang of Dwarfs fresh from the mountains has moved in just down the river. They say they got into some scuffle in the bar on their first night, and now owe the proprietor some kind of life debt! Anyway, they’re remodelling the whole inn for her by way of apology - be nice when it’s done." + }, + "81-85": { + "description": "There’s trouble brewing over that way! I heard Beastmen have been spotted but the militia have been disbanded on account of a bad harvest last year! Bad news, I say." + }, + "86-90": { + "description": "Did you hear that the watch there has hired an Ogre! I know. Can barely keep the thing fed, and an honest criminal can’t hardly make a living for fear of being eaten..." + }, + "91-95": { + "description": "Some Dwarf smith has moved in - no idea why she chose there. Been smithing like crazy ever since, and selling all she makes for next to nothing. Some says those pots are cursed, but I got one and it only leaks a little bit!" + }, + "96-100": { + "description": "Did you hear? Some pack of second sons and disinherited wastrels are preparing for a trip out to the Border Princes. Packing their carts sky high with goods, it’s said." + } + } }, - { - "id": "Hit Location - Rowing Boat", - "name": "Localisation - Bâteau à Rame", - "results": {"1-30":"Equipage","31-50":"Equipage","51-60":"Avirons","61-80":"Coque","81-90":"Coque","91-100":"Coque"} + "Castle Room Contents": { + "name": "Castle Room Contents", + "results": { + "1-5": { + "description": "Armour/weapons (broken/rusted)" + }, + "6-10": { + "description": "Barrel – beer, flour, brandy, oil, salt, etc." + }, + "11-15": { + "description": "Bedding – rugs, sheets, blankets, straw, etc." + }, + "16-20": { + "description": "Box – crockery, cutlery, pots & pans, tools, etc." + }, + "21-25": { + "description": "Broom" + }, + "26-30": { + "description": "Bucket – water, milk, sand, acid, etc." + }, + "31-35": { + "description": "Candles/lamps" + }, + "36-40": { + "description": "Chair – armchair, chaise longue, sofa, stool, etc." + }, + "41-45": { + "description": "Chamber pot" + }, + "46-50": { + "description": "Chest of Clothes" + }, + "51-55": { + "description": "Cressets (torch-holders)" + }, + "56-60": { + "description": "Firewood/rushes" + }, + "61-65": { + "description": "Musical instrument – drums, pipes, etc." + }, + "66-70": { + "description": "Painting – historic scenes, castle views, portraits, landscapes, etc." + }, + "71-75": { + "description": "Sacks – flour, grain, etc." + }, + "76-80": { + "description": "Shelves – books, ornaments, etc." + }, + "81-85": { + "description": "Statue" + }, + "86-90": { + "description": "Table – dining, writing, bedside, card, workbench, bloodstained, broken, etc." + }, + "91-95": { + "description": "Tapestry – see Painting" + }, + "96-100": { + "description": "Wardrobe – with clothes, shoes, underwear, etc." + } + } }, - { - "id": "Hit Location - Sailing Boat", - "name": "Localisation - Bateau à Voiles", - "results": {"1-30":"Equipage","31-50":"Gréement","51-60":"Gouverne","61-80":"Coque","81-90":"Superstructure","91-100":"Superstructure"} + "Gift of the Beast": { + "name": "Gift of the Beast", + "results": { + "1-1": { + "description": "Animalistic Legs
Effect: @UUID[Compendium.wfrp4e-core.items.op4GKikIQee7JMXw]{+1 M}" + }, + "2-2": { + "description": "Beaked Face
Effect: @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite +3}" + }, + "3-3": { + "description": "Claws
Effect: @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Claw +3}" + }, + "4-4": { + "description": "Fur
Effect: @UUID[Compendium.wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}" + }, + "5-5": { + "description": "Horns
Effect: @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +4}" + }, + "6-6": { + "description": "Tail
Effect: @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail-lash +3}" + }, + "7-7": { + "description": "Webbed Feet
Effect: @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibious}" + }, + "8-8": { + "description": "Wings
Effect: @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight 60}" + }, + "9-10": { + "description": "Roll Twice@Table[giftofthebeast]" + } + } }, - { - "id": "Poisoned Wind", - "name": "Vents Empoisonnés", - "results": {"6-6":"La victime prend le rocher le plus procher pour un morceau de Malepierre vivant et hostile, et doit l'attaquer pendant [[1d10]] Rounds.","7-7":"La victime doit fuir pendant [[1d10]] Rounds.","8-8":"La victime pense qu'elle est un oiseau, et lâche ses armes et son équipement, et essaye de voler pendant [[1d10]] Rounds.","9-10":"La victime souffre de paranoïa aigüe et attaque le personnage le plus proche pendant [[1d10]] Rounds.","1-4":"-10 à l'Initiative pour la prochaine heure","5-5":"La victime hallucine et voir des millions de petites araignées, et peut uniquement hurler et se gratter pendant les [[1d10]] prochains Rounds."} + "Wind Table": { + "name": "Wind Table", + "results": { + "1-3": { + "description": "Calm Tailwind: The boat drifts downstream at 25% of its normal movement rate; Boat Handling Tests are made with a penalty of -10." + }, + "4-7": { + "description": "Calm Sidewind: The boat drifts downstream at 25% of its normal movement rate; Boat Handling Tests are made with a penalty of -10." + }, + "8-10": { + "description": "Calm Headwind: The boat drifts downstream at 25% of its normal movement rate; Boat Handling Tests are made with a penalty of -10." + }, + "11-13": { + "description": "Light Tailwind: Movement Speed: +5%" + }, + "14-17": { + "description": "Light Sidewind: No Modifiers" + }, + "18-20": { + "description": "Light Headwind: Movement Speed: -5%" + }, + "21-23": { + "description": "Bracing Tailwind: Movement Speed: +10%" + }, + "24-27": { + "description": "Bracing Sidewind: Movement Speed: +5%The movement increase shown can only be achieved by tacking, which requires a successful Boat Handling Test." + }, + "28-30": { + "description": "Bracing Headwind: Movement Speed: -10%" + }, + "31-33": { + "description": "Strong Tailwind: Movement Speed: +20%" + }, + "34-37": { + "description": "Strong Sidewind: Movement Speed: +10%The movement increase shown can only be achieved by tacking, which requires a successful Boat Handling Test." + }, + "38-40": { + "description": "Strong Headwind: Movement Speed: -20%" + }, + "41-43": { + "description": "Very Strong Tailwind: Movement Speed: +25%" + }, + "44-47": { + "description": "Very Strong Sidewind: A successful Boat Handling Test must be made in order to take the sail down before the boat keels over. If the Test is failed, the sail and rigging is torn down as above, and the boat begins to take on water. A Boat Handling Test may be attempted every turn in order to right the boat; there is a cumulative -5 penalty for each failed Test. The boat sinks in a number of rounds equal to its Toughness Bonus unless righted in time." + }, + "48-50": { + "description": "Very Strong Headwind: Movement Speed: -25%
A successful Boat Handling Test is required to avoid damage to the sail and rigging. If the Test is failed, treat the result as a Critical Hit to the rigging (see below). The boat drifts out of control at 25% of its normal movement rate, modified according to the strength and direction of the wind; Boat Handling Tests to steer the boat are made at -20." + } + } }, - { - "id": "Steam Engine Malfunctions", - "name": "Panne des Engins à Vapeur", - "results": {"1-40":"Ratés<\/b>:Les machines ont quelques ratés et perdent un peu de vapeur. Le bâteau part à la dérive pendant [[1d10]] tours en suivant le courant à 25% de sa vitesse de croisière.","41-60":"Fuite de vapeur<\/b>:Un jet de vapeur jaillit de la chaudière. Le machiniste doit faire une test d'initiative ou être brulé, ce qui lui confère [[1d10 - 5]] points de blessures (minimum de 1) sans compter ses points d'armure.","96-100":"Explosion<\/b>:La chaudière explose, détruisant les machines et causant des coups critiques à la @Item[Hull]{Coque} et à la @Item[Superstructure]{Structure}. Quiconque se trouve à proximité subit [[d12]] points de dégâts explosifs et corporels.","61-80":"Perte de pression<\/b>:Les machines cessent de fonctionner. Le bateau part à la dérive dans le sens du courant à 25% de sa vitesse de croisière. Il faut un test Intermédiaire (+0) de Métier (Ingénieur)<\/b> pour les redémarrer. Après le redémarrage, il faut 5 - DR tours pour que la vapeur produise suffisamment pression et propulse le bateau.","91-95":"Rupture<\/b>:Une partie importante des machines rompt et saute libérant toute la vapeur. Elle ne peut pas être réparer tant qu'elle est encore brûlante, il faut retirer tout le charbon (voir ci-dessus) et attendre [[20 + d10]] minutes. Un test de Difficile (-10) de Métier (Ingénieur)<\/b> est nécessaire pour redémarrer les machines. Après le redémarrage, il faut 5 - DR tours pour que la vapeur produise suffisamment pression et propulse le bateau.","81-90":"Innondation<\/b>:L'eau pénètre d’une manière ou d'une autre dans les chaudières empêchant celles-ci de fonctionner. Il faut [[2D4]] tours pour retirer le charbon détrempé et le remplacer par du combustible sec ; Un test de Métier (Ingénieur)<\/b> est nécessaire pour redémarrer les machines. Après le redémarrage, il faut 5 - DR tours pour que la vapeur produise suffisamment pression et propulse le bateau."} + "Enrage Beast": { + "name": "Enrage Beast", + "results": { + "1-2": { + "description": "The animal gains a number of @Condition[Broken] Conditions equal to the number of Success Levels on the Casting Test." + }, + "3-4": { + "description": "The animal gains the @Condition[Unconscious] Condition." + }, + "5-6": { + "description": "The animal enters @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} and attacks the nearest other creature." + }, + "7-8": { + "description": "The animal releases a tremendous burst of flatulence. All characters within 4 yards must succeed on Toughness Tests or take a –10% penalty to all Tests for as long as they remain in the area. The cloud disperses in [[1d5]] rounds. Roll again on the following round." + }, + "9-10": { + "description": "The poor beast becomes so terrified that its heart explodes in its chest, and it dies." + } + } }, - { - "id": "Trade Rumour", - "name": "Rumeurs de Commerce", - "results": {"11-15":"Il y aurait eu un incendie dans des silos à grain. Des mois de récolte réduits en cendre, à ce qu'on dit. Va falloir se serrer la ceinture cet hiver...","16-20":"Vous avez entendu ? Un nouveau temple de Sigmar vient d'être financé. Y'a du bon argent impérial là dedans, même s’il se dit que les locaux sont pas enthousiastes...","21-25":"La Vérole du Tanneur a emporté pas mal de bergers et éleveurs récemment. Ceux qui ont survécu se remettent tout juste au boulot.","26-30":"Vous avez entendu ? Il se dit qu'il va y avoir un concours de manger de tourtes, organisé par un halfling du coin. À mon avis, on va bien rigoler, et les boulangers vont être contents!","31-35":"Il y aurait des fanatiques qui encouragent les habitants à donner chaque petit morceau de métal à la Guilde des ingénieurs. Ils disent partout que Morrslieb va tomber sur l'Empire et qu'ils ont besoin d'un énorme canon pour la détruire en plein vol ! Amusant, mais du coup y'a plus une seule casserole pour cuisiner, là-bas...","36-40":"Vous avez entendu ? Un sorcier est allé en amont ! D'un collège d'Altdorf, qu'les gens disent. Du genre bizarre, mais qu'a d'l'or. Il paie la moitié de la ville pour construire une grande tour. Normal, r'marquez. Les sorciers ont besoin d'une tour.","41-45":"On dit qu'y a des brigands qui rôdent et qui fauchent tout l'bétail qu'est pas gardé comme un trésor. Les z'taurités s'en battent comme les foins. Forcément, les gens du coin sont prêts à prendre les armes ! Enfin, ils le feraient, s'ils en avaient...","46-50":"Vous savez, il paraît que les bois sont hantés par là-bas... Rigolez pas ! Y a pas un seul forestier qui travaille comme d'habitude, et même les braconniers chassent p'us l'cerf dans la forêt.","51-55":"Y a un groupe pas clair qui s'installe par ici. Z'ont des noms et des goûts bizarres. Ils dansent à poil sous Morrslieb, à s'qu'on dit ! M'enfin, ils ont plein d'couronnes qui font regarder les gens d'l'aut' côté. Un chasseur de sorcières bien dégourdi d'vrait leur remettre la peur de Sigmar bien là où j'pense.","56-60":"Est-ce que vous entendu parler de l'elfe, sur le chemin ? On dit qu'il est venu d'Ulthuan, qu'y cherche des vieux os d'elfe, ou des ruines, et qu'y paie bien si t'es assez vigoureux pour creuser des trous. J'vois pas c'qui pourrait bien trouver, n'empêche. C'est l'Empire, pas une forêt d'elfe !","61-65":"Vous avez entendu qu'il y a un chasseur de sorcières dans les parages ? Il a fichu l'feu à la moitié du village en essayant d'allumer un bûcher pour une chèvre qui prédisait le futur. Mais en fait, la chèvre racontait n'importe quoi, donc tout va bien.","66-70":"Y s'dit que la famine guette. Une histoire de mauvaises récoltes et de sortes de gros rats dans les greniers... On a dû appeler une bande de ratiers de trois villes de distance pour s'en débarrasser. Ça doit être de sacrés gros rats, hein ?","71-75":"Un « artiste » a installé une « retraite » plus haut en amont. Il va faire une grande exposition de son art, et il a invité la moitié de la province ! M'enfin, on dit que ses œuvres ont un effet étrange sur les gens qui posent les yeux dessus. J'ai de la chance de ne plus en avoir qu'un !","76-80":"Une bande de nains fraîchement descendus des montagnes s'est installée en aval. On dit qu'ils se sont bagarrés à la taverne dès le premier soir, et maintenant ils sont endettés à vie auprès de la patronne ! Du coup, ils sont en train de refaire l'auberge entière pour la propriétaire pour s'excuser. Ce sera pas mal, quand ce sera terminé.","81-85":"Les temps risquent de s'assombrir dans ce coin ! J'ai entendu dire que des hommes-bêtes ont été vus, mais la milice a été dissoute à cause de mauvaises récoltes l'année dernière ! Mauvaises nouvelles, moi, j'dis.","86-90":"Est-ce que vous entendu ? La garde de là-bas a engagé un ogre ! Ouais, je sais. Y z'arrivent à peine à nourrir la bête et les criminels peuvent plus travailler en tout bien, tout honneur sans se faire becqueter...","91-95":"Une artisane naine vient d'arriver. Je me demande pourquoi elle a choisi de s'installer ici. Depuis qu'elle est là, elle travaille comme une folle et vend tout ce qu'elle fait pour trois fois rien. Certains disent que les poteries sont maudites, mais j'en ai une et elle fuit juste un tout petit peu !","96-100":"Vous avez entendu ? Une ribambelle de fils cadets et de bons à rien déshérités se préparent pour une expédition dans les Principautés frontalières. Il se dit qu'ils chargent leurs chariots jusqu'au ciel de tout un bazar.","6-10":"Il se dit qu'il y aurait des troubles entre nobles - l'un d'entre aux aurait montré un certificat de naissance qui dit qu'il est duc, avec une douzaine de témoins! Ça débouchera sur pas grand-chose probablement, mais en attendant, y'a des mouvements de troupes...","1-5":"Y'a un grand mariage de prévu, non ? La fine fleur du Reikland est attendue, mais il se raconte que l'couple s'est jamais rencontré ! Les nobles sont bizarres, non ?"} + "Hit Location - Sailing Boat": { + "name": "Hit Location - Sailing Boat", + "results": { + "1-30": { + "description": "Crew" + }, + "31-50": { + "description": "Rigging" + }, + "51-60": { + "description": "Steering" + }, + "61-80": { + "description": "Hull" + }, + "81-90": { + "description": "Superstructure" + }, + "91-100": { + "description": "Superstructure" + } + } }, - { - "id": "Waterborne Diseases", - "name": "Maladies Fluviales", - "results": {"76-80":"@Compendium[wfrp4e-dotr.items.PIqixe4OQgrVQpFc]{Vers des Cavités}","81-90":"@Compendium[wfrp4e-dotr.items.pl0JMqXbCFSYGvBLnE]{Vers du Reik}","91-100":"@Compendium[wfrp4e-core.diseases.herUmN51D9TiL2Vn]{Flux sanglant}","1-40":"@Compendium[wfrp4e-core.diseases.txeLd7R13qxSvmsr]{Galopante}","41-60":"@Compendium[wfrp4e-dotr.items.fUYD3itr7AlZwQDI]{La Grippe}","61-70":"@Compendium[wfrp4e-core.diseases.1hQuVFZt9QnnbWzg]{Infection Mineure}","71-75":"@Compendium[wfrp4e-core.diseases.kKccDTGzWzSXCBOb]{Blessure Infectée}"} + "Cavity Worms Effect": { + "name": "Cavity Worms Effect", + "results": { + "1-2": { + "description": "-[[1d10]] Initiative" + }, + "3-4": { + "description": "-[[1d10]] Intelligence" + }, + "5-6": { + "description": "-[[1d10]] Willpower" + }, + "7-8": { + "description": "-[[1d10]] Fellowship" + }, + "13-13": { + "description": "Death" + }, + "9-9": { + "name": "Skittish" + }, + "10-10": { + "name": "Stupid" + }, + "11-12": { + "name": "Bestial" + } + } }, - { - "id": "Wind Table", - "name": "Modificateurs de Vent", - "results": { - "1-3": "Vent arrière faible: Le navire avance à +25% de son mouvement normal; Navigation Les tests sont réalisés avec une pénalité de -10.", - "4-7": "Vent latéral faible: Le navire avance à +25% de son mouvement normal; Navigation Les tests sont réalisés avec une pénalité de -10.", - "8-19": "Vent de face faible: Le navire avance à +25% de son mouvement normal; Navigation Les tests sont réalisés avec une pénalité de -10.", - "11-13": "Vent arrière léger: Le navire gagne +5% à son mouvement normal.", - "14-17": "Vent latéral léger: Pas de modificateur", - "18-20": "Vent de face léger: Le navire perd 5% à son mouvement normal", - "21-23": "Vent arrière moyen: Le navire gagne +10% à son mouvement normal.", - "24-27": "Vent latéral moyen: Le navire gagne +5% à son mouvement normal.%Le gain de mouvement ne peut-être obtenu qu'en virant de bords régulièrement, ce qui nécessite un test réussi de Navigation", - "28-30": "Vant de face moyen: Le navire perd 10% à son mouvement normal", - "31-33": "Vent arrière fort: Le navire gagne +20% à son mouvement normal.", - "34-37": "Vent latéral fort: Le navire gagne +10% à son mouvement normal.Le gain de mouvement ne peut-être obtenu qu'en virant de bords régulièrement, ce qui nécessite un test réussi de Navigation.", - "38-40": "Vent de face fort: Le navire perd 20% à son mouvement normal.", - "41-43": "Vent arrière très fort: Le navire gagne +25% à son mouvement normal.", - "44-47": "Vent latéral très fort: Un Test de Navigation doit être effectué pour baisser les voiles avant que le navire gite. Si le test est échoué, la voile est le grément sont détruits, et le bateau commence à prendre l'eau. Un test de Navigation peut-être réalisé chaque round pour tenter de redresser le navire, avec une pénalité de -5 pour chaque test raté. Le bateau coule en un nombre de rounds égal à son bonus d'Endurance à moins d'être redressé à temps.", - "48-50": "Vents de face très fort: Le navire perd 25% à son mouvement normal.
Un test de Navigation est requis pour éviter des dommages aux voiles et au grément. Si le test est échoué, traitez le résultat comme des dégats critiques aux gréments. Le navire dérive et devient hors de controle à 25% de son mouvement nominal; Navigation Tout les tests pour piloter le navire sont réalisés à -20%." - } + "Steam Engine Malfunctions": { + "name": "Steam Engine Malfunctions", + "results": { + "1-40": { + "description": "

Stutter: The engine judders a little and loses steam. For the next [[1d10]] rounds, the boat drifts downstream at 25% of its normal Movement rate.

" + }, + "41-60": { + "description": "

Steam Leak: A jet of steam shoots out from the boiler. Whoever is tending the engine must make an Initiative Test or be scalded for [[{1d10 - 5, 1}kh]] Wounds (minimum of 1), regardless of armour.

" + }, + "61-80": { + "description": "

Pressure Loss: The engine stops working. The boat drifts downstream at 25% of its normal Movement rate until a successful Challenging (+0) Trade (Engineering) Test is made to re-start the engine. After the engine is restarted, it takes 5 − SL rounds until the steam pressure builds back up sufficiently to propel the boat.

" + }, + "81-90": { + "description": "

Fire Out: Water somehow gets into the engine’s fire-box, putting it out and preventing the engine from working. It takes [[2d4]] rounds to rake out the sodden coals and replace them with dry fuel; then a successful Trade (Engineering) Test is made to re-start the engine. After the engine is restarted, it takes 5 − SL rounds until the steam pressure builds back up sufficiently to propel the boat.

" + }, + "91-95": { + "description": "

Tank Rupture: An important plate in the engine’s workings springs, releasing all the steam. The engine cannot be repaired until it has cooled, which requires raking out the coals (see above) and a wait of [[20 + d10]] minutes. Then, a successful Difficult (−10) Trade (Engineering) Test must be made to repair the engine, and another, Challenging (+0) Test to restart it. After the engine is restarted, it takes 5 − SL rounds until the steam pressure builds back up sufficiently to propel the boat.

" + }, + "96-100": { + "description": "

Explosion: The boiler explodes, destroying the engine and causing Critical Hits to both @UUID[Compendium.wfrp4e-dotr.items.zaGFH3FVJGcFTRfM]{hull} and @UUID[Compendium.wfrp4e-dotr.items.6QkWKBguXzpwd9Ac]{superstructure}. Anyone in the same compartment as the engine suffers [[/r 12]] points of Blast and Impact Damage.

" + } + } } - ] + } } \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-eis.actors.json b/compendium/To Do/wfrp4e-eis.actors.json new file mode 100644 index 0000000..21ab44e --- /dev/null +++ b/compendium/To Do/wfrp4e-eis.actors.json @@ -0,0 +1,22104 @@ +{ + "label": "Actors (Enemy In Shadows)", + "folders": { + "Pregens": "Pregens", + "Mounts and Vehicles": "Mounts and Vehicles", + "Road Wardens": "Road Wardens", + "Road Riffraff": "Road Riffraff", + "Town Troublemakers": "Town Troublemakers", + "Daemons": "Daemons", + "Chapter 1 - Wanted: Bold Adventurers": "Chapter 1 - Wanted: Bold Adventurers", + "Chapter 2 - Mistaken Identity": "Chapter 2 - Mistaken Identity", + "Chapter 3 - Heart of the Empire": "Chapter 3 - Heart of the Empire", + "On The Road": "On The Road", + "Chapter 4 - On To Bögenhafen": "Chapter 4 - On To Bögenhafen", + "Chapter 6 - The Schaffenfest": "Chapter 6 - The Schaffenfest", + "Chapter 7 - Into The Darkness": "Chapter 7 - Into The Darkness", + "Chapter 8 - Chasing Shadows": "Chapter 8 - Chasing Shadows", + "Chapter 9 - The Darkest Hour": "Chapter 9 - The Darkest Hour", + "The Affair of the Hidden Jewel": "The Affair of the Hidden Jewel", + "Appendices": "Appendices", + "The Pandemonium Carnival": "The Pandemonium Carnival", + "Adventure": "Adventure", + "Companion": "Companion" + }, + "entries": { + "Pony": { + "name": "Pony", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.

", + "items": { + "Skittish": { + "name": "Skittish", + "description": "

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

" + }, + "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" + } + } + }, + "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 (Drike or Mount)": { + "name": "Trained (Drike or Mount)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Anida Pflaster": { + "name": "Anida Pflaster", + "items": { + "Medical Bag": { + "name": "Medical Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Surgery": { + "name": "Surgery", + "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

", + "effects": { + "Surgery": { + "name": "Surgery" + } + } + }, + "Lore (Anatomy)": { + "name": "Lore (Anatomy)", + "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}" + }, + "Field Dressing": { + "name": "Field Dressing", + "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", + "effects": { + "Field Dressing": { + "name": "Field Dressing" + } + } + }, + "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." + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "Bandage": { + "name": "Bandage", + "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + }, + "Trade Tools (Medicine)": { + "name": "Trade Tools (Medicine)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "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" + } + } + } + } + }, + "The Farmyard Beasts": { + "name": "The Farmyard Beasts", + "description": "

The ‘farmyard’ collection of a goat-headed, a cow-headed, and two chicken-headed Beastmen is the menagerie’s ‘comedy item’. However, all four are more dangerous than they appear due to their venomous spittle. Each Beastman can spit poison up to 3 yards, using their BS score. Those struck must make a Challenging (+0) Endurance Test or receive a @Condition[Poisoned] Condition.

\n

The workers are always careful to keep the paying public at a safe distance, and to have buckets of water to wash anyone unlucky enough to be spat upon.

", + "items": { + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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": { + "name": "Weapon", + "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" + } + } + } + } + }, + "Schaffenfest Rogue": { + "name": "Schaffenfest Rogue", + "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", + "items": { + "Disease": { + "name": "Disease", + "description": "

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

", + "effects": { + "Disease": { + "name": "Disease" + } + } + }, + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "Ranged (10)": { + "name": "Ranged (10)", + "description": "

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

" + }, + "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": { + "name": "Weapon", + "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)

" + } + } + }, + "Delberz Trötte": { + "name": "Delberz Trötte", + "items": { + "Mule": { + "name": "Mule", + "description": "

@UUID[Compendium.wfrp4e-eis.actors.jd77heDEL6v768Nd]{Mule}

Carrying Capacity: 14

" + }, + "Goods worth\r 2d10 silver shillings": { + "name": "Goods worth\r 2d10 silver shillings" + }, + "8d10 Brass Penny": { + "name": "8d10 Brass Penny" + }, + "Pots and Pans": { + "name": "Pots and Pans" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Saddlebags": { + "name": "Saddlebags" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Tinker": { + "name": "Tinker", + "description": "You are somewhat of a Johann-of-all-trades, able to repair almost anything. You count all non-magical Trade Skills as Basic when repairing broken items.", + "effects": { + "Tinker": { + "name": "Tinker" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Backpack": { + "name": "Backpack", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + "Dagger": { + "name": "Dagger" + }, + "Tent": { + "name": "Tent" + }, + "Bedroll": { + "name": "Bedroll", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", + "effects": { + "Bedroll": { + "name": "Bedroll" + } + } + }, + "Trade Tools (Tinker)": { + "name": "Trade Tools (Tinker)" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Fleet Footed": { + "name": "Fleet Footed", + "description": "You gain +1 to your Movement Attribute.", + "effects": { + "Fleet Footed": { + "name": "Fleet Footed", + "changes": { + "system.details.move.value": 1 + } + } + } + } + } + }, + "Pompai Ricolma": { + "name": "Pompai Ricolma", + "items": { + "Daggers tucked into Boots": { + "name": "Daggers tucked into Boots" + }, + "Narcotics": { + "name": "Narcotics" + }, + "6d10 Brass Penny": { + "name": "6d10 Brass Penny" + }, + "Quality Clothing": { + "name": "Quality Clothing" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "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}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "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" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Flask of Spirits": { + "name": "Flask of Spirits" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + } + } + }, + "Alette Zimmermann": { + "name": "Alette Zimmermann", + "items": { + "6d10 Brass Penny": { + "name": "6d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Pick Lock": { + "name": "Pick Lock", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.XexqYWmxO5dy2us3 caption=false]{Pick Lock}" + }, + "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}" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Break and Enter": { + "name": "Break and Enter", + "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", + "effects": { + "Break and Enter": { + "name": "Break and Enter" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Shadow": { + "name": "Shadow", + "description": "

You are skilled at following people without being spotted. You may use the @UUID[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" + } + } + }, + "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" + } + } + }, + "Crowbar": { + "name": "Crowbar" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Sack": { + "name": "Sack", + "description": "

Requires 1 hand to carry.

" + }, + "Trade Tools (Thief)": { + "name": "Trade Tools (Thief)" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Annalisa Kessler": { + "name": "Annalisa Kessler", + "items": { + "Black Hood": { + "name": "Black Hood" + }, + "Black Arrow": { + "name": "Black Arrow", + "description": "

edwed

" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

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

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "Rapid Reload": { + "name": "Rapid Reload", + "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", + "effects": { + "Rapid Reload": { + "name": "Rapid Reload" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Bow": { + "name": "Bow" + }, + "Hand Weapon": { + "name": "Hand Weapon" + } + } + }, + "Boar (Vorbergland Hog)": { + "name": "Boar (Vorbergland Hog)", + "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", + "items": { + "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

" + }, + "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).

" + }, + "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" + } + } + }, + "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

" + }, + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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" + } + } + }, + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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": { + "name": "Trained" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Riding Horse": { + "name": "Riding Horse", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

This profile represents the most common riding horse available in the Empire. Estalian and Arabyan purebloods are rarer, better-looking, much more expensive, and also have the Fast Trait. Often a noble will have a ‘palfrey’ as an everyday riding horse, reserving a heavy warhorse for use in battle.

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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)" + } + } + }, + "lzM6BF1LplQY2K6M": { + "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)" + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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" + } + } + } + } + }, + "Georg Handelsson": { + "name": "Georg Handelsson", + "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

Big Georg is in his 50s, 6’5” tall, and has a snow-white beard. He lives alone with his two dogs, and for the last three years has barely said more than, ‘Oi!’ when an idiot pokes a nose into his warehouse when they shouldn’t.

", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Animal Training (Dog)": { + "name": "Animal Training (Dog)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.vbOc3JVfG2nfK1P0 caption=false]{Animal Training}" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Sword": { + "name": "Sword" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

", + "items": { + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Erik (Mutant Brigand)": { + "name": "Erik (Mutant Brigand)", + "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has the legs of a goat, and speaks with a surprisingly refined Reiklander accent.

*2 Wounds Remaining

", + "items": { + "Animalistic Legs": { + "name": "Animalistic Legs", + "description": "

+1 Movement; this mutation can only be hidden by clothing; Difficult (–10) Athletics Test to walk with a normal gait

", + "effects": { + "Animalistic Legs": { + "name": "Animalistic Legs", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + } + } + }, + "Wanda Weltschmertz": { + "name": "Wanda Weltschmertz", + "description": "

Personality and Appearance

‘I understand you’re a very important person, but I’m a fully licensed Wizard, don’t you know! I don’t have to stand here and listen to your nonsense. There’s nothing you can do to make me. So, piss off!’ 

Wanda is not one to suffer fools gladly, and prefers to trust her instincts and first assumptions about people. She is also prone to impatience with those who aren’t as clever as she is, which is sadly most of the Empire. Nevertheless, she is kind towards those less fortunate than herself, and has a soft spot for the downtrodden and oppressed. She is just shy of athletic, is of average height, and has shoulder-length blonde hair. Her sharp, blue eyes seem to measure everyone she sees.

Background

Born into a middle-class family in the market town of Delberz in Middenland, Wanda was always a wilful child. During one of her many tantrums, her parents were horrified to note that every lock in the house flew open, and people up and down her street fell instantly asleep! Fearful of what might happen to her, her parents were only too eager for Heironymus Blitzen, a well-known local Wizard, to take her as his apprentice. Wanda had a natural talent, proved to be a quick learner, and was not to be put off by the mundane chores Blitzen assigned her. After a few years, Heironymus told her that the time had come for her to return to the world, and put her skills into practice. To that end he would teach her three spells to aid her on her adventures. When she had, ‘seen the truth of our Old World’, and learned enough, she could return to him. To that end, she’s not sure if her new travelling companions are aware of what they’ve gotten themselves involved with.

Secrets

  • Wanda hasn’t technically been given permission from her master to travel on her own. Indeed, his exact words were: ‘Wanda, don’t be ridiculous! An average apprentice takes at least ten years to master Channelling Azyr!’ She was having none of that!

  • Wanda harbours a secret fascination with Chaos, and wants to learn more about it in order to combat it. Devise a Fascination (Chaos) Psychology Trait with your GM and give it to Wanda.

  • Wanda finds most Humans endlessly dull. Elves, on the other hand, with their secrets, and their magic, are just so fascinating.

  • Wanda finds it particularly difficult to deal with anyone she views as a bit dull and dim-witted, which she often judges to be anyone failing to live up to her rather inflated standards. Gain the Psychology Trait.

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", + "items": { + "Grimoire": { + "name": "Grimoire", + "description": "

Contains 4 Lore of Heavens spells of your choice

\n

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.

" + }, + "1d10 sheets of Parchment": { + "name": "1d10 sheets of Parchment" + }, + "Spell Ingredients": { + "name": "Spell Ingredients" + }, + "6d10 Brass Penny": { + "name": "6d10 Brass Penny" + }, + "Channelling (Azyr)": { + "name": "Channelling (Azyr)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Lore (Reikland)": { + "name": "Lore (Reikland)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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 + } + } + } + }, + "Linguistics": { + "name": "Linguistics", + "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", + "effects": { + "Linguistics": { + "name": "Linguistics" + } + } + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Quarterstaff": { + "name": "Quarterstaff" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Writing Kit": { + "name": "Writing Kit" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Gust": { + "name": "Gust", + "description": "

You create a brief gust of wind, strong enough to blow out a candle, cause an open door to slam, or blow a few pages to the floor.

\n\n Lore: None

" + }, + "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

" + }, + "Open Lock": { + "name": "Open Lock", + "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" + }, + "Wizard's Apprentice": { + "name": "Wizard's Apprentice", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

" + } + } + }, + "Medium Wagon": { + "name": "Medium Wagon" + }, + "Bertoldo": { + "name": "Bertoldo", + "items": { + "Clothes": { + "name": "Clothes" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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 (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

In poor lighting, Knud can almost pass for Human. However, in the cold light of day, the stain of his corruption is plain to see — thick, dark-green scales cover every inch of his skin. Knud’s voice is similarly afflicted, taking on an inhuman sibilance as his forked tongue flickers between his crooked yellowed teeth. He speaks with a strong, lisping Altdorf accent, though only to insult, threaten, or intimidate, activities he enjoys immensely.

", + "items": { + "Silver Locket": { + "name": "Silver Locket" + }, + "Ring": { + "name": "Ring" + }, + "Thorny Scales": { + "name": "Thorny Scales", + "effects": { + "Thorny Scales": { + "name": "Thorny Scales" + } + } + }, + "Crossbow": { + "name": "Crossbow" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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 (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + } + } + }, + "Friedrich Magirius": { + "name": "Friedrich Magirius", + "items": { + "Jeweled Ring": { + "name": "Jeweled Ring", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Finesty Quality Merchant Clothing": { + "name": "Finesty Quality Merchant Clothing" + }, + "LAmSn1tdecG0tvPt": { + "name": "Jeweled Ring", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

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

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

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

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "emUe6FslgYKcbiMw": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "opaRe7SUqlxjPGCf": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "02TsCv3lScS40zMu": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Ulthar the Unstable": { + "name": "Ulthar the Unstable", + "items": { + "Crude Staff": { + "name": "Crude Staff" + }, + "Deus Sigmar": { + "name": "Deus Sigmar", + "description": "

This copy of Deus Sigmar apperas to be heavily annotated.

" + }, + "Fleas and bugs of all kinds": { + "name": "Fleas and bugs of all kinds" + }, + "Karl the Cockroach (Pet)": { + "name": "Karl the Cockroach (Pet)" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Beneath Notice": { + "name": "Beneath Notice", + "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "irJVA9jtpFY4Zmkk": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "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." + }, + "Super Numerate": { + "name": "Super Numerate", + "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", + "effects": { + "Super Numerate": { + "name": "Super Numerate" + } + } + }, + "Panhandle": { + "name": "Panhandle", + "description": "You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour (see @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}).", + "effects": { + "Panhandle": { + "name": "Panhandle" + } + } + }, + "4ni9Dk3I0eTJZoot": { + "name": "Panhandle", + "description": "

You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour.

", + "effects": { + "Panhandle": { + "name": "Panhandle" + } + } + }, + "Speedreader": { + "name": "Speedreader", + "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", + "effects": { + "Speedreader": { + "name": "Speedreader" + } + } + }, + "Xph2xjAE8SK8pdLr": { + "name": "Speedreader", + "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", + "effects": { + "Speedreader": { + "name": "Speedreader" + } + } + }, + "j4BYqSGQMOaD1dtc": { + "name": "Speedreader", + "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", + "effects": { + "Speedreader": { + "name": "Speedreader" + } + } + }, + "iO3LW8t4N0ASLteh": { + "name": "Speedreader", + "description": "You read books at a voracious pace. You may reverse a failed Research Test if this will grant success. If the speed at which you read is important during combat, a successful Language Test lets you read and fully comprehend a number of pages per Round equal to your SL plus Speedreader level (minimum of 1, even if you fail the Test).", + "effects": { + "Speedreader": { + "name": "Speedreader" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "936I3wmO8K9TIok6": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "5oCbgKsnU6F7c8GP": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + }, + "Cup": { + "name": "Cup" + } + } + }, + "Great Cat": { + "name": "Great Cat", + "description": "

Great Cats live in forest and mountain areas away from Humans. They are slender, rangy creatures, about the size of a large Hunting Dog, standing about 2 ft at the shoulder and measuring almost 6 ft from nose to tail. Their fur is mottled with black and brown stripes, providing them with near-perfect camouflage in a shadowed forest. They feed on Deer, Giant Rats, and small game of various kinds.

", + "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

" + }, + "Fast": { + "name": "Fast", + "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", + "effects": { + "Fast": { + "name": "Fast", + "changes": { + "system.details.move.value": 1, + "system.characteristics.ag.initial": 10 + } + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Weapon (Claw)*": { + "name": "Weapon (Claw)*", + "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)

" + }, + "Clever": { + "name": "Clever", + "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", + "effects": { + "Clever": { + "name": "Clever", + "changes": { + "system.characteristics.int.initial": 20, + "system.characteristics.i.initial": 10 + } + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "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" + } + } + } + } + }, + "'Granny' Haller": { + "name": "'Granny' Haller", + "items": { + "Assorted Powders": { + "name": "Assorted Powders" + }, + "Potions and Charms": { + "name": "Potions and Charms" + }, + "Necklace of Chicken Bones": { + "name": "Necklace of Chicken Bones" + }, + "Ragged Clothing": { + "name": "Ragged Clothing" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Cat-tongued": { + "name": "Cat-tongued", + "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", + "effects": { + "Cat-tongued": { + "name": "Cat-tongued" + } + } + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Entertain (Fortune Telling)": { + "name": "Entertain (Fortune Telling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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 (Astrology)": { + "name": "Lore (Astrology)", + "description": "

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

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

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "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" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Well-prepared": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Trade Tools (Cook)": { + "name": "Trade Tools (Cook)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + } + } + }, + "Wolmar Rotte": { + "name": "Wolmar Rotte", + "items": { + "Forged Documents": { + "name": "Forged Documents" + }, + "Quality Clothing": { + "name": "Quality Clothing" + }, + "10d10 Brass Penny": { + "name": "10d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Deck of Cards (Marked)": { + "name": "Deck of Cards (Marked)" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Deck of Cards": { + "name": "Deck of Cards" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dice": { + "name": "Dice" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Dice (Loaded)": { + "name": "Dice (Loaded)" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Clothing (secret pockets and pouches)": { + "name": "Clothing (secret pockets and pouches)" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "JeQkpnlrzp8TprO9": { + "name": "Clothing (secret pockets and pouches)" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Cardsharp": { + "name": "Cardsharp", + "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", + "effects": { + "Cardsharp": { + "name": "Cardsharp" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Fast Hands": { + "name": "Fast Hands", + "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", + "effects": { + "Fast Hands": { + "name": "Fast Hands" + } + } + }, + "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.

" + }, + "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" + } + } + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Thrill Hunter": { + "name": "Thrill Hunter", + "effects": { + "Thrill Hunter": { + "name": "Thrill Hunter", + "changes": { + "system.characteristics.wp.modifier": 10, + "system.characteristics.i.modifier": -10 + } + } + } + }, + "Diceman": { + "name": "Diceman", + "description": "

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", + "effects": { + "Diceman": { + "name": "Diceman" + } + } + } + } + }, + "Willie": { + "name": "Willie", + "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

", + "items": { + "Burning Oil": { + "name": "Burning Oil" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Club": { + "name": "Club" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + } + } + }, + "Maria Braund": { + "name": "Maria Braund", + "items": { + "Riding Horse with Saddle and Tack": { + "name": "Riding Horse with Saddle and Tack", + "description": "

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse} (aka Palfrey)

\n

Carrying Capacity: 16

" + }, + "4d10 Brass Penny": { + "name": "4d10 Brass Penny" + }, + "Ornate Mask": { + "name": "Ornate Mask" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Melee (Fencing)": { + "name": "Melee (Fencing)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Combat Aware": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "Roughrider": { + "name": "Roughrider", + "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", + "effects": { + "Roughrider": { + "name": "Roughrider" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Rapier": { + "name": "Rapier" + }, + "Tent": { + "name": "Tent" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + } + } + }, + "Johann (Mutant Brigand)": { + "name": "Johann (Mutant Brigand)", + "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a distinctively pointed head, and emits a near-constant, pain-laced groan.

", + "items": { + "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" + } + } + }, + "Pointed Head": { + "name": "Pointed Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; you cannot wear a helmet; this mutation cannot be hidden

", + "effects": { + "Pointed Head": { + "name": "Pointed Head", + "description": "

This effect will remove all Head AP coming from Armour items.

" + } + } + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + }, + "rYLivtEvKLvIKnlX": { + "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" + } + } + } + } + }, + "Goat (Booted Rottgeist)": { + "name": "Goat (Booted Rottgeist)", + "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", + "items": { + "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

" + }, + "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

" + }, + "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).

" + }, + "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 @UUID[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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Arwin (Guard)": { + "name": "Arwin (Guard)", + "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Franz Steinhäger": { + "name": "Franz Steinhäger", + "items": { + "Cosh": { + "name": "Cosh" + }, + "Merchant Clothing (Best Quality)": { + "name": "Merchant Clothing (Best Quality)" + }, + "House Steinhäger": { + "name": "House Steinhäger" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Briber": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Ayw3ktBy5vcEwSmI": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "s5AcBmD0cPEpoItQ": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "4XQyxk7ertrEkc86": { + "name": "Briber", + "description": "You are an exceedingly skilled briber. The GM should reduce the base cost of any required bribe by 10% per level you have in Briber, to a minimum of 10% of the original amount.", + "effects": { + "Briber": { + "name": "Briber" + } + } + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "57kse2YUJKPMwseh": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "qx3FR09TNEbjnYBq": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Etiquette": { + "name": "Etiquette", + "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" + } + } + }, + "OYETyega3EYwmQmE": { + "name": "Etiquette", + "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" + } + } + }, + "Oj51Hgyt07hcPXZz": { + "name": "Etiquette", + "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" + } + } + }, + "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" + } + } + }, + "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 + } + } + } + }, + "Schemer": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "yW2nVOlsra9RXZuH": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "z2W110lsPFev4BLd": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Very Resilient": { + "name": "Very Resilient", + "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", + "effects": { + "Very Resilient": { + "name": "Very Resilient", + "changes": { + "system.characteristics.t.initial": 5 + } + } + } + }, + "Wealthy": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "s6sKaXvnT09SxxSR": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "0GanWV9JSZgVJDe7": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "tMeNtwpdFVvM3QLn": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Fv3vT2yQnneb282L": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "2dJDX5OBZkio305p": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Y1Ghz48r8RNXSKaw": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "wImFczA7BnMiBIq8": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "DE7dK9SvEPV6eksR": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "I4x7qKjVaMkNuKA4": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Channelling": { + "name": "Channelling", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Bretonnian)": { + "name": "Language (Bretonnian)", + "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}" + }, + "Language (Magick)": { + "name": "Language (Magick)", + "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Secret Signs (Guilder)": { + "name": "Secret Signs (Guilder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Baldwin (Road Warden)": { + "name": "Baldwin (Road Warden)", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Riding Horse": { + "name": "Riding Horse" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Club": { + "name": "Club" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Saddle and Harness": { + "name": "Saddle and Harness" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Rassarak": { + "name": "Rassarak", + "description": "

Note that Rassarak cannot use missile weapons effectively due to his blindness.

\n

Rassarak is a pure-white Skaven, a Clanrat who has been blind from birth. His hearing, smell and whiskers have become incredibly sensitive to compensate for his loss of vision. He can ‘watch’ spectators with uncanny and alarming accuracy. He is chafing at his imprisonment, but is patiently waiting for the right opportunity to escape.

", + "items": { + "Concealed Shiv": { + "name": "Concealed Shiv" + }, + "Acute Sense (Smell)": { + "name": "Acute Sense (Smell)", + "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.

" + }, + "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.

" + }, + "Second Sight": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Herpin Stiggerwurt": { + "name": "Herpin Stiggerwurt", + "items": { + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "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." + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Johann Hindersson": { + "name": "Johann Hindersson", + "items": { + "Cudgel": { + "name": "Cudgel" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + } + } + }, + "Heavy Wagon": { + "name": "Heavy Wagon" + }, + "Gerhard Schutz": { + "name": "Gerhard Schutz", + "items": { + "Keys": { + "name": "Keys", + "description": "

Keys to every door in the mansion except the cellar door.

" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Candle (and stick)": { + "name": "Candle (and stick)", + "description": "

Provides illumination for 10 yards when lit.

" + }, + "Club": { + "name": "Club" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Sunna (Road Warden)": { + "name": "Sunna (Road Warden)", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Riding Horse": { + "name": "Riding Horse" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Club": { + "name": "Club" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Saddle and Harness": { + "name": "Saddle and Harness" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Jacob von Katzenreik": { + "name": "Jacob von Katzenreik", + "items": { + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee (Parry)": { + "name": "Melee (Parry)", + "description": "

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

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dagger": { + "name": "Dagger" + } + } + }, + "Pandora Lostpocket": { + "name": "Pandora Lostpocket", + "items": { + "Selection of Scripts": { + "name": "Selection of Scripts" + }, + "10d10 brass pennies": { + "name": "10d10 brass pennies" + }, + "10d10 Brass Penny": { + "name": "10d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Entertain (Comedian)": { + "name": "Entertain (Comedian)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Perform (Clowning)": { + "name": "Perform (Clowning)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" + }, + "Play (Lute)": { + "name": "Play (Lute)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Throwing)": { + "name": "Ranged (Throwing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Acute Sense (Taste)": { + "name": "Acute Sense (Taste)", + "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.

" + }, + "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" + } + } + }, + "Mimic": { + "name": "Mimic", + "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", + "effects": { + "Mimic": { + "name": "Mimic" + } + } + }, + "Resistance (Chaos)": { + "name": "Resistance (Chaos)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Chaos)": { + "name": "Resistance (Chaos)" + } + } + }, + "Small": { + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", + "effects": { + "Small": { + "name": "Small" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Bowl": { + "name": "Bowl" + }, + "Costume": { + "name": "Costume" + }, + "Dagger": { + "name": "Dagger" + }, + "Instrument": { + "name": "Instrument", + "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" + }, + "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" + } + } + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "Throwing Knife": { + "name": "Throwing Knife" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Normally savage creatures, the three Khornate Beastmen have been cowed. They are now terrified of fire, and will do anything to stay away from a flame, even something as innocuous as a candle. A live goat is thrown into their cage at feeding time, which is always a crowd-pleasing event. 

\n

These Beastmen all bear the mark of the Blood God somewhere on their bodies. One has a massive chest scar in the form of the skull-rune, another’s face has been warped into the same symbol, and the third has the design picked out in yellow fur on its dark-red back. All have wickedly sharp horns, long fangs, and clawed hands and feet. Unlike Urzo, these three are still full of blood-lust, and their ferocity is no act. They will happily destroy anyone or anything they can reach. Luckily, they can only reach a couple of feet beyond the bars of their cage.

", + "items": { + "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" + } + } + }, + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "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)

" + } + } + }, + "Amadeus von Drakensberg": { + "name": "Amadeus von Drakensberg", + "items": { + "Quality Clothing": { + "name": "Quality Clothing" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (Politics)": { + "name": "Lore (Politics)", + "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}" + }, + "Melee (Parry)": { + "name": "Melee (Parry)", + "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}" + }, + "Play (Organ)": { + "name": "Play (Organ)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{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." + }, + "Schemer": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Rapier": { + "name": "Rapier" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "Main Gauche": { + "name": "Main Gauche" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + } + } + }, + "Max Ernst": { + "name": "Max Ernst", + "items": { + "Black Leather Jack": { + "name": "Black Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "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}" + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "Disarm": { + "name": "Disarm", + "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", + "effects": { + "Disarm": { + "name": "Disarm" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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" + } + } + }, + "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" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + } + } + }, + "Terenz (Mutant Brigand)": { + "name": "Terenz (Mutant Brigand)", + "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a tiny head, speaking (and often giggling) with the high-pitched, lisping voice of a child.

", + "items": { + "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" + } + } + }, + "Pin Head": { + "name": "Pin Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Pin Head": { + "name": "Pin Head" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "7k8RlwPko3GV7Yao": { + "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" + } + } + }, + "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" + } + } + } + } + }, + "Sheru-tar Gee'taru": { + "name": "Sheru-tar Gee'taru", + "description": "

@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} first made contact with the Daemon he calls Gideon eight years ago in Nuln. Gideon was instructed to make a pact with Teugen by its master, a Greater Daemon of Tzeentch with long-reaching plans for the Empire. In return for Teugen’s soul, Gideon was to grant great wealth and prosperity for seven years.

\n

To entice Teugen to make the deal, Gideon told him that if could persuade seven others to participate in a ritual before the seven years passed, Gideon would take those souls instead of Teugen’s. This would bring the pact to an end, freeing Teugen from the bargain. After much debate, Teugen eventually agreed.
However, unknown to Teugen, not only will he never be able to reclaim his soul — Gideon lied about that — but the ritual to swap seven souls for his own actually opens a gateway into the Realm of Chaos — Gideon lied about that, too!

\n

Gideon is a master illusionist and can take other forms. Its natural form appears like a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror of Tzeentch} with a constant ripple of magic surrounding it — a multi-armed, pink-fleshed Daemon, with a gaping, fang-filled maw and evershifting tentacles. However, Gideon is not like most  Daemons of Tzeentch. It is not a crazed, gibbering creature of unrestrained magic. Gideon is much more cunning. It was spun from the greed of others by its master for a specific purpose. Gideon is ambitious, clever, and resourceful, and it works towards its master’s goals with a singular purpose that would terrify Teugen if only he understood.

\n

In the early months in Nuln, the Daemon most commonly wore the flesh of Nina Dietrich, a famous actress of the @UUID[Scene.g07sPqjuua3lSWLk]{Staatsoper Theatre}, and a favourite of Teugen. That was before the deal was struck, before Teugen was offered the world and more as the Daemon whispered sweet promises in his ear. After the deal, the daemon took on the persona of Gideon, a distant cousin of Teugen’s. He appears as a tall, slim, impeccably dressed Human man with dark hair and a handsome face dominated by intense eyes. The character the Daemon projects as Gideon is sardonic, and it feigns a quirky, ironic sense of humour. While it seldom, if ever, actually laughs, there is always a wry, faintly supercilious smile playing about its lips.

\n

For all it knows it shouldn’t, the Daemon is thoroughly enjoying its sojourn in the Mortal Realm. Lately, Gideon has taken to appearing as a child when around Teugen, and chewing a great deal of garlic, as it knows both irritate the man immensely. Over the years, the Daemon’s pretence of amusement at the greed and gullibility of mortals has become quite real, and is exceeded only by its relish at the thought of its imminent triumph when Teugen’s ritual — the one the fool thinks will save his soul — actually opens a Chaos Gate in the heart of the Reikland. Its master will be so pleased.

", + "items": { + "Bolt of Corruption": { + "name": "Bolt of Corruption", + "description": "

You channel dark magic into a damaging bolt of corrosive power. This is a magic missile with a Damage of +6. Targets affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Bolt of Corruption (Tzeentch)": { + "name": "Bolt of Corruption (Tzeentch)" + } + } + }, + "Power of Chaos": { + "name": "Power of Chaos", + "description": "

You call on the Dark Gods of Chaos to aid your efforts by tearing a small rent to the aethyr. Any spells cast within Fellowship Bonus yards of the point targeted by the spell have their CN halved. Anyone within the AoE must pass an Average (+20) Endurance Test at the end of each Round or gain +1 Corruption Point. Anyone casting a spell within the AoE makes their Test at Average (+20) Difficulty.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Power of Chaos": { + "name": "Power of Chaos" + } + } + }, + "Ring of Opsianon": { + "name": "Ring of Opsianon", + "description": "

Gideon wears a gold ring set with a black, faceted obsidian stone.

" + }, + "Blighted": { + "name": "Blighted", + "description": "

The creature harbours the disease listed, and it can pass it on with a touch. If touched, the victim must check for Contraction, but the Test is 2 steps more Difficult than normal. If the disease is contracted, its Incubation is changed to ‘Instant’.

" + }, + "Fleshthief": { + "name": "Fleshthief", + "description": "

The creature, which must have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait, can wear the flesh of any Human it kills. Further, it can impersonate the Character of the worn flesh perfectly, able to mimic voices and mannerisms with an uncanny ability. Preparing the flesh takes [[/r 1d10]] Rounds, after which it can be worn or removed at will, which takes 1 Round. Once prepared, the flesh only rots should the creature die, but it can be damaged by normal means. If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror} Trait for 1 Round, but also ruining the flesh, meaning it cannot be used again.

\n


Those who know the Character being impersonated may attempt a
Futile (-40) Intuition Test to detect that there is something wrong, though they will not know exactly what .

" + }, + "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" + } + } + }, + "Spellcaster": { + "name": "Spellcaster", + "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + }, + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + }, + "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" + } + } + }, + "Blue Fire of Tzeentch": { + "name": "Blue Fire of Tzeentch", + "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

\n

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Blue Fire of Tzeentch": { + "name": "Blue Fire of Tzeentch" + } + } + }, + "Dazzle": { + "name": "Dazzle", + "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", + "effects": { + "Dazzle": { + "name": "Dazzle" + } + } + }, + "Careful Step": { + "name": "Careful Step", + "description": "

The magic flowing through your feet ensures any organic matter you tread upon remains undamaged: twigs do not break, grass springs back to its original position, and even delicate flowers are unharmed. Those seeking to use the Track skill to pursue you through rural terrain suffer a –30 penalty to their Tests.

\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" + } + } + }, + "Eavesdrop": { + "name": "Eavesdrop", + "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" + }, + "Marsh Lights": { + "name": "Marsh Lights", + "description": "

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

\n\n Lore: None

" + }, + "Murmured Whisper": { + "name": "Murmured Whisper", + "description": "

You cast your voice at a point within Willpower yards, regardless of line of sight. Your voice sounds from this point, and all within earshot will hear it.

\n\n Lore: None

" + }, + "Rot": { + "name": "Rot", + "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", + "effects": { + "Damage Armour": { + "name": "Damage Armour" + } + } + }, + "Sleep": { + "name": "Sleep", + "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", + "effects": { + "Sleep": { + "name": "Sleep" + } + } + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + }, + "Warning": { + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" + }, + "Mindfire": { + "name": "Mindfire", + "description": "

The air warps around your fingertips, forming a bolt of shimmering, hazy magical energy that can be hurled at your target. Anyone affected by Mindfire must make a Challenging (+0) Cool Test, or gain 1 Corruption Point. For every +2 SL, you may make one target gain an additional Corruption Point if the Cool Test is failed. Should a Mutation occur as a result of this Spell, the target automatically rolls on the @Table[expandedmutatemental] table, and gains +1 @Condition[Ablaze] Condition as unnatural fire spills from every orifice in their head.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Mindfire": { + "name": "Mindfire" + } + } + }, + "Pink Fire of Tzeentch": { + "name": "Pink Fire of Tzeentch", + "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Pink Fire of Tzeentch": { + "name": "Pink Fire of Tzeentch" + } + } + }, + "Doppelganger": { + "name": "Doppelganger", + "description": "

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" + }, + "Illusion": { + "name": "Illusion", + "description": "

You spin a web of intricate strands of Ulgu, obfuscating the Area of Effect with an illusory image of your choosing. You will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with that Talent must pass a Difficult (–10) Perception Test to notice the illusion. This does not let them see through the spell. They must dispel it to do so. The illusion is, by default, static. For your Action, you may make a Hard (–20) Channeling Test to make the illusion move for that Round.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" + }, + "Mindslip": { + "name": "Mindslip", + "description": "

You conjure delicate threads of Ulgu in your Target’s mind, causing all prior memory of you to disappear for the spell’s duration. Once the spell is over, the Target must pass an Average (+20) Intelligence Test, or the memory loss becomes permanent until dispelled.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" + }, + "Shadowsteed": { + "name": "Shadowsteed", + "description": "

You summon forth a shadowy steed. The creature’s unnatural flesh is black as midnight, and at times it appears to be both solid and insubstantial. Use the rules for a riding horse. When the Shadowsteed is out of sunlight, it also gains the following Creature Traits: @UUID[Compendium.wfrp4e-core.items.JQa5DLnTs2SEzRrc]{Dark Vision}, @UUID[Compendium.wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal}, @UUID[Compendium.wfrp4e-core.items.mDgEMOoJpi8DkRYb]{Magical}, @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless}, @UUID[Compendium.wfrp4e-core.items.OzwDT6kzoLYeeR2d]{Stealthy}, @UUID[Compendium.wfrp4e-core.items.UmxGZRV0Lw3TZ0Kx]{Stride}, @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} and @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)}.

Even when insubstantial, Shadowsteeds may be ridden. Riders with the @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Shadow)} Talent do so with a bonus of +20 to Ride Tests. Those without suffer a penalty of –20 to Ride Tests. Shadowsteeds are tireless, so need no rest (though their unsettled riders might!). As the first rays of dawn break over the horizon the steeds melt into insubstantial mist. If still being ridden when the spell ends, or when dispelled, the rider will suffer Falling Damage.

Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" + }, + "Shroud of Invisibility": { + "name": "Shroud of Invisibility", + "description": "

You wrap the target in a shroud of Ulgu. The Target becomes invisible and cannot be perceived by mundane senses. The spell will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent. Those with the Talent must pass a Challenging (+0) Perception Test to notice that someone is nearby, though they will not be able to pin down the precise location. They must dispel the Shroud of Invisibility to do so . You are still perceptible to the other senses, and the spell will come to an end if you bring attention to yourself by making large noises or attacking someone.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" + }, + "lNMfPH8zFtuvb7w6": { + "name": "Doppelganger", + "description": "

You weave a mask and cloak of Ulgu around your form, assuming the likeness of another humanoid creature with whom you are familiar (as determined by the GM). Your appearance will automatically fool anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent, though some may note if any of your mannerisms are incorrect. Those with that Talent must pass a Difficult (–10) Perception Test to notice you are disguising your form. This does not let them see through the spell. They must dispel it to do so.

\n\n Lore: All spells cast from the Lore of Shadows inflicting Damage ignore all non-magical Armor Points.

" + }, + "Joyous Aspect (Tzeentch)": { + "name": "Joyous Aspect (Tzeentch)", + "description": "

The caster infuses the target (perhaps themselves) with a corrupted caul of Dhar-infused Ulgu, sheathing them in an aura of concealment. While the spell is in force, the target appears without flaw, or blemish. Scars, deformities and, most crucially, mutations are undetectable, save through Divine means. 

\n

While obvious deformities are hidden, the targets can appear strange, or outlandish, infused with too much life, or unnaturally alluring. Passing a Hard (–20) Perception Test reveals something is awry, though not precisely what. For Characters with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent the Test is  Challenging (+0), and should they succeed they will become aware that a spell is in place, but not what it hides.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + } + } + }, + "Sleeves": { + "name": "Sleeves", + "items": { + "Fine or Ragged Clothing": { + "name": "Fine or Ragged Clothing" + }, + "Chef's Knife": { + "name": "Chef's Knife" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Trade (Cook)": { + "name": "Trade (Cook)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Small": { + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", + "effects": { + "Small": { + "name": "Small" + } + } + }, + "Trade Tools (Cook)": { + "name": "Trade Tools (Cook)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

", + "items": { + "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

" + }, + "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" + } + } + }, + "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" + } + } + }, + "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, Guard)": { + "name": "Trained (Broken, Guard)" + } + } + }, + "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": { + "name": "Weapon", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + } + } + }, + "Thug": { + "name": "Thug", + "description": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}

There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.

Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.

", + "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" + } + } + }, + "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

" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Personality and Appearance

‘Nothing ventured, nothing gained.’ 

Like many Halflings, Harbull has a child-like cheerfulness and insatiable curiosity, especially by Human standards. ‘How does that work?’ is his favourite question, rather than the more typical, ‘What’s for dinner?’ However, his sunny disposition changes when confronted by Human prejudices about Halflings — in particular, in relation to food and cooking. He’s of medium height, and medium stoutness for a Halfling (so still very broad), with light-brown curly hair and dark-brown eyes.

Background

Born in Barliton on the border of Mootland to a chef and a herbalist, there was always uncertainty around Harbull’s future career. Whilst he begrudgingly admits that he loves his food, he much prefers others to cook. This oft-repeated distinction sat poorly with his parents, so Harbull eventually left home to seek his own way in life. Wherever Harbull travelled, he found ready employment, though his odd jobs always turned, inevitably, to cooking. Frustrated, he travelled on, and eventually met his current companions at The Travellers’ Rest coaching inn. Harbull quickly hit things off with Werner, and the group decided to try their luck travelling together, following a handbill calling for ‘adventurers’. (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!} from Enemy in Shadows.)

Secrets

  • Harbull resents cooking because it was the only work his mother could find, despite being a skilled artist. He assumes that most Halfling cooks have given up on some dream or other. Gain the Psychology Trait.

  • Harbull has trouble telling Humans apart, regardless of how different they look from each other.

  • Harbull left home (and changed his Clan name of Stoutheart to Furfoot) because he accidentally maimed his father during a fight over his future career. If other Halflings discovered this, Harbull would be shunned.

  • Harbull sees Malmir as a kindred spirit, both being travellers in foreign lands. Harbull follows him around constantly, chirpily offering advice at every turn, certain in the knowledge that Malmir both appreciates this input and benefits from it tremendously.

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", + "items": { + "Assortment of Herbs": { + "name": "Assortment of Herbs" + }, + "4d10 Brass Penny": { + "name": "4d10 Brass Penny" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "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}" + }, + "Language (Mootish)": { + "name": "Language (Mootish)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Trade (Cook)": { + "name": "Trade (Cook)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Trade (Herbalist)": { + "name": "Trade (Herbalist)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Acute Sense (Taste)": { + "name": "Acute Sense (Taste)", + "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.

" + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "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." + }, + "Resistance (Chaos)": { + "name": "Resistance (Chaos)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Chaos)": { + "name": "Resistance (Chaos)" + } + } + }, + "Small": { + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", + "effects": { + "Small": { + "name": "Small" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Pestle & Mortar": { + "name": "Pestle & Mortar" + }, + "Pouch": { + "name": "Pouch" + }, + "Sling": { + "name": "Sling" + }, + "Stone Bullet": { + "name": "Stone Bullet" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Rations, 1 day": { + "name": "Rations, 1 day" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Herb Gatherer": { + "name": "Herb Gatherer", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.fTqkgehpmxk7kVT6]{Herbalist}

" + }, + "Strider (Rural)": { + "name": "Strider (Rural)", + "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" + } + } + } + } + }, + "Elvyra Kleinestun": { + "name": "Elvyra Kleinestun", + "items": { + "Chest": { + "name": "Chest" + }, + "Collapsible Market Stall": { + "name": "Collapsible Market Stall" + }, + "Drugs and Herbs": { + "name": "Drugs and Herbs", + "description": "

Availability as a City

" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Secret Signs (Guilder)": { + "name": "Secret Signs (Guilder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "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" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "uye8ZUHe1gIZNfrD": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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" + } + } + }, + "Fast Hands": { + "name": "Fast Hands", + "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", + "effects": { + "Fast Hands": { + "name": "Fast Hands" + } + } + }, + "Field Dressing": { + "name": "Field Dressing", + "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", + "effects": { + "Field Dressing": { + "name": "Field Dressing" + } + } + }, + "Master Tradesman": { + "name": "Master Tradesman", + "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", + "effects": { + "Master Tradesman": { + "name": "Master Tradesman" + } + } + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "l6s4tnJphUP4FKKB": { + "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.

" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Pharmacist": { + "name": "Pharmacist", + "description": "You are highly skilled at pharmacy, better able than most to make pills, ointments, unguents, oils, creams, and more. You may reverse any failed Trade (Apothecary) test if this allows the Test to succeed", + "effects": { + "Pharmacist": { + "name": "Pharmacist" + } + } + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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." + }, + "Resistance (Poison)": { + "name": "Resistance (Poison)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Poison)": { + "name": "Resistance (Poison)" + } + } + }, + "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 + } + } + } + }, + "Sharp": { + "name": "Sharp", + "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", + "effects": { + "Sharp": { + "name": "Sharp", + "changes": { + "system.characteristics.i.initial": 5 + } + } + } + }, + "Trade (Poisoner)": { + "name": "Trade (Poisoner)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Trade (Apothecary)": { + "name": "Trade (Apothecary)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Bandage": { + "name": "Bandage", + "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Key": { + "name": "Key" + }, + "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.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "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" + } + } + } + } + }, + "Sheep (Hugeltal Longwool)": { + "name": "Sheep (Hugeltal Longwool)", + "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the  listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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

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

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

", + "effects": { + "Disease": { + "name": "Disease" + } + } + }, + "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).

" + }, + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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" + } + } + }, + "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" + } + } + } + } + }, + "Helga Langstrasse": { + "name": "Helga Langstrasse", + "items": { + "Apprentice (Fanna Geshenkle)": { + "name": "Apprentice (Fanna Geshenkle)" + }, + "Surgery": { + "name": "Surgery" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "NP4EHyyh1yOLbsPU": { + "name": "Surgery", + "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

", + "effects": { + "Surgery": { + "name": "Surgery" + } + } + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Anatomy)": { + "name": "Lore (Anatomy)", + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Trade (Barber)": { + "name": "Trade (Barber)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Field Dressing": { + "name": "Field Dressing", + "description": "You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy", + "effects": { + "Field Dressing": { + "name": "Field Dressing" + } + } + }, + "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." + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Bandage": { + "name": "Bandage", + "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + }, + "Book, Medicine": { + "name": "Book, Medicine", + "description": "

Medical texts can either be scribed or press-printed, depending on the authoring physician’s prestige. Illuminations are common, and usually include detailed autopsy drawings and procedural diagrams.

" + }, + "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 (Medicine)": { + "name": "Trade Tools (Medicine)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "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" + } + } + } + } + }, + "Marie Schutz": { + "name": "Marie Schutz", + "items": { + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

", + "effects": { + "Jump Up": { + "name": "Jump Up" + } + } + }, + "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." + }, + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "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 + } + } + } + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Sword": { + "name": "Sword" + } + } + }, + "Brokur Zindrisson": { + "name": "Brokur Zindrisson", + "items": { + "Dirty Rags": { + "name": "Dirty Rags" + }, + "1d10 Silver Shilling": { + "name": "1d10 Silver Shilling" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Language\r (Guilder)": { + "name": "Language\r (Guilder)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Craftsman (Smithing)": { + "name": "Craftsman (Smithing)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "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." + }, + "Strong-minded": { + "name": "Strong-minded", + "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." + }, + "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" + } + } + }, + "Chalk": { + "name": "Chalk" + }, + "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.

" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Trade Tools": { + "name": "Trade Tools" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + } + } + }, + "Johannes Teugen": { + "name": "Johannes Teugen", + "items": { + "Detect Artifact": { + "name": "Detect Artifact", + "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Cat-tongued": { + "name": "Cat-tongued", + "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", + "effects": { + "Cat-tongued": { + "name": "Cat-tongued" + } + } + }, + "yFSMpTluZ5HN0kV6": { + "name": "Cat-tongued", + "description": "

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

", + "effects": { + "Cat-tongued": { + "name": "Cat-tongued" + } + } + }, + "Art (Drama)": { + "name": "Art (Drama)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Channelling (Dhar)": { + "name": "Channelling (Dhar)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "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}" + }, + "Language (Arabyan)": { + "name": "Language (Arabyan)", + "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}" + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

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

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

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

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

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

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (History)": { + "name": "Lore (History)", + "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}" + }, + "Secret Signs (Cult)": { + "name": "Secret Signs (Cult)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Trade (Brewing)": { + "name": "Trade (Brewing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Arcane Magic": { + "name": "Arcane Magic", + "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.

" + }, + "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" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Etiquette": { + "name": "Etiquette", + "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" + } + } + }, + "Linguistics": { + "name": "Linguistics", + "description": "

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

", + "effects": { + "Linguistics": { + "name": "Linguistics" + } + } + }, + "Magical Sense": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "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" + } + } + }, + "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’.

" + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "6fMVweskUz2KxYPx": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "XPT24VTKKjUrDsu1": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "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." + }, + "Second Sight": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "Super Numerate": { + "name": "Super Numerate", + "description": "

You have a gift for calculation and can work out the solution to most mathematical problems with ease. You may use a simple calculator to represent what your PC is capable of mentally computing.

", + "effects": { + "Super Numerate": { + "name": "Super Numerate" + } + } + }, + "Wealthy": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "kNxzn9cLPOBbiRGq": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "fBlGceOX5OboscqX": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Ep5HiKnPxUeLmH8Z": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "qKgpmKDm3StXjCNJ": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "6VO2uHJ6aTVoqgS1": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "4B86TjwEQZSYf2Vm": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "II2T1Cr8iSkW5x85": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "a1yqE9VrPApdzLVS": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You create a number of flickering magical lights up to your Intelligence Bonus. They resemble torches or hooded lanterns. Providing they remain within line of sight, for your Action you may control the lights by passing an Average (+20) Channeling Test; a success allows you to send the lights moving in any direction. They will move at walking pace in a straight line, passing through any objects (or witnesses) in their path, unless you test again to change their direction.

\n\n Lore: None

" + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + }, + "Sleep": { + "name": "Sleep", + "description": "

You touch your opponent, sending them into a deep sleep. If the target has the @Condition[Prone] Condition, they gain the @Condition[Unconscious] Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

\n\n Lore: None

", + "effects": { + "Sleep": { + "name": "Sleep" + } + } + }, + "Rot": { + "name": "Rot", + "description": "

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", + "effects": { + "Damage Armour": { + "name": "Damage Armour" + } + } + }, + "Open Lock": { + "name": "Open Lock", + "description": "

One non-magical lock you touch opens.

\n\n Lore: None

" + }, + "Bolt (Daemonology)": { + "name": "Bolt (Daemonology)", + "description": "

You channel magic into a damaging bolt. Bolt is a Magic Missile with a Damage of +4.

" + }, + "Corrosive Blood (Daemonology)": { + "name": "Corrosive Blood (Daemonology)", + "description": "

You infuse yourself with magic, lending your blood a fearsome potency. You gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

", + "effects": { + "Corrosive Blood (Daemonology)": { + "name": "Corrosive Blood (Daemonology)" + } + } + }, + "Dome (Daemonology)": { + "name": "Dome (Daemonology)", + "description": "

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

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. 

\n
\n

 

", + "effects": { + "Dome (Daemonology)": { + "name": "Dome (Daemonology)" + } + } + }, + "Entangle (Daemonology)": { + "name": "Entangle (Daemonology)", + "description": "

Using magic, you entrap your target, wrapping them in whatever suits your Lore: vines, shadows, their own clothing… Your target gains one @Condition[Entangled] Condition with a Strength equal to your Intelligence. For every +2 SL, you may give the target +1 additional Entangled Condition. The spell lasts until all Entangled Conditions are removed.

", + "effects": { + "Entangle (Daemonology)": { + "name": "Entangle (Daemonology)" + } + } + }, + "Mundane Aura (Daemonology)": { + "name": "Mundane Aura (Daemonology)", + "description": "

You drain all the Winds of Magic from within your body and your possessions, removing any magical aura. For the duration of the spell you appear mundane to the Magical Sense Talent and similar. You effectively have no magical ability and your magical nature cannot be detected by any means. While this spell is in effect, you cannot cast any other spells. Mundane Aura is immediately dispelled if you make a Channeling Test.

" + }, + "Magic Shield (Daemonology)": { + "name": "Magic Shield (Daemonology)", + "description": "

You encase yourself in bands of protective magic. While the spell is active, add +Willpower Bonus SL to any dispel attempts you make.

", + "effects": { + "Magic Shield (Daemonology)": { + "name": "Magic Shield (Daemonology)" + } + } + }, + "Octagram": { + "name": "Octagram", + "description": "

Daubing an octagram to the floor, and marking it with unholy symbols, you ward against all daemonic influence. Those with the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Creature Trait cannot enter or leave the octagram unless their Willpower is more than twice yours. 

" + }, + "Manifest Lesser Daemon": { + "name": "Manifest Lesser Daemon", + "description": "

You channel a sickening flow of Dhar, briefly forcing a rent into the fabric of reality. A Lesser Daemon immediately manifests through the rent. Perform an Opposed Channel (Dhar)/Willpower Test with the Daemon. If successful, the Daemon will respond to one command issued by you, quite literally, then vanish (assuming the command is completed before the Duration ends). If failed, the Daemon immediately attacks.

" + }, + "Detect Daemon": { + "name": "Detect Daemon", + "description": "

Your spell homes in on the daemonic influences in the surrounding area. You automatically know if there is a manifested Daemon within range, be it summoned, bound into an artefact, possessing another, or similar.

" + }, + "Destroy Lesser Demon": { + "name": "Destroy Lesser Demon", + "description": "

Your spell disrupts the Dhar holding a target Daemon together, and draws it back to you. A target with the Daemonic Creature Trait and a lower Willpower than you loses Wounds equal to your Willpower Bonus, ignoring Toughness Bonus or Armor Points. In turn, you may increase one of your Characteristic by +10 for the duration as you siphon profane energies.

To gain the bonus, you must manually fill out the Characteristic Bonus effect.

Example

Attribute Key: system.characteristics.ws.modifier

Effect Value: 10

", + "effects": { + "Characteristic Bonus": { + "name": "Characteristic Bonus" + }, + "Destroy Lesser Demon": { + "name": "Destroy Lesser Demon" + } + } + }, + "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" + } + } + } + } + }, + "Johann 'Rowlocks' Dassbüt": { + "name": "Johann 'Rowlocks' Dassbüt", + "description": "

Personality and Appearance

‘Whatever comes downstream, you deals with it. Then you don’t worry no more. ’Less’n you’re daft.’

Although very sociable, Johann prefers his own company. He says little unless absolutely sure of his facts, and prefers to reach his own conclusions. Johann often takes some time to mull over a new concept, but once he’s thought about things for a while he generally arrives at the right idea. He is of medium build, around 5’ 10” tall, but obviously healthy and strong as befits someone with a hard, physical job. He has mid-brown hair and a moustache which gives him a slightly sad air, and light-blue eyes that sometimes go a little distant when he is thinking.

Background

Johann has been travelling up and down the River Reik and its many tributaries for as long as he can remember. His family was killed by bandits when he was young, so he has grown used to relying on his own skills. A boatman’s lot has suited Johann’s temperament, with its outdoor life, a chance to watch the world float by, and no one to rely on beyond himself. Given the opportunities for money-making are somewhat limited, and since Johann has never owned anything larger than a two-man rowing boat, he was forced to hire out his services to other barge owners. Most of his work consists of ferrying passengers and small cargoes up and down the Reik. Suffering from a mid-decade crisis, he has started to re-examine his life, and has decided that he’s had enough of making money for other people. To that end, he’s sold his rowing boat to his old employer, and fallen in with a group of vagabonds headed for Altdorf.

Secrets

  • Johann accidently killed his old employer and burned the boat to cover his tracks. He’s now on the run, wanted for murder in Delberz, Middenland.

  • Johann is deeply superstitious about witches. He’s got his eye on Wanda and Malmir. Gain the Psychology Trait.

  • Johann admires Harbull’s self-confidence. He watches him closely to learn his ways. Gain the Psychology Trait.

  • Johann remembers Kristen from a few years back when she left his ferry without paying. She doesn’t seem to remember him. He’s planning to get revenge on her, claiming back at least 2 shillings for the trouble she landed him in with his old boss, Travis Binckel.

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", + "items": { + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Wastelander)": { + "name": "Language (Wastelander)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "Sharp": { + "name": "Sharp", + "description": "You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).", + "effects": { + "Sharp": { + "name": "Sharp", + "changes": { + "system.characteristics.i.initial": 5 + } + } + } + }, + "Strong Swimmer": { + "name": "Strong Swimmer", + "description": "You are an especially strong swimmer and used to holding your breath for a long time underwater. Gain a bonus of your level in Strong Swimmer to your Toughness Bonus for the purposes of holding your breath. Drowning and Suffocation", + "effects": { + "Strong Swimmer": { + "name": "Strong Swimmer" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "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 + } + } + } + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Boat Hook": { + "name": "Boat Hook" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Pole (3 yards)": { + "name": "Pole (3 yards)", + "description": "

A long pole used for barging; counts as an @UUID[Compendium.wfrp4e-core.items.mRU10yAWWWs5WoKt]{Improvised Weapon}

" + }, + "Pouch": { + "name": "Pouch" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Flask of Spirits": { + "name": "Flask of Spirits" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Boat-hand": { + "name": "Boat-hand", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Rk1V9EvtZ0p5Qhwr]{Boatman}

" + } + } + }, + "Kasper Lauengram": { + "name": "Kasper Lauengram", + "items": { + "1d10 Bombs": { + "name": "1d10 Bombs" + }, + "Large Black Cloak": { + "name": "Large Black Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Black Mask": { + "name": "Black Mask" + }, + "Tall, Wide-brimmed Hat": { + "name": "Tall, Wide-brimmed Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Tinderbox": { + "name": "Tinderbox" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Dagger": { + "name": "Dagger" + }, + "Sword": { + "name": "Sword" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons}

The Carnivorous Snapper is a bipedal reptile, about 10 feet long from nose to tail and standing about 5-ft high, although in combat it can rear to a height of 7 ft. Most of its weight is distributed around its hind legs, and it has a heavy tail that it uses for balance while running. Its forelimbs are small and almost useless. Its body is mottled, ranging from dark green to dark brown on the back and with a paler, buff-coloured belly.

The outlaws captured this creature in the forest a few weeks ago, and have been keeping it as a kind of pet, feeding it scraps of game, and using it to scare prisoners.

", + "items": { + "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.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "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" + } + } + } + } + }, + "Bodyguards Aplenty": { + "name": "Bodyguards Aplenty", + "items": { + "Short Spear": { + "name": "Short Spear" + }, + "Linen Surcoat with Drakensberg Livery": { + "name": "Linen Surcoat with Drakensberg Livery", + "description": "

Red Dragon on a Yellow Field

" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "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}" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Shield": { + "name": "Shield" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Gustav Fondleburger": { + "name": "Gustav Fondleburger", + "items": { + "The Coach and Horses Inn": { + "name": "The Coach and Horses Inn" + }, + "Seeds": { + "name": "Seeds", + "description": "

To feed Blackie

" + }, + "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}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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." + }, + "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" + } + } + }, + "Blunderbuss": { + "name": "Blunderbuss" + }, + "Small shot and Powder": { + "name": "Small shot and Powder" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Gunnar": { + "name": "Gunnar", + "items": { + "Coach Horn": { + "name": "Coach Horn" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Blunderbuss": { + "name": "Blunderbuss" + }, + "Small shot and Powder": { + "name": "Small shot and Powder" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Coat (big and warm)": { + "name": "Coat (big and warm)", + "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" + }, + "Gloves": { + "name": "Gloves" + }, + "Sword": { + "name": "Sword" + } + } + }, + "Heavy Warhorse": { + "name": "Heavy Warhorse", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

The largest warhorses, sometimes called ‘destriers’, are ridden by armoured knights and other heavy cavalry. These are rarely used for travelling, because it makes no sense to use such an expensive and battle-hardened animal for trivial tasks. While not as fast as their smaller counterparts, they are well trained and their charge is almost unstoppable.

", + "items": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "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, Mount, War)": { + "name": "Trained (Broken, Mount, War)" + } + } + }, + "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" + } + } + }, + "Clever": { + "name": "Clever", + "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", + "effects": { + "Clever": { + "name": "Clever", + "changes": { + "system.characteristics.int.initial": 20, + "system.characteristics.i.initial": 10 + } + } + } + }, + "Elite": { + "name": "Elite", + "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", + "effects": { + "Elite": { + "name": "Elite", + "changes": { + "system.characteristics.ws.initial": 20, + "system.characteristics.bs.initial": 20, + "system.characteristics.wp.initial": 20 + } + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Tough": { + "name": "Tough", + "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", + "effects": { + "Tough": { + "name": "Tough", + "changes": { + "system.characteristics.t.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + } + } + }, + "Ernst Heidlemann": { + "name": "Ernst Heidlemann", + "items": { + "Leeches and Their Curative Properties": { + "name": "Leeches and Their Curative Properties", + "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.

" + }, + "Travelling Case": { + "name": "Travelling Case", + "description": "

Contains Ernst's personal effects.

" + }, + "Channelling (Dhar)": { + "name": "Channelling (Dhar)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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." + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You cause a roughly fist-sized volume of organic material to immediately rot. Food stuffs perish, clothes crumble, leathers shrivel (losing 1 Armor Point on 1 hit location), and similar, as dictated by the GM.

\n\n Lore: None

", + "effects": { + "Damage Armour": { + "name": "Damage Armour" + } + } + }, + "Shock": { + "name": "Shock", + "description": "

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", + "effects": { + "Shock": { + "name": "Shock" + } + } + } + } + }, + "Malmir Giluviel": { + "name": "Malmir Giluviel", + "description": "

Personality and Appearance

‘So much to see. So much to do. So many new leaves to turn over!’

Malmir always found woodland life claustrophobic, and his kithband too detached from the world around them. He knows little of Human society, but what he has encountered fascinates him. He is eager to see more of the Empire, with its cities, towns, villages, and hamlets, and yes, the vast forests and swift-flowing rivers if he must. Though he’d never admit it, he thinks that once you’ve seen one tree, you’ve pretty much seen them all. Like most Wood Elves, Malmir is slender and tall. He has shiny chestnut-brown hair and eye-catching emerald-green eyes.

Background

From an early age, Malmir showed an unseemly interest in life beyond the Laurelorn forest. Although he readily adopted the customs and behaviour of polite Elven society, his mind was fixated on the Empire’s Humans. Their strange cities of stone and deadwood and their obsession with all matters material were so… different. Eventually, his home forest began to seem boringly familiar. Despite the hardship he knew it would cause, Malmir’s will was steadfast. His kinfolk, one by one, turned their backs on him. Like all Elves who forsake their home for a life of adventure, Malmir no longer exists to his people. The last words he heard in his mother tongue came from the Priestess of Liadriel: ‘Go then, Malmir. Return not, unless in dire need. But think on this: if ever one of the Chaos-touched should find their way here by your direction, we shall not rest until you are brought to justice!’ He has set his heart on seeing Altdorf, the city of gold. And so it is that he now finds himself at The Traveller’s Rest, in the company of his new companions.

Secrets

  • Malmir didn’t just leave his home to see the wider world — he did so because on nights when Morrsleib waxed, he saw not his own face in reflections, but another’s. He set out to find this person, and now travels with them on the road to Altdorf.

  • Malmir stole a momento from his people, before he left. Now, they want it back, and are in hot pursuit. Discuss with your GM as to what this momento may be.

  • Malmir hates the Wood Elves of the Laurelorn, who he thinks have failed as custodians of the Old World. Gain the Psychology Trait.

  • Malmir is not Eonir, as he claims. He is actually a High Elf who fled from his duties in Altdorf. The suggested background and name for Malmir is all an act. With the GM, come up with an alternative past that justifies his skill set.

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", + "items": { + "Mandolin": { + "name": "Mandolin", + "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" + }, + "6d10 Brass Penny": { + "name": "6d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Language (Eltharin)": { + "name": "Language (Eltharin)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" + }, + "Play (Mandolin)": { + "name": "Play (Mandolin)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Entertain (Singing)": { + "name": "Entertain (Singing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "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}" + }, + "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.

" + }, + "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" + } + } + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "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" + } + } + }, + "Very Resilient": { + "name": "Very Resilient", + "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", + "effects": { + "Very Resilient": { + "name": "Very Resilient", + "changes": { + "system.characteristics.t.initial": 5 + } + } + } + }, + "Backpack": { + "name": "Backpack", + "description": "

Counts as ‘worn’ when strapped to your back. 

" + }, + "Tinderbox": { + "name": "Tinderbox" + }, + "Blanket": { + "name": "Blanket", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + }, + "Bowl": { + "name": "Bowl" + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Pouch": { + "name": "Pouch" + }, + "Rations, 1 day": { + "name": "Rations, 1 day" + }, + "Shortbow": { + "name": "Shortbow" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Sword": { + "name": "Sword" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Busker": { + "name": "Busker", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}

" + } + } + }, + "Large Litter": { + "name": "Large Litter" + }, + "Cart": { + "name": "Cart" + }, + "Heinz Richter": { + "name": "Heinz Richter", + "items": { + "Wig": { + "name": "Wig" + }, + "Town Seal": { + "name": "Town Seal" + }, + "Sword of Office": { + "name": "Sword of Office" + }, + "Amulets (Vernean)": { + "name": "Amulets (Vernean)" + }, + "Art (Writing)": { + "name": "Art (Writing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Speeches)": { + "name": "Entertain (Speeches)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Secret Signs (Guilder)": { + "name": "Secret Signs (Guilder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Bookish": { + "name": "Bookish", + "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", + "effects": { + "Bookish": { + "name": "Bookish" + } + } + }, + "ktHiVktoV2MCVPVH": { + "name": "Bookish", + "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", + "effects": { + "Bookish": { + "name": "Bookish" + } + } + }, + "sTDGKL6U2jHw2iwx": { + "name": "Bookish", + "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", + "effects": { + "Bookish": { + "name": "Bookish" + } + } + }, + "RogW63A2PqydIuy7": { + "name": "Bookish", + "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", + "effects": { + "Bookish": { + "name": "Bookish" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Etiquette": { + "name": "Etiquette", + "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" + } + } + }, + "6b4rKIqmWrYlWd26": { + "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" + } + } + }, + "v7tFkXjppDuMFELS": { + "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" + } + } + }, + "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." + }, + "Savant (Law)": { + "name": "Savant (Law)", + "description": "You are exceptionally learned, and have a significant degree of specialized knowledge in a single field of study. You automatically know a number of pieces of correct information equal to you Savant (Lore) level about a relevant issue without having to test your Lore Skill. Testing, as always, will provide yet more information as normal as determined by the GM.", + "effects": { + "Savant": { + "name": "Savant" + } + } + }, + "Wealthy": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "7CBNhfYzR82cZSzS": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "voGEhyy4bgxKjsGu": { + "name": "Wealthy", + "description": "

You are fabulously wealthy, and are rarely ever short of coin. When Earning (including Income Endeavor) you secure +1 GC per time you have this Talent.

" + }, + "Signet Ring": { + "name": "Signet Ring", + "description": "

 

\n

Gold rings with engraved stamps are worn by nobles and guild officials, who use them to imprint heraldry or insignia into sealing wax.

\n

 

\n

 

" + }, + "Robes (Lawyer)": { + "name": "Robes (Lawyer)" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Sonny Rags": { + "name": "Sonny Rags", + "items": { + "Empty Bottles": { + "name": "Empty Bottles" + }, + "4d10 brass pennies": { + "name": "4d10 brass pennies" + }, + "4d10 Brass Penny": { + "name": "4d10 Brass Penny" + }, + "Poor Quality Blanket": { + "name": "Poor Quality Blanket", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Panhandle": { + "name": "Panhandle", + "description": "

You are a skilled beggar, able to get even the most jaded individual to contribute to your cause. You can perform a Charm Test every half hour when Begging, not every hour.

", + "effects": { + "Panhandle": { + "name": "Panhandle" + } + } + }, + "Bowl": { + "name": "Bowl" + }, + "Crutch": { + "name": "Crutch" + }, + "Cup": { + "name": "Cup" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These are the largest horses in the Empire, and probably the largest in the Old World. Large draught horses can weigh more than a ton and pull almost anything. They can be ridden, but few are trained to accept a rider. Although most nobles would deny it, draught horses are the original breeding stock used to produce heavy warhorses.

", + "items": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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" + } + } + }, + "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, Drive)": { + "name": "Trained (Broken, Drive)" + } + } + }, + "SB79GxjAZ4HuqM2B": { + "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" + } + } + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "Brute": { + "name": "Brute", + "description": "

The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.

", + "effects": { + "Brute": { + "name": "Brute", + "changes": { + "system.details.move.value": -1, + "system.characteristics.ag.initial": -10, + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10 + } + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Light Warhorse": { + "name": "Light Warhorse", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These horses are used by light and medium cavalry, as well as by certain nobles who find normal riding horses too tame for their tastes. These animals are trained for war, and the more expensive and highly trained examples will have additional Traits. These are sometimes referred to as ‘hobbies’ by traditionalists.

", + "items": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "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, Mount, War)": { + "name": "Trained (Broken, Mount, War)" + } + } + }, + "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" + } + } + }, + "Clever": { + "name": "Clever", + "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", + "effects": { + "Clever": { + "name": "Clever", + "changes": { + "system.characteristics.int.initial": 20, + "system.characteristics.i.initial": 10 + } + } + } + }, + "Elite": { + "name": "Elite", + "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", + "effects": { + "Elite": { + "name": "Elite", + "changes": { + "system.characteristics.ws.initial": 20, + "system.characteristics.bs.initial": 20, + "system.characteristics.wp.initial": 20 + } + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Tough": { + "name": "Tough", + "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", + "effects": { + "Tough": { + "name": "Tough", + "changes": { + "system.characteristics.t.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + } + } + }, + "Bruno": { + "name": "Bruno", + "items": { + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Lore (Torture)": { + "name": "Lore (Torture)", + "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}" + }, + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Club": { + "name": "Club" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Phillipe Descartes": { + "name": "Phillipe Descartes", + "items": { + "Loaded Dice": { + "name": "Loaded Dice" + }, + "Pack of Marked Cards": { + "name": "Pack of Marked Cards", + "description": "

Contains 5 spare Aces

" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Dice": { + "name": "Dice" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "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}" + }, + "Language (Battle Tongue)": { + "name": "Language (Battle Tongue)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Cardsharp": { + "name": "Cardsharp", + "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", + "effects": { + "Cardsharp": { + "name": "Cardsharp" + } + } + }, + "Combat Aware": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Etiquette (Soldiers)": { + "name": "Etiquette (Soldiers)", + "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" + } + } + }, + "Rapid Reload": { + "name": "Rapid Reload", + "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon.", + "effects": { + "Rapid Reload": { + "name": "Rapid Reload" + } + } + }, + "War Leader": { + "name": "War Leader", + "description": "

Your stern gaze and inspiring words motivate your soldiers to fight on to the end. All subordinates able to see you may add your level in War Leader to their SL in one Willpower Test per Round. This bonus does not stack.

", + "effects": { + "War Leader": { + "name": "War Leader" + } + } + }, + "Pistol": { + "name": "Pistol" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Sword": { + "name": "Sword" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Attractive": { + "name": "Attractive", + "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + }, + "Diceman": { + "name": "Diceman", + "description": "

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", + "effects": { + "Diceman": { + "name": "Diceman" + } + } + } + } + }, + "Urzo": { + "name": "Urzo", + "description": "

The largest Beastman is also the most passive. Rather old for a Beastman, Urzo actually looks a little tatty, and has been ill for some time. Wolfgang suspects that Urzo needs something extra in his diet, but has yet to work out that this ‘extra’ is human flesh!

\n

Urzo is a massive creature almost the size of an Ogre. His goatlike head is armed with impressive horns; together with his hoofed legs they give him a daemonic appearance that makes him quite a money-spinner. His skin is covered in horny plates like those of an armadillo, and his hands are large enough to crush a human skull. Despite this, Urzo is a docile beast, used to being in a moving cage and being fed regularly. When faced with a crowd, he will rattle the cage bars in a most convincing manner, snarl, growl, and reach out between the bars as if to tear an unwary yokel limb from limb, but this is an act.

\n

While he could be dangerous — if roused — Urzo has been with Wolfgang long enough to know what is expected, and that acting fierce (within bounds) results in bigger rations. He thinks of the menagerie staff as sources of food, and has a [[/r 1d4]]{25%} chance of going into a Frenzy if anyone attacks them.

", + "items": { + "Frenzy*": { + "name": "Frenzy*", + "description": "

*has a 25% chance of going into a Frenzy if anyone attacks them.

\n

 

\n

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

 

\n

While subject to Frenzy you are immune to all other psychology, and will not flee or retreat for any reason; indeed you must always move at full rate towards the closest enemy you can see in order to attack. Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly. Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks. Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity. You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the Stunned or Unconscious condition. After your Frenzy is over you immediately receive a Fatigued condition.

" + }, + "Animalistic Legs": { + "name": "Animalistic Legs", + "description": "

+1 Movement; this mutation can only be hidden by clothing; Difficult (–10) Athletics Test to walk with a normal gait

", + "effects": { + "Animalistic Legs": { + "name": "Animalistic Legs", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 (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)

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Horns (Feature)": { + "name": "Horns (Feature)", + "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).

" + }, + "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" + } + } + } + } + }, + "Rembrandt Haube": { + "name": "Rembrandt Haube", + "items": { + "4d10 Brass Penny": { + "name": "4d10 Brass Penny" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

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

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Shield": { + "name": "Shield" + }, + "Tent": { + "name": "Tent" + }, + "Tinderbox": { + "name": "Tinderbox" + }, + "Bedroll": { + "name": "Bedroll", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", + "effects": { + "Bedroll": { + "name": "Bedroll" + } + } + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Sword": { + "name": "Sword" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Bow": { + "name": "Bow" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{The Steinhäger Offices}

@UUID[Actor.FF4U0ls9YObaK0q5]{Schutz} is accompanied by Fang, a large black dog with sharp teeth. However, for all Fang is a Telland Pit Bull, one of the fiercer breeds of @UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}, she is much less intimidating than she looks. Ruled by her stomach, she befriends any  Character who offers her food or who passes an Average (+20) Charm Animal Test. She is a good girl.

", + "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

" + }, + "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" + } + } + }, + "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

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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, Guard)": { + "name": "Trained (Broken, Guard)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Reinholdt": { + "name": "Reinholdt", + "items": { + "Cosh": { + "name": "Cosh" + }, + "Menacing*": { + "name": "Menacing*", + "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

*Only applies when @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt} is with @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt}

" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Dagger": { + "name": "Dagger" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "'Crusher' Braugen": { + "name": "'Crusher' Braugen", + "items": { + "Crushed Rose": { + "name": "Crushed Rose" + }, + "Dirty Fighting": { + "name": "Dirty Fighting" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Iron Jaw": { + "name": "Iron Jaw", + "description": "

You are made of sturdy stuff and can weather even the strongest blows. Whenever you gain one or more Stunned Conditions, you may make an immediate Challenging (+0) Endurance Test to not take one of them, with each SL removing an extra Stunned Condition.

", + "effects": { + "Iron Jaw": { + "name": "Iron Jaw" + } + } + }, + "Reversal": { + "name": "Reversal", + "description": "

You are used to desperate combats, able to turn even the direst circumstances to your Advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take all your opponent’s Current Advantage. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

", + "effects": { + "Reversal": { + "name": "Reversal" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Tattoo": { + "name": "Tattoo" + }, + "WdKr0NCRBcTZHp9j": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + }, + "IE8BaVcJ2UPIdcaa": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Schaffenfest Burgher": { + "name": "Schaffenfest Burgher", + "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", + "items": { + "Weapon": { + "name": "Weapon", + "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" + } + } + } + } + }, + "Aleanora ‘Al’ Shortbottom": { + "name": "Aleanora ‘Al’ Shortbottom", + "items": { + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Acute Sense (Taste)": { + "name": "Acute Sense (Taste)", + "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.

" + }, + "Embezzle": { + "name": "Embezzle", + "description": "

You are skilled at skimming money from your employers without being detected. Whenever you secure money when Earning (during play or performing an Income Endeavour), you may attempt an Opposed Intelligence Test with your employer (assuming you have one). If you win, you skim 2d10 + SL brass pennies, 1d10 + SL silver shillings, or 1 + SL gold crowns (depending upon the size of the business in question, as determined by the GM) without being detected. If your employer wins by 6+ SL, you gain the money, but your embezzling is detected; what then happens is left to the GM. Any other result means you have failed to embezzle any money.

", + "effects": { + "Embezzle": { + "name": "Embezzle" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "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" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Small": { + "name": "Small", + "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{in the Size Trait}

", + "effects": { + "Small": { + "name": "Small" + } + } + }, + "Resistance (Chaos)": { + "name": "Resistance (Chaos)", + "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.", + "effects": { + "Resistance (Chaos)": { + "name": "Resistance (Chaos)" + } + } + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Gold Crown (secreted away)": { + "name": "Gold Crown (secreted away)" + }, + "Silver Shilling (secreted away)": { + "name": "Silver Shilling (secreted away)" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Albert Pförtner": { + "name": "Albert Pförtner", + "items": { + "Gang Colours": { + "name": "Gang Colours" + }, + "Porter Cap": { + "name": "Porter Cap" + }, + "Tools": { + "name": "Tools" + }, + "1d10 Silver Shilling": { + "name": "1d10 Silver Shilling" + }, + "Dirty Fighting": { + "name": "Dirty Fighting" + }, + "Leather Gloves": { + "name": "Leather Gloves" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "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" + } + } + }, + "Tenacious": { + "name": "Tenacious", + "description": "You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities", + "effects": { + "Tenacious": { + "name": "Tenacious" + } + } + }, + "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 + } + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Pipe and Tobacco": { + "name": "Pipe and Tobacco" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + }, + "Yuo2RL4ChIwmbgvB": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Handcart": { + "name": "Handcart" + }, + "Volker Drauchen": { + "name": "Volker Drauchen", + "items": { + "Detect Artifact": { + "name": "Detect Artifact", + "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." + }, + "Cermonial Dagger": { + "name": "Cermonial Dagger" + }, + "N3l9d7xH92AhwS5u": { + "name": "Detect Artifact", + "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." + }, + "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.

" + }, + "Tattered Robes": { + "name": "Tattered Robes" + }, + "Fate of Bögenhafen": { + "name": "Fate of Bögenhafen" + }, + "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" + } + } + }, + "eEqtRUw0R1SHdZCb": { + "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" + } + } + }, + "UpFZPZ6O4GOvxwaF": { + "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" + } + } + }, + "bzMD6D4Zm92mr2et": { + "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" + } + } + }, + "ERJHwdBZENh4XcR6": { + "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" + } + } + }, + "TzKX86JGzrRGA5N2": { + "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" + } + } + }, + "VYp5AkfRmnpjc8Uy": { + "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" + } + } + }, + "kFuZpnHuANDeUE92": { + "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" + } + } + }, + "Chaos Magic": { + "name": "Chaos Magic", + "description": "By accident or design you have lost a portion of your soul to one of the Dark Gods, and can now practice the foul magics of Chaos. Your ruinous patron immediately grants you access to a single spell from the chosen Lore (most commonly the Nurgle, Slaanesh, or Tzeentch Lores) and you gain a Corruption point as the spell infiltrates your mind, never to be forgotten." + }, + "Combat Aware": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "wJwEG7iCmVhhlguE": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "c92cfOTVcNUcoV4m": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "LMA0ZvgFNVAOrCbx": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Combat Reflexes": { + "name": "Combat Reflexes", + "description": "

You react like a flash of lightning. Add 10 to your Initiative for each level in this Talent when determining Combat Initiative.

", + "effects": { + "Combat Reflexes": { + "name": "Combat Reflexes" + } + } + }, + "Etiquette": { + "name": "Etiquette", + "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" + } + } + }, + "UQLwA2cU5kF8stJ9": { + "name": "Etiquette", + "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" + } + } + }, + "Fearless": { + "name": "Fearless", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "wEw7iVJtAB9sRvQ3": { + "name": "Fearless", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "1E0NNP7BkhfDjNq2": { + "name": "Fearless", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "1yuOtTYzlG0HXKEk": { + "name": "Fearless", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "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" + } + } + }, + "n0kv6lV725YxBfkh": { + "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" + } + } + }, + "iHPuGNHl7v3ezH3B": { + "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" + } + } + }, + "Tz0rxncsUCqWu8Qw": { + "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" + } + } + }, + "34uOzjmvdMDcgwnX": { + "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" + } + } + }, + "2I2JzdNCTIceoWWu": { + "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" + } + } + }, + "xKZdqUkRfYf9TWcV": { + "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" + } + } + }, + "yCOkWzvcQxg24oFz": { + "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" + } + } + }, + "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.

" + }, + "eNy6WuMiDqONmJJU": { + "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.

" + }, + "ow7ua8Ajw3TAh7Cd": { + "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.

" + }, + "rl2EmnzIyCslwral": { + "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.

" + }, + "Magical Sense": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "3B12SyrB6cof8aAh": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "6Rw1ZjD2C3h35SXI": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "SirYXh8iLiNTveJz": { + "name": "Magical Sense", + "description": "

You are able to sense the Winds of Magic in others. You may attempt an Average (+20) Intuition Test whenever you encounter a spellcaster. If you pass, you sense the target is a witch. Further, if you score an Astounding Success (+6), can also determine the target’s highest Channeling Specialization.

", + "effects": { + "Magical Sense": { + "name": "Magical Sense" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "v13ojEn0LEFIpXTW": { + "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." + }, + "Schemer": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "y1Gc7CqSeCP4IL0J": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "0cGXPKnUyqeaveGA": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "phf2FKnwij2LAF8b": { + "name": "Schemer", + "description": "You are a master of politics and see conspiracy around every corner. Once per session, you may ask the GM one question regarding a political situation or entangled web of social connections; the GM will perform a secret Intelligence Test and provide you some observations regarding the situation based upon your SL.", + "effects": { + "Schemer": { + "name": "Schemer" + } + } + }, + "Second Sight": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "Vd7M5P5UOcQuMMmH": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "OS72AYM7D0ZTlkXt": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "zA62buwpo6WYOQdy": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "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" + } + } + }, + "luc69o5xZ7vkbrHg": { + "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" + } + } + }, + "pCci8rwmFcmhO8qq": { + "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" + } + } + }, + "bYlmmZxjSD4yxm9E": { + "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" + } + } + }, + "Well-prepared": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "xhEDxl0X8bAy9PYu": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "htKT9NNT8RZsNBRV": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "3JlGuinSt9t1MGPU": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "JklDPxsJP9HaR0lx": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "Channelling (Dhar)": { + "name": "Channelling (Dhar)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "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}" + }, + "Language (Magick)": { + "name": "Language (Magick)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Tzeentch)": { + "name": "Lore (Tzeentch)", + "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 (Cultist)": { + "name": "Secret Signs (Cultist)", + "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}" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Mutation (any you feel are required, Drauchen is change)": { + "name": "Mutation (any you feel are required, Drauchen is change)", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + }, + "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" + } + } + }, + "5M6aigRKg2SDPNly": { + "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" + } + } + }, + "JMgg7p5YN0mhH02K": { + "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" + } + } + }, + "ICdIrYO0VA1Cyln8": { + "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" + } + } + }, + "oCEniu1Xm3hJXxjx": { + "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" + } + } + } + } + }, + "Benbow": { + "name": "Benbow", + "items": { + "Travelling Clothes": { + "name": "Travelling Clothes" + }, + "Fife": { + "name": "Fife", + "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Play (Fife)": { + "name": "Play (Fife)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail": { + "name": "Sail", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Secret Signs (Smuggler)": { + "name": "Secret Signs (Smuggler)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Crack the Whip": { + "name": "Crack the Whip", + "description": "You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip.", + "effects": { + "Crack the Whip": { + "name": "Crack the Whip" + } + } + }, + "Etiquette (Soldiers)": { + "name": "Etiquette (Soldiers)", + "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" + } + } + }, + "Strider (Coastal)": { + "name": "Strider (Coastal)", + "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" + } + } + }, + "Waterman": { + "name": "Waterman", + "description": "You are an experienced freshwater sailor and are well-versed with river vessels. You can ignore all negatives to your Tests when onboard a barge derived from rolling waters, swaying vessels, unsure footing, and similar. Further, you count as two boatmen towards the minimum number of crew to pilot a river vessel.", + "effects": { + "Waterman": { + "name": "Waterman" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Sword": { + "name": "Sword" + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Cow (Stimmigen Dairy Cattle)": { + "name": "Cow (Stimmigen Dairy Cattle)", + "description": "

The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", + "items": { + "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

" + }, + "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

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

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

", + "effects": { + "Disease": { + "name": "Disease" + } + } + }, + "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).

" + }, + "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 @UUID[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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Big Anders": { + "name": "Big Anders", + "items": { + "Clothes": { + "name": "Clothes" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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 (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}

There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.

Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.

", + "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" + } + } + }, + "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

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Hand Weapon": { + "name": "Hand Weapon" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Personality and Appearance

 ‘If you think your life is boring, have you tried drilling holes in wood all day?’

Werner has short dark-brown hair and intense dark-blue eyes. He is a trusting, scrupulously honest individual, always prepared to give people the benefit of the doubt. A lover of strong Reikland ales, Werner is slow to anger but terribly hot-headed once roused, the glare of his dark-blue eyes giving others pause for thought. Being twice the height of Harbull with a strong, muscular build, he and the stout-ish Halfling make an odd-looking couple. But despite their physical differences, the two have become fast friends. However, the young man’s infectious personality has made him a good travelling companion with all members of the group.

Background

Werner was raised at his parents’ coaching inn, The Travellers’ Rest, near the village of Mittelmund. But the boring, easy life of an innkeeper’s son — doing odd jobs about the place, helping the coachmen, working behind the bar, mending the odd broken table — has made Werner grow tired of hearing about other people’s adventures. Since his parents can now afford help running the inn, he has been on the look-out for likely travelling companions. As chance would have it, an assortment of odd individuals have recently arrived, and with the flash of Werner’s easy smile, a pact was made. Now, the motley crew has set off for Altdorf: the Empire’s glittering capital!

Secrets

  • Werner is in love with one of his travelling companions, and has decided to follow them wherever they’re going. You should discuss this secret with the GM, and perhaps with the subject of your adoration as well.

  • Werner’s parents were overbearing and never allowed him to leave. So he slipped away in the night with his new-found friends. A bounty has since been posted for his supposed ‘kidnappers’. Werner dreams of acquiring sufficient wealth to escape his parents’ grasp.

  • Werner’s life has been rather sheltered, and he is deathly afraid of what lurks in the Empire’s forests. Gain the Afraid (Deep Forests) Psychology Trait (deep forests cause Fear 0 to Werner).

  • Werner was too afraid to visit the Doomsayer on his 10th birthday and fled, meaning he hasn’t been Doomed — he isn’t technically an adult in the eyes of the law. This is a deep taboo in the Empire, and would cause untold trouble should it be uncovered. Lose the Doomed talent.

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", + "items": { + "1d10 Rags": { + "name": "1d10 Rags" + }, + "Lunch": { + "name": "Lunch" + }, + "Flash of Herbal Tea": { + "name": "Flash of Herbal Tea" + }, + "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}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Craftsman (Carpentry)": { + "name": "Craftsman (Carpentry)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "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 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Very Resilient": { + "name": "Very Resilient", + "description": "You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).", + "effects": { + "Very Resilient": { + "name": "Very Resilient", + "changes": { + "system.characteristics.t.initial": 5 + } + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Chalk": { + "name": "Chalk" + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Throwing Axe": { + "name": "Throwing Axe" + }, + "Hat": { + "name": "Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "Plate Helm": { + "name": "Plate Helm", + "effects": { + "Plate Helm": { + "name": "Plate Helm" + } + } + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Pouch": { + "name": "Pouch" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Strong Back": { + "name": "Strong Back", + "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + }, + "Apprentice Artisan": { + "name": "Apprentice Artisan", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.GWrZq3xoRSsDnQe0]{Artisan}

" + } + } + }, + "Wolfgang Hollseher": { + "name": "Wolfgang Hollseher", + "items": { + "Detect Artifact": { + "name": "Detect Artifact", + "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." + }, + "Testimonials": { + "name": "Testimonials" + }, + "Code Book": { + "name": "Code Book", + "description": "

Where individual ciphers and encryption keys can be written on a single page or two, Cryptography books are often hand-scribed codices dealing with mathematics, numerology, and polyalphabetic encryption.

" + }, + "On the Corrosive Effect of Chaos upon the Minds and Bodies of its Servants, and the Signs by which such Wretches may be Identified in the Early Stages of their Wickedness": { + "name": "On the Corrosive Effect of Chaos upon the Minds and Bodies of its Servants, and the Signs by which such Wretches may be Identified in the Early Stages of their Wickedness" + }, + "Wolfgang’s Journal and Notes Upon Beastmen and the Foul Behaviours and Unnatural Habits Thereof": { + "name": "Wolfgang’s Journal and Notes Upon Beastmen and the Foul Behaviours and Unnatural Habits Thereof" + }, + "Upon the Nature of Warpstone and Its Uses in the Arts Alchemical and Medical": { + "name": "Upon the Nature of Warpstone and Its Uses in the Arts Alchemical and Medical" + }, + "Caravan": { + "name": "Caravan", + "description": "

One driver and two horses are standard .

" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Channelling (Chamon)": { + "name": "Channelling (Chamon)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tXu8Hrd4desq1Rja caption=false]{Channelling}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Lore (Magic)": { + "name": "Lore (Magic)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + }, + "Arcane Magic (Metal)": { + "name": "Arcane Magic (Metal)", + "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.

" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Bookish": { + "name": "Bookish", + "description": "You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.", + "effects": { + "Bookish": { + "name": "Bookish" + } + } + }, + "Etiquette\r (Merchants)": { + "name": "Etiquette\r (Merchants)", + "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" + } + } + }, + "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’.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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." + }, + "Quarterstaff (not usually carried)": { + "name": "Quarterstaff (not usually carried)" + }, + "Trade Tools (Physician)": { + "name": "Trade Tools (Physician)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You teleport a small object — no bigger than your fist — from about your person into your hand.

\n\n Lore: None

" + }, + "Dart": { + "name": "Dart", + "description": "

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

\n\n Lore: None

" + }, + "Dazzle": { + "name": "Dazzle", + "description": "

The target gains 1 @Condition[Blinded] Condition, and gains 1 Blinded Condition at the start of each round for the duration of the spell.

\n\n Lore: None

", + "effects": { + "Dazzle": { + "name": "Dazzle" + } + } + }, + "Crucible of Chamon": { + "name": "Crucible of Chamon", + "description": "

You channel Chamon into a single non-magical, metallic object, such as a weapon or piece of armor. The item melts, dripping to the floor as molten metal, cooling almost immediately. If held, the item is dropped. If worn, the wearer takes a hit like a Magic Missile with Damage equal to your Willpower Bonus that ignores Toughness Bonus. While the object is destroyed, the metal retains its base value, and may be used by a smith as raw material.

\n\n Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.

" + }, + "Fool’s Gold": { + "name": "Fool’s Gold", + "description": "

You weave Chamon into a non-magical object made of metal, fundamentally altering its alchemical nature. For the duration of the spell, all metal in the object becomes gold. This is not an illusion: it has actually transformed into gold. When the spell ends, the item reverts to its original metal. This spell can ruin good weapons, make armor too heavy to wear, and turn lead coins into something much more appealing. Spot effects arising from this spell are left in the hands of the GM.

Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.

" + }, + "Mutable Metal": { + "name": "Mutable Metal", + "description": "

You touch a non-magical object made of metal, which instantly becomes warm to the touch as you squeeze Chamon into it. You may bend and mangle the object with an Average (+20) Strength Test. If you wish to make a more complex alteration, you may attempt an Average (+20) Trade (Smith, or similar) Test instead.

\n\n Lore: Spells inflicting Damage ignore Armor Points from metal armor, and inflict bonus Damage equal to the number of Armor Points of metal armor being worn on any Hit Location struck. So, if your spell hit an Arm location protected by 2 Armor Points of metal armor, it would cause an additional +2 Damage and ignore the Armor Points.

" + } + } + }, + "Kirsten Krank": { + "name": "Kirsten Krank", + "description": "

Personality and Appearance

 ‘Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty height.’ 

For Kirsten, though, ‘gift horses’ are anything, horse-shaped or otherwise, that can be purloined. She’s not completely dishonest: it’s more that she doesn’t have any kind of conscience about other people’s things remaining with other people. Kirsten is short, wiry and has brown hair and mischievous pale-blue eyes. She insists on the extra inch over five feet being counted, and is about nine feet tall — if self-confidence is being measured. She is a natural rogue with a cheeky, even dangerous, sense of humour. Practical jokes, quips and blowing raspberries are all in her armoury. This even extends to authority figures when she really should know better. 

Background

Brought up in the seedier part of Delbren in Middenland, Kirsten is the youngest of a very large, very poor family. The exact number of siblings varies depending on who is listening, and the chances of a free meal or drink from her audience. Kirsten was always quick-witted, and she soon learnt that life was a battle against hunger and the rich, unless some disease took you. Her parents left her to fend for herself, and fending meant breaking the rules. Soon shopkeepers and stallholders wouldn’t let her within snatching distance of their wares. She really crossed the line when she booby-trapped a chair under the backside of the master of the Merchants’ Guild. After that, and the manhunt that followed, Kirsten realised life might be more pleasant and longer elsewhere. She helped herself to a pile of fliers someone had ‘left lying around’, and headed towards Altdorf. By strange coincidence, she learned (by asking an intelligent-looking stranger) that the leaflets she was carrying began with the words: ‘Wanted! Bold adventurers!’ She could do ‘bold’.

Secrets

  • Kirsten discovered her real father is Graf Ardez of Delbren, who recently reached out to her. Kirsten hates authority so much that she refused to accept her noble blood and went on the run. Gain the Psychology Trait.

  • Kirsten picked the pockets of one of companions before they agreed to travel together — tell the GM which Character. The first time that Character attempts to pay for something, the GM should inform them that they are missing a number of pennies equal to whatever Kirsten gained from taking this secret.

  • Kirsten is terrified of being on her own, and always concocts excuses to be with people. Gain the Psychology Trait (being alone causes in Kirsten).

  • After many encounters with corrupt priests in her youth, Kirsten is an avowed atheist. She doesn’t believe any of the gods — barring the Chaos Gods — are real. She believes the rare blessed priest is just a self-deluding Wizard.

Begin with an additional [[/r 1d10]] brass pennies per secret chosen.

", + "items": { + "1d10 Matches": { + "name": "1d10 Matches" + }, + "2d10 Brass Penny": { + "name": "2d10 Brass Penny" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Clothing": { + "name": "Clothing" + }, + "Crowbar": { + "name": "Crowbar" + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Pouch": { + "name": "Pouch" + }, + "Sack": { + "name": "Sack", + "description": "

Requires 1 hand to carry.

" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Candle": { + "name": "Candle", + "description": "

Provides illumination for 10 yards when lit.

" + }, + "Hood": { + "name": "Hood" + }, + "Sword": { + "name": "Sword" + }, + "Throwing Knife": { + "name": "Throwing Knife" + }, + "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.

" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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 + } + } + } + }, + "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" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Prowler": { + "name": "Prowler", + "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

" + } + } + }, + "Klaus Schattiger": { + "name": "Klaus Schattiger", + "items": { + "Chest": { + "name": "Chest" + }, + "Colourful clothing": { + "name": "Colourful clothing" + }, + "Sand-glass": { + "name": "Sand-glass", + "description": "

Times 3 1/2 minutes

" + }, + "Collapsible Wrestling Ring": { + "name": "Collapsible Wrestling Ring" + }, + "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}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Dagger": { + "name": "Dagger" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

One driver and one draft animal required.

" + }, + "JSfqwijQAhZ4lV4D": { + "name": "Gold Crown" + }, + "BYNpf1jCh2kKSgZJ": { + "name": "Silver Shilling" + }, + "eAWIddvzvNCNxwfG": { + "name": "Brass Penny" + }, + "Key": { + "name": "Key" + }, + "Mule": { + "name": "Mule", + "description": "

Horse trained for war.

" + } + } + }, + "Wilhelm Kind": { + "name": "Wilhelm Kind", + "items": { + "Stolen Livestock": { + "name": "Stolen Livestock" + }, + "2d10 Brass Penny": { + "name": "2d10 Brass Penny" + }, + "Stolen Farming Tools": { + "name": "Stolen Farming Tools" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "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}" + }, + "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" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Tinderbox": { + "name": "Tinderbox" + }, + "Bedroll": { + "name": "Bedroll", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", + "effects": { + "Bedroll": { + "name": "Bedroll" + } + } + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

The Twins occupy about one third of cage 4, with the Imperial Beast in the remaining section. The Twins are tiny Beastmen less than a foot tall, but they are fierce out of all proportion to their size and will hurl themselves at the bars of their cage, snarling and snapping at anything that moves.

", + "items": { + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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" + } + } + }, + "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" + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Weapon (Claw)": { + "name": "Weapon (Claw)", + "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" + } + } + } + } + }, + "Georg von Ostbrun": { + "name": "Georg von Ostbrun", + "items": { + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee (Parry)": { + "name": "Melee (Parry)", + "description": "

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

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dagger": { + "name": "Dagger" + } + } + }, + "Miltrud (Guard)": { + "name": "Miltrud (Guard)", + "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Mikael (Mutant Brigand)": { + "name": "Mikael (Mutant Brigand)", + "description": "

@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}

Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one bears the head of a vicious dog, and is capable only of animalistic barks, yelps, and whines.

*1 Wound Remaining

", + "items": { + "Acute Sense (Smell)": { + "name": "Acute Sense (Smell)", + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + }, + "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" + } + } + }, + "Bestial Face (Dog)": { + "name": "Bestial Face (Dog)", + "description": "

You feel an irresistible urge to fall to your knees and howl. As your jaw is forced to its maximum extension, you begin to choke uncontrollably as a thickly furred snout forces its way through your face. Your Human nose, lips, and teeth slough off, nothing more than relics of your former existence, replaced by the snarling face of a dog.

\n

Lose 20 Fellowship and 10 Intelligence. Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent.

", + "effects": { + "Bestial Face (Dog)": { + "name": "Bestial Face (Dog)", + "changes": { + "system.characteristics.fel.modifier": -20, + "system.characteristics.int.modifier": -10 + } + } + } + }, + "yKWOMEZSgSK2FaVR": { + "name": "Acute Sense (Smell)", + "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" + } + } + } + } + }, + "Blue Horror of Tzeentch": { + "name": "Blue Horror of Tzeentch", + "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

Should a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources  together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

", + "items": { + "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" + } + } + }, + "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" + } + } + }, + "Tzeentch's Fire": { + "name": "Tzeentch's Fire", + "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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}" + }, + "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" + } + } + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "effects": { + "Mutation": { + "name": "Mutation" + } + } + }, + "Spellcaster": { + "name": "Spellcaster", + "description": "

The creature can cast spells; the specific Lore of Magic will be indicated in brackets.

" + }, + "Tongue Attack (3 yards)": { + "name": "Tongue Attack (3 yards)", + "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n
    \n
  • On its turn, it may make a Free Attack by spending 1 Advantage.
  • \n
  • This is a ranged attack that does Damage equal to its Rating (the range is in brackets).
  • \n
  • If the attack hits, the target receives 1 Entangled Condition and, if a smaller Size, is dragged towards the creature, and is Engaged in melee combat.\n
      \n
    • The creature can then choose whether:\n
        \n
      • To release the target
      • \n
      • Perform a Free Attack using its Weapon Trait
      • \n
      • Keep the target wrapped in its tongue, initiating a Grapple
      • \n
      \n
    • \n
    \n
  • \n
", + "effects": { + "Tongue Attack (Range)": { + "name": "Tongue Attack (Range)" + } + } + }, + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + } + } + }, + "Coach": { + "name": "Coach" + }, + "Anke Dorflinger": { + "name": "Anke Dorflinger", + "items": { + "Warrant Papers": { + "name": "Warrant Papers" + }, + "3d10 Silver Shilling": { + "name": "3d10 Silver Shilling" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

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

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

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Hat": { + "name": "Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Manacles": { + "name": "Manacles", + "description": "

Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard (-30) Strength Test.

" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "gBvrAozJ0Wl0OIUF": { + "name": "Leather Jerkin", + "description": "

" + }, + "Sword": { + "name": "Sword" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Megret See": { + "name": "Megret See", + "items": { + "Detect Artifact": { + "name": "Detect Artifact", + "description": "You are able to sense when magic lies within an artefact. You may attempt an Intuition Test for any magical artefact touched. If successful, you sense the item is magical; further, each SL also provides a specific special rule the item uses, if it has any. Normally, you may only attempt this Test once per artefact touched." + }, + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Large Collection of Amulets": { + "name": "Large Collection of Amulets" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Entertain (Fortune Telling)": { + "name": "Entertain (Fortune Telling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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.

" + }, + "Doomed": { + "name": "Doomed", + "description": "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" + } + } + }, + "Holy Visions": { + "name": "Holy Visions", + "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", + "effects": { + "Holy Visions": { + "name": "Holy Visions" + } + } + }, + "EeCpEItVWIkQiiKr": { + "name": "Holy Visions", + "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", + "effects": { + "Holy Visions": { + "name": "Holy Visions" + } + } + }, + "pJetOFsDW98zJaRa": { + "name": "Holy Visions", + "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", + "effects": { + "Holy Visions": { + "name": "Holy Visions" + } + } + }, + "Y6fgGpPJttwfeVRR": { + "name": "Holy Visions", + "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past.", + "effects": { + "Holy Visions": { + "name": "Holy Visions" + } + } + }, + "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.

" + }, + "qbL6NSYbBDjtIYgW": { + "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.

" + }, + "UGYewbGDmeKWfhrc": { + "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.

" + }, + "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" + } + } + }, + "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." + }, + "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’.

" + }, + "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 + } + } + } + }, + "Second Sight": { + "name": "Second Sight", + "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight", + "effects": { + "Second Sight": { + "name": "Second Sight" + } + } + }, + "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" + } + } + }, + "9xSsCgohlZa794s2": { + "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" + } + } + }, + "bpjsBsiibt4g9Q3J": { + "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" + } + } + }, + "Well-prepared": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "taC1UdtrgvpkzvuM": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "RRGGWrgR7uCXLUgg": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "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" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "Bedroll": { + "name": "Bedroll", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

", + "effects": { + "Bedroll": { + "name": "Bedroll" + } + } + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Tent": { + "name": "Tent" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Deck of Cards": { + "name": "Deck of Cards" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Climb": { + "name": "Climb", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + }, + "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

" + }, + "Eavesdrop": { + "name": "Eavesdrop", + "description": "

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" + }, + "Sly Hands": { + "name": "Sly Hands", + "description": "

You teleport a small object — no bigger than your fist — from about your person into your hand.

\n\n Lore: None

" + }, + "Warning": { + "name": "Warning", + "description": "

You channel magic into an object, noticing immediately if it has been poisoned or trapped.

\n\n Lore: None

" + } + } + }, + "Guardian Daemon": { + "name": "Guardian Daemon", + "description": "

A gift of Tzeentch, the Guardian Daemon is one of the Lord of Change’s Heralds, an expendable slave to darkness that exists only to further the Great Plan of the Chaos God of Change. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next. This recently summoned Daemon has orders to keep anyone from entering the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} except for senior members of the Ordo Septenarius. Although it has been in the material plane for a very short while, it has already decided that it enjoys the simple pleasures of breathing, feeling, and eating. Because of this, it will do whatever it can to avoid death whilst fulfilling the duties it has been commanded to perform.

If it talks, the Guardian Daemon’s voice comes in giggling fragments as a hundred mouths open across its body to offer sweet temptations. The largest mouth in its head is only used for snarling and eating, and has whip-like tongues that lash out at any who draw too close.

", + "items": { + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + }, + "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" + } + } + }, + "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).

" + }, + "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.

" + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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" + } + } + } + } + }, + "Schaffenfest Warrior": { + "name": "Schaffenfest Warrior", + "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", + "items": { + "Disease": { + "name": "Disease", + "description": "

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

", + "effects": { + "Disease": { + "name": "Disease" + } + } + }, + "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

" + }, + "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" + } + } + }, + "Ranged (60)": { + "name": "Ranged (60)", + "description": "

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

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Adolphus Kuftsos": { + "name": "Adolphus Kuftsos", + "items": { + "Letter": { + "name": "Letter", + "description": "

@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.A0cwtyzO9lz4SMgU]{The Letter}

" + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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." + }, + "Shadow": { + "name": "Shadow", + "description": "You are skilled at following people without being spotted. You may use the @UUID[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" + } + } + }, + "Uk6N8Qw1Lf3aIcKr": { + "name": "Shadow", + "description": "

You are skilled at following people without being spotted. You may use the @UUID[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" + } + } + }, + "Sprinter": { + "name": "Sprinter", + "description": "You are a swift runner. Your Movement Attribute counts as 1 higher when Running.", + "effects": { + "Sprinter": { + "name": "Sprinter" + } + } + }, + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Gossip": { + "name": "Gossip", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ns3PDbblIFcwqyQi caption=false]{Gossip}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "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}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Swim": { + "name": "Swim", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Track": { + "name": "Track", + "description": "

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

" + }, + "Manacles": { + "name": "Manacles", + "description": "

Prisoners trying to break out of manacles suffer 1 Wound and must pass a Very Hard (-30) Strength Test.

" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Mail Coat": { + "name": "Mail Coat" + }, + "Mail Coif": { + "name": "Mail Coif", + "effects": { + "Mail Coif": { + "name": "Mail Coif" + } + } + }, + "Mail Chausses": { + "name": "Mail Chausses" + }, + "Sword": { + "name": "Sword" + }, + "Strong Back": { + "name": "Strong Back", + "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + } + } + }, + "Schaffenfest Peasant": { + "name": "Schaffenfest Peasant", + "description": "

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}

", + "items": { + "Weapon": { + "name": "Weapon", + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Ranged (50)": { + "name": "Ranged (50)", + "description": "

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

" + }, + "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" + } + } + } + } + }, + "Ivan": { + "name": "Ivan", + "items": { + "Clothes": { + "name": "Clothes" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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 (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Blackie, @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav’s} pet crow, sits on a beam above the bar and can often be heard mimicking Gustav. The voice is spot on, but where Gustav is unstoppable, Blackie is incomprehensible: ‘Well, welcome, leaving so soon, how nice to see you, would you like a road to travel or have you just arrived? Oh! Of course, you have! Have a chicken to drink!’ Blackie can continue like this for a long time, and is almost as unrelenting as Gustav.

", + "items": { + "Language (Reikspiel)": { + "name": "Language (Reikspiel)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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, Home)": { + "name": "Trained (Broken, Home)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Mimic": { + "name": "Mimic", + "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", + "effects": { + "Mimic": { + "name": "Mimic" + } + } + } + } + }, + "Isolde von Strudeldorf": { + "name": "Isolde von Strudeldorf", + "items": { + "Trunk (Locked)": { + "name": "Trunk (Locked)", + "description": "

Isolde's valuables.

\n

The trunk has a Difficult (-10) lock requiring 2 SL to open. 

" + }, + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Heraldry)": { + "name": "Lore (Heraldry)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Etiquette": { + "name": "Etiquette", + "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" + } + } + }, + "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.

" + }, + "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." + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + } + } + }, + "Draught Horse": { + "name": "Draught Horse", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

These medium-sized horses are popular with farmers who can afford them and value their versatility. They pull ploughs or carts — a pair can handle all but the heaviest wagons — and make reasonably docile mounts for trips into town on market days.

", + "items": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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" + } + } + }, + "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, Mount, Drive)": { + "name": "Trained (Broken, Mount, Drive)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Grunni": { + "name": "Grunni", + "items": { + "Filthy Dagger": { + "name": "Filthy Dagger" + }, + "Pointy Stick": { + "name": "Pointy Stick" + }, + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "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" + } + } + } + } + }, + "Pink Horror of Tzeentch": { + "name": "Pink Horror of Tzeentch", + "description": "

Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.

Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.

Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.

If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.

", + "items": { + "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" + } + } + }, + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + }, + "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" + } + } + }, + "Split": { + "name": "Split", + "description": "

If the creature suffers a Critical Wound, or loses all its Wounds, it splits in half and is replaced by two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horrors}, both of which are unwounded.

" + }, + "Tzeentch's Fire": { + "name": "Tzeentch's Fire", + "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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}" + }, + "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" + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

" + }, + "Tongue Attack (6 yards)": { + "name": "Tongue Attack (6 yards)", + "description": "

The creature’s prehensile tongue can wrap itself around prey, dragging it to a grisly end.

\n
    \n
  • On its turn, it may make a Free Attack by spending 1 Advantage.
  • \n
  • This is a ranged attack that does Damage equal to its Rating (the range is in brackets).
  • \n
  • If the attack hits, the target receives 1 Entangled Condition and, if a smaller Size, is dragged towards the creature, and is Engaged in melee combat.\n
      \n
    • The creature can then choose whether:\n
        \n
      • To release the target
      • \n
      • Perform a Free Attack using its Weapon Trait
      • \n
      • Keep the target wrapped in its tongue, initiating a Grapple
      • \n
      \n
    • \n
    \n
  • \n
", + "effects": { + "Tongue Attack (Range)": { + "name": "Tongue Attack (Range)" + } + } + } + } + }, + "Magda": { + "name": "Magda", + "items": { + "Clothes": { + "name": "Clothes" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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 (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Halflings, and many Humans in remote communities, breed large dogs to pull two-wheeled carts and carriages. A few Halflings have tried riding dogs but that rarely turns out well for the dog. Halflings may be short, but they are rarely light.

", + "items": { + "Skittish": { + "name": "Skittish", + "description": "

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

" + }, + "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, Drive)": { + "name": "Trained (Broken, Drive)" + } + } + }, + "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": { + "name": "Weapon", + "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)

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + } + } + }, + "Mule": { + "name": "Mule", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. 

Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", + "items": { + "Stubborn": { + "name": "Stubborn", + "description": "

Increases WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", + "effects": { + "Stubborn": { + "name": "Stubborn", + "changes": { + "system.characteristics.wp.modifier": 20 + } + } + } + }, + "Skittish": { + "name": "Skittish", + "description": "

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

" + }, + "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" + } + } + }, + "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 (Drive or Mount)": { + "name": "Trained (Drive or Mount)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Black Arrow": { + "name": "Black Arrow", + "items": { + "Black Mask": { + "name": "Black Mask" + }, + "Black Arrows": { + "name": "Black Arrows", + "description": "

edwed

" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Gamble": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "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}" + }, + "Ranged (Bow)": { + "name": "Ranged (Bow)", + "description": "

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

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

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Hand Weapon": { + "name": "Hand Weapon" + }, + "Bow": { + "name": "Bow" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Hans Pfliefer": { + "name": "Hans Pfliefer", + "items": { + "Chest": { + "name": "Chest" + }, + "Zoocopeia": { + "name": "Zoocopeia" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Clothing": { + "name": "Clothing" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Ranged (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "svcByspKX19uutxK": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "buSVdCigu6A2Cwui": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Mimic": { + "name": "Mimic", + "description": "You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own", + "effects": { + "Mimic": { + "name": "Mimic" + } + } + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Whip": { + "name": "Whip" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Key": { + "name": "Key" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Attractive": { + "name": "Attractive", + "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + } + } + }, + "Little Anders": { + "name": "Little Anders", + "items": { + "Clothes": { + "name": "Clothes" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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 (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Oxen are slow, but immensely tough, bovines. Farmers commonly use them to pull carts and wagons, and some merchants prefer them for pulling heavy cargo wagons.

", + "items": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

" + }, + "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 (Drive)": { + "name": "Trained (Drive)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Big": { + "name": "Big", + "description": "

The creature is a large example of its species. It receives +10 Strength and Toughness, and –5 Agility.

", + "effects": { + "Big": { + "name": "Big", + "changes": { + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10, + "system.characteristics.ag.initial": -5 + } + } + } + }, + "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

" + } + } + }, + "Donkey": { + "name": "Donkey", + "description": "

@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}

Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless. 

All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon. 

Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", + "items": { + "Stubborn": { + "name": "Stubborn", + "description": "

Increases WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.

", + "effects": { + "Stubborn": { + "name": "Stubborn", + "changes": { + "system.characteristics.wp.modifier": 20 + } + } + } + }, + "Skittish": { + "name": "Skittish", + "description": "

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

" + }, + "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" + } + } + }, + "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 (Drive or Mount)": { + "name": "Trained (Drive or Mount)" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + } + } + }, + "Chair": { + "name": "Chair" + }, + "Light Wagon": { + "name": "Light Wagon" + }, + "Willirun (Road Warden)": { + "name": "Willirun (Road Warden)", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Riding Horse": { + "name": "Riding Horse" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Club": { + "name": "Club" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Saddle and Harness": { + "name": "Saddle and Harness" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Bögenhafen Watchman": { + "name": "Bögenhafen Watchman", + "description": "

Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + } + } + }, + "Frank (Guard)": { + "name": "Frank (Guard)", + "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}. 

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Emmaretta": { + "name": "Emmaretta", + "items": { + "Travelling Clothes": { + "name": "Travelling Clothes" + }, + "Dried Meat": { + "name": "Dried Meat" + }, + "Throwing Dagger": { + "name": "Throwing Dagger" + }, + "Purse": { + "name": "Purse" + }, + "Shapeshifter": { + "name": "Shapeshifter", + "description": "

This creature can shift at will between their regular form and that of the denoted Creature. The transformation takes one full Round, during which neither Movement nor Action is possible. When the moon Mannslieb is full, this creature must make an Average (+20) Willpower Test at dusk to avoid transforming spontaneously. Creatures that gain this Trait through greater difficulty with this Test at first, at GM discretion. When transformed, the creature retains its mental attributes (Int, WP, and Fel), but the rest of its profile becomes that of the denoted Creature.

" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Trapper": { + "name": "Trapper", + "description": "You are skilled at spotting and using traps. You may take a Perception Test to spot traps automatically without having to tell the GM of your intention; the GM may prefer to make some of these Tests on your behalf in private.", + "effects": { + "Trapper": { + "name": "Trapper" + } + } + }, + "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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Hunter's Eye": { + "name": "Hunter's Eye", + "description": "You are a skilled hunter and know all the best techniques to find game. When travelling through well-stocked lands, you are automatically assumed to be able to hunt down enough game to feed yourself and a number of others equal to your level in Hunter's Eye, so long as you have time and the correct equipment. You may secure more food in addition to this using the normal rules for foraging.", + "effects": { + "Hunter's Eye": { + "name": "Hunter's Eye" + } + } + }, + "Shortbow": { + "name": "Shortbow" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "EkIKUVQRNhSXLJVC": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Josef Quartjin": { + "name": "Josef Quartjin", + "items": { + "The Berebeli": { + "name": "The Berebeli", + "description": "

Josef's vessel is the Berebeli, a standard, sailed Reik barge of a type common across the Empire. The Berebeli is home to Josef's crew, Wolmar and Gilda (both boat-hands), and their baby daughter, Elsa. Wolmar and Gilda have worked for Josef for two years, and get along very well with him. They are extremely loyal to the bargemaster, who fished them out of the river after their boat sank, and are friendly towards any friends of his.

" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Lore (Rivers)": { + "name": "Lore (Rivers)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Sail (Barge)": { + "name": "Sail (Barge)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.DLrOPZtVMLgSyxaj caption=false]{Sail}" + }, + "Trade (Boatbuilding)": { + "name": "Trade (Boatbuilding)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Fisherman": { + "name": "Fisherman", + "description": "You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging", + "effects": { + "Fisherman": { + "name": "Fisherman" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "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 + } + } + } + }, + "Axe": { + "name": "Axe" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#key-scene:-the-runaway-goblin]{Key Scene: The Runaway Goblin}

The three-legged Goblin in the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Zoocopeia} is a rare creature. Whether it’s because Greenskins cull their own numbers, or they are simply more resistant to the depredations of Chaos, it is not common to find them mutated. Captured by mercenaries in the Grey Mountains, this Goblin is stunted, confused, and miserable, and wants only one thing: to be away from @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} at any cost. Whenever the Dwarf is close, it flinches and its eyes widen in terror.

@UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} knows that keeping a Mutant is illegal (or, at least, was — news from Altdorf suggests this has changed), but he has never let the legality of a situation get between him and a heavy bag of coins. Should he be confronted about this, he will claim he thought the creature was some form of Lesser Goblin, a little known species with three legs rather than two. He will feign shock and horror should anyone claim the Goblin is actually a Mutant.

", + "items": { + "Teeth and Claws": { + "name": "Teeth and 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)

" + }, + "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" + } + } + }, + "Multiple Legs": { + "name": "Multiple Legs", + "description": "+1 Movement; this mutation cannot be hidden", + "effects": { + "Multiple Legs": { + "name": "Multiple Legs", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "Profane Urgency": { + "name": "Profane Urgency", + "effects": { + "Profane Urgency": { + "name": "Profane Urgency", + "changes": { + "system.characteristics.wp.modifier": -10, + "system.characteristics.ag.modifier": 10 + } + } + } + }, + "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" + } + } + }, + "Fast": { + "name": "Fast", + "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", + "effects": { + "Fast": { + "name": "Fast", + "changes": { + "system.details.move.value": 1, + "system.characteristics.ag.initial": 10 + } + } + } + }, + "Mutation": { + "name": "Mutation", + "description": "

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

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + } + } + }, + "Wrench": { + "name": "Wrench", + "description": "

@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}

", + "items": { + "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

" + }, + "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" + } + } + }, + "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" + } + } + }, + "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, Guard)": { + "name": "Trained (Broken, Guard)" + } + } + }, + "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": { + "name": "Weapon", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + } + } + }, + "Bögenhafen Watch Sergeant": { + "name": "Bögenhafen Watch Sergeant", + "description": "

Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three  fresh recruits drafted in to help during the fair.

", + "items": { + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "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" + } + } + }, + "mTIDrqKxWMSOVWeR": { + "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" + } + } + } + } + }, + "Reynald Verstand": { + "name": "Reynald Verstand", + "items": { + "5d10 Silver Shilling": { + "name": "5d10 Silver Shilling" + }, + "Lantern Oil": { + "name": "Lantern Oil", + "description": "

Contains enough fuel for 4 hours of standard use, or 8 hours of low flame equivalent to a candle.

" + }, + "Quality Livery": { + "name": "Quality Livery" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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 (Local)": { + "name": "Lore (Local)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

" + }, + "Beneath Notice": { + "name": "Beneath Notice", + "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Etiquette (Servants)": { + "name": "Etiquette (Servants)", + "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" + } + } + }, + "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 + } + } + } + }, + "Well-prepared": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "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" + } + } + }, + "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" + } + } + }, + "Floor Brush": { + "name": "Floor Brush" + }, + "Storm Lantern": { + "name": "Storm Lantern", + "description": "

Shutters protect the flame from wind, and also enable the light to be directed in a 90° arc or darkened altogether. Provides illumination for 20 yards, or 30 when targeted.

", + "effects": { + "Storm Lantern": { + "name": "Storm Lantern" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "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": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Tinderbox": { + "name": "Tinderbox" + } + } + }, + "Heinrich Steele": { + "name": "Heinrich Steele", + "items": { + "Light Warhorse with Saddle and Harness": { + "name": "Light Warhorse with Saddle and Harness", + "description": "

@UUID[Compendium.wfrp4e-eis.actors.QhEFgUrPzF2NNWoS]{Light Warhorse} (aka Hobby)

Carrying Capacity: 18

" + }, + "Symbol of Rank": { + "name": "Symbol of Rank" + }, + "Unit of 8-12 (or up to 16-24) Road Wardens": { + "name": "Unit of 8-12 (or up to 16-24) Road Wardens" + }, + "Quality Cloak": { + "name": "Quality Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Quality Hat": { + "name": "Quality Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "1d10 Gold Crowns": { + "name": "1d10 Gold Crowns" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Empire)": { + "name": "Lore (Empire)", + "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}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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\r (Blackpowder)": { + "name": "Ranged\r (Blackpowder)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Combat Aware": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Commanding Presence": { + "name": "Commanding Presence", + "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", + "effects": { + "Commanding Presence": { + "name": "Commanding Presence" + } + } + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "Crack the Whip": { + "name": "Crack the Whip", + "description": "You know how to get the most out of your animals. When an animal you control is Fleeing or Running, it gains +1 Movement if you are using a whip.", + "effects": { + "Crack the Whip": { + "name": "Crack the Whip" + } + } + }, + "Fearless (Outlaws)": { + "name": "Fearless (Outlaws)", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "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" + } + } + }, + "Clothing": { + "name": "Clothing" + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Shield": { + "name": "Shield" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Sword": { + "name": "Sword" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Hatred (Cultists)": { + "name": "Hatred (Cultists)", + "description": "

You are consumed with hatred for something in the Old World, as described in @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85]{Psychology}. Each time you take this Talent you develop hatred for a new group. Examples you could take include: Beastmen, Greenskins, Monsters, Outlaws, Sigmarites, Undead, Witches.

", + "effects": { + "Hatred (Cultists)": { + "name": "Hatred (Cultists)" + } + } + } + } + }, + "Keiti Ouala": { + "name": "Keiti Ouala", + "items": { + "Guards": { + "name": "Guards" + }, + "Strange Furs": { + "name": "Strange Furs" + }, + "Exotic Spices\r and Rare Metals": { + "name": "Exotic Spices\r and Rare Metals" + }, + "5d10 Silver Shilling": { + "name": "5d10 Silver Shilling" + }, + "Short Sword": { + "name": "Short Sword" + }, + "oFvGsQMLfbjxqaKP": { + "name": "Short Sword" + }, + "K3mngNvSRopynjBH": { + "name": "Short Sword" + }, + "WxW2tjZtVr7jACQQ": { + "name": "Short Sword" + }, + "Jewellry": { + "name": "Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "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}" + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Dealmaker": { + "name": "Dealmaker", + "description": "

You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.

\n

 

\n

Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

", + "effects": { + "Dealmaker": { + "name": "Dealmaker" + } + } + }, + "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 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Abacus": { + "name": "Abacus" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Wagon": { + "name": "Wagon", + "description": "

One driver and two horses are standard .

" + } + } + }, + "Wolfgang Kellermann": { + "name": "Wolfgang Kellermann", + "items": { + "Belt Pouch": { + "name": "Belt Pouch" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

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

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

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Blunderbuss (Behind the bar)": { + "name": "Blunderbuss (Behind the bar)" + }, + "byFm9ktrt9LSozPi": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Chaos Fury": { + "name": "Chaos Fury", + "description": "

In many ways Chaos Furies are considered the least of Daemons. They serve no particular Chaos god, and are atavistic manifestations of Chaos in its undivided form, primal and without distinctive personality. Their relative weakness, as well as the fact that no Chaos power would seek recompense should they be mistreated, means that they are often summoned by novice Daemonologists seeking a pliable and useful servant.

\n

For all their lack of power Furies are still stronger than most mortal humans, and capable of speeding flight on their leathern wings. In appearance they are mutable, as all servants of Chaos, but they tend to manifest along a rough outline not wholly unlike a winged Beastman.  Furies are often further characterised by long canine snouts, short sharp horns, burning-yellow eyes, and a hide patched in dark fur and red reptilian scales.

\n

Furies are weak-willed and cowardly by nature. A Daemonologist may easily bind one in order to deliver simple messages or prey upon isolated targets. However, tasked with anything too onerous, complex, or dangerous, they tend to grow resentful and uncooperative.

", + "items": { + "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" + } + } + }, + "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" + } + } + }, + "Skittish": { + "name": "Skittish", + "description": "

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

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + }, + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + }, + "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" + } + } + }, + "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 (Feature)": { + "name": "Horns (Feature)", + "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": { + "name": "Weapon", + "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 (Brawling)": { + "name": "Melee (Brawling)", + "description": "

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

The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness.

", + "effects": { + "Brute": { + "name": "Brute", + "changes": { + "system.details.move.value": -1, + "system.characteristics.ag.initial": -10, + "system.characteristics.s.initial": 10, + "system.characteristics.t.initial": 10 + } + } + } + }, + "Clever": { + "name": "Clever", + "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", + "effects": { + "Clever": { + "name": "Clever", + "changes": { + "system.characteristics.int.initial": 20, + "system.characteristics.i.initial": 10 + } + } + } + }, + "Fast": { + "name": "Fast", + "description": "

The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility.

", + "effects": { + "Fast": { + "name": "Fast", + "changes": { + "system.details.move.value": 1, + "system.characteristics.ag.initial": 10 + } + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "bM2fAoHSFjxeLQM6": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "xaFRlhcx1Oq5eU3T": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + } + } + }, + "Leopold (Road Warden)": { + "name": "Leopold (Road Warden)", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Riding Horse": { + "name": "Riding Horse" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Crossbow": { + "name": "Crossbow" + }, + "Club": { + "name": "Club" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Saddle and Harness": { + "name": "Saddle and Harness" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Mikhail": { + "name": "Mikhail", + "items": { + "Clothes": { + "name": "Clothes" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Brawling)": { + "name": "Melee (Brawling)", + "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 (Entangling)": { + "name": "Ranged (Entangling)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Stone Soup": { + "name": "Stone Soup", + "description": "You are used to getting by with less, and know how to survive lean times. You can subsist on half the amount of food required without any negative penalties (bar feeling really hungry), and need only test for Starvation every 3 days, not 2", + "effects": { + "Stone Soup": { + "name": "Stone Soup" + } + } + }, + "Whip": { + "name": "Whip" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Reiner Goertrin": { + "name": "Reiner Goertrin", + "items": { + "Open Plate Helm": { + "name": "Open Plate Helm" + }, + "Sleeved Mail Shirt": { + "name": "Sleeved Mail Shirt" + }, + "Bögenhafen Medallion": { + "name": "Bögenhafen Medallion", + "description": "

Gold, with Bögenhafen’s coat of arms,

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "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" + } + } + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Bögenhafen)": { + "name": "Lore (Bögenhafen)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Lore (Law)": { + "name": "Lore (Law)", + "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}" + }, + "Commanding Presence": { + "name": "Commanding Presence", + "description": "Your presence fills others with hushed awe and admiration. Such is your aura of authority, those with a lower Status may not resist your Leadership tests with their Willpower. Of course, enemies are still no more likely to respect or obey you, but the common folk rarely stand against you.", + "effects": { + "Commanding Presence": { + "name": "Commanding Presence" + } + } + }, + "Disarm": { + "name": "Disarm", + "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", + "effects": { + "Disarm": { + "name": "Disarm" + } + } + }, + "jHabDNN6mdaDEKwf": { + "name": "Disarm", + "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you.

", + "effects": { + "Disarm": { + "name": "Disarm" + } + } + }, + "Fearless": { + "name": "Fearless", + "description": "

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

", + "effects": { + "Fearless": { + "name": "Fearless" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Public Speaker": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "2lqXeCSOIgrfCDdB": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "b6vNH7tJpCbuFwmg": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "Z6tnllsafkU1xvK1": { + "name": "Public Speaker", + "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill when Public Speaking.

\n

 

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

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" + }, + "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" + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Sword": { + "name": "Sword" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Leather Jerkin": { + "name": "Leather Jerkin" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Rolf was once an average man, of average height and build, but now he bears the mark of a hideous mutation that has left his face a grotesque, festering ruin, the skin having sloughed fromhis pus-riddled visage. He is dressed in dirty, tattered rags that are stained with his previous meals and his own blood. Thanks to his Mutation, Rolf ’s vocal cords have atrophied and rotted, leaving him incapable of uttering anything more than a low, menacing growl

", + "items": { + "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" + } + } + }, + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "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}" + }, + "Combat Aware": { + "name": "Combat Aware", + "description": "

You are used to scanning the battlefield to make snap decisions informed by the shifting tides of war. You may take a Challenging (+0) Perception Test to ignore Surprise, which is modified by circumstance as normal.

", + "effects": { + "Combat Aware": { + "name": "Combat Aware" + } + } + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "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.

" + }, + "CK312mdlpPeu7OUJ": { + "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" + } + } + }, + "Rotting Flesh": { + "name": "Rotting Flesh", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2}, and @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Creature Traits

", + "effects": { + "Rotting Flesh": { + "name": "Rotting Flesh" + } + } + }, + "Dagger": { + "name": "Dagger" + }, + "kC6nT5ni9FVbO8SM": { + "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" + } + } + }, + "LNnUiIZOtRGKSnEX": { + "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 @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}

", + "effects": { + "Infected": { + "name": "Infected" + } + } + } + } + }, + "Magnus Pflaster": { + "name": "Magnus Pflaster", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Riding Horse": { + "name": "Riding Horse" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "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" + } + } + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Pistol": { + "name": "Pistol" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Sword": { + "name": "Sword" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Saddle and Harness": { + "name": "Saddle and Harness" + } + } + }, + "Dockland Drinkers": { + "name": "Dockland Drinkers", + "description": "

@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}

The Characters are not the only people in the inn. Dockworkers are a famously tough bunch, but they aren’t foolish. 

So long as the toffs are not too annoying, and confine their attentions to strangers, the regulars avoid trouble and may even enjoy a laugh at the expense of some out-of-town idiot who catches a well-deserved soaking or worse. 

Sooner or later, though — which is to say, whenever you feel the adventurers might need some help or, more likely, that they are about to react with lethal violence rather than healthy brawling — a few of the regulars might step in. They will fight to subdue, intending to throw the toffs, their bodyguards, the Characters, and any other strangers out of the inn so they can get back to their drinking in peace. 

However, if anyone draws a weapon, they will respond with daggers, broken bottles, and whatever else comes to hand.

The regulars are an assortment of Boatmen, Riverwomen, and Stevedores, mostly Altdorfers, but with some from all the corners of the Empire, so accents are as varied as you wish.

", + "items": { + "Gang Colours": { + "name": "Gang Colours" + }, + "Weapon (Varies)": { + "name": "Weapon (Varies)", + "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)

" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Boat Hook": { + "name": "Boat Hook" + } + } + }, + "Gurt": { + "name": "Gurt", + "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

", + "items": { + "Burning Oil": { + "name": "Burning Oil" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Club": { + "name": "Club" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + } + } + }, + "Small Litter": { + "name": "Small Litter" + }, + "Johann The Ghost": { + "name": "Johann The Ghost", + "description": "

@UUID[JournalEntry.8nRRXBpv18FDsG8d.JournalEntryPage.itIjEiNtkkGBZRql]{A Friend In Need}

Johann is not evil by nature, nor controlled by a necromancer, so he has a Fellowship score.

", + "items": { + "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’.

\n

 

\n

*Johann is only Unstable if he goes more than 100 yards from his bones

" + }, + "Dark Vision": { + "name": "Dark Vision", + "description": "

The creature can see in the dark as daylight.

" + }, + "Ethereal": { + "name": "Ethereal", + "description": "

The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks.

", + "effects": { + "Ethereal": { + "name": "Ethereal" + } + } + }, + "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.

" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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" + } + } + } + } + }, + "Bengt": { + "name": "Bengt", + "description": "

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition. 

", + "items": { + "Burning Oil": { + "name": "Burning Oil" + }, + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Club": { + "name": "Club" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + } + } + }, + "Janna Elleiner": { + "name": "Janna Elleiner", + "items": { + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "Perception": { + "name": "Perception", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Beneath Notice": { + "name": "Beneath Notice", + "description": "

The high and mighty pay no attention to your presence, knowing you are well beneath their notice. Assuming you are properly attired and not in an incongruous position, those of a higher Status Tier will normally ignore you unless your presence becomes inappropriate, which can make it very easy to listen into conversations you perhaps shouldn’t. Further, characters with a higher Status Tier than you gain no Advantage for striking or wounding you in combat, as there is nothing to be gained for defeating such a lowly cur.

", + "effects": { + "Beneath Notice": { + "name": "Beneath Notice" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "Etiquette": { + "name": "Etiquette", + "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" + } + } + }, + "Well-prepared": { + "name": "Well-prepared", + "description": "

You are used to anticipating the needs of others, and yourself. A number of times per session equal to your level of Well-Prepared, you may pull the trapping required for the current situation from your backpack (or similar) as long as it is Encumbrance 0, could feasibly been bought recently, and doesn’t stretch credibility too far. This could be anything from a flask of spirits to fortify a wounded comrade to a pfennig-whistle needed by a passing entertainer. Whenever you do this, you must deduct the cost for the prepared item from your purse, representing the coin you spent earlier.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Franz Baumann": { + "name": "Franz Baumann", + "items": { + "Cosh": { + "name": "Cosh" + }, + "The Riddles Ten": { + "name": "The Riddles Ten", + "description": "

Religions books come in all forms in the Empire, a realm renowned for its religious observances. There is an eager market for the most popular texts, most of which are cheaply produced by printing presses.

" + }, + "The Crossed Pikes": { + "name": "The Crossed Pikes" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Theology)": { + "name": "Lore (Theology)", + "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}" + }, + "Pray": { + "name": "Pray", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NRfh04q1bZBIND0A caption=false]{Pray}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Acute Sense (Touch)": { + "name": "Acute Sense (Touch)", + "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.

" + }, + "Alley Cat": { + "name": "Alley Cat", + "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success.", + "effects": { + "Alley Cat": { + "name": "Alley Cat" + } + } + }, + "Ambidextrous": { + "name": "Ambidextrous", + "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

", + "effects": { + "Ambidextrous": { + "name": "Ambidextrous" + } + } + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "lDCIhlvcAIojO4vZ": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Break and Enter": { + "name": "Break and Enter", + "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", + "effects": { + "Break and Enter": { + "name": "Break and Enter" + } + } + }, + "YvyB4g9afXWFn2Jc": { + "name": "Break and Enter", + "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", + "effects": { + "Break and Enter": { + "name": "Break and Enter" + } + } + }, + "o03oo3a0agMHsNjt": { + "name": "Break and Enter", + "description": "You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar.", + "effects": { + "Break and Enter": { + "name": "Break and Enter" + } + } + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "zTnPgBrLONEhz6Ys": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "l5NGc2x4k4G1YSvL": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "dDuXw1iLObESGwvB": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "xftVAxD1q7Bq6C1g": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "gSfVr9of4fR4Dxqq": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "V4ukM9WK40f17y6C": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "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." + }, + "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" + } + } + }, + "ZCGVRkokQDR4yCP2": { + "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" + } + } + }, + "Fast Hands": { + "name": "Fast Hands", + "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 ' your level in Fast Hands.", + "effects": { + "Fast Hands": { + "name": "Fast Hands" + } + } + }, + "Flee!": { + "name": "Flee!", + "description": "When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing.", + "effects": { + "Flee!": { + "name": "Flee!" + } + } + }, + "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 + } + } + } + }, + "Strike to Stun": { + "name": "Strike to Stun", + "description": "

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

", + "effects": { + "Strike to Stun": { + "name": "Strike to Stun" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Trade Tools (Thief)": { + "name": "Trade Tools (Thief)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Dagger": { + "name": "Dagger" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + } + } + }, + "Magnus Bugman": { + "name": "Magnus Bugman", + "items": { + "1d10 Gold Crowns": { + "name": "1d10 Gold Crowns" + }, + "Sheaves of Notes in Arcane Dwarf and Khazalid": { + "name": "Sheaves of Notes in Arcane Dwarf and Khazalid" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Lore (Chaos)": { + "name": "Lore (Chaos)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" + }, + "Melee (Two-Handed)": { + "name": "Melee (Two-Handed)", + "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}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Stealth (Urban)": { + "name": "Stealth (Urban)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Craftsman (Brewer)": { + "name": "Craftsman (Brewer)", + "description": "You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance.", + "effects": { + "Craftsman": { + "name": "Craftsman" + } + } + }, + "Etiquette (Guilder)": { + "name": "Etiquette (Guilder)", + "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" + } + } + }, + "Master Tradesman (Brewer)": { + "name": "Master Tradesman (Brewer)", + "description": "You are exceptionally skilled at your specified Trade skill. You reduce the required SL of any Extended Test using your Trade Skill by the level of your Master Tradesman Talent", + "effects": { + "Master Tradesman": { + "name": "Master Tradesman" + } + } + }, + "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." + }, + "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" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Robes": { + "name": "Robes" + }, + "Warhammer": { + "name": "Warhammer" + }, + "Writing Kit": { + "name": "Writing Kit" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Outdoor Survival": { + "name": "Outdoor Survival", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "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" + } + } + }, + "fhjLSbxA59FUFdXW": { + "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" + } + } + } + } + }, + "Eberhart von Durbheim": { + "name": "Eberhart von Durbheim", + "items": { + "Valet": { + "name": "Valet" + }, + "Quality Courtly Garb": { + "name": "Quality Courtly Garb", + "description": "

Nobles’ garb features embellishments such as lace cuffs & collars, excessive high-quality fabric and pointed shoes. Servants also wear courtly garb to banquets and ceremonies, although their surcoats and corsets are less ostentatious than the nobles’ fashions and can therefore be purchased at half price. 

" + }, + "Harp": { + "name": "Harp", + "description": "

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

" + }, + "Quality Jewellry": { + "name": "Quality Jewellry", + "description": "

Prices vary by craftsmanship, metal type, and gem value. As a general guideline, common rings without any gemstones cost 10 coins equal to their metal type (i.e. brass, silver or gold) whereas necklaces cost 20 coins of the same metal type

" + }, + "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}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "Language (Classical)": { + "name": "Language (Classical)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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}" + }, + "Melee (Parry)": { + "name": "Melee (Parry)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "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" + } + } + }, + "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" + } + } + }, + "Suave": { + "name": "Suave", + "description": "You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "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." + }, + "Foil": { + "name": "Foil" + }, + "Main Gauche": { + "name": "Main Gauche" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

", + "effects": { + "Attractive": { + "name": "Attractive" + } + } + } + } + }, + "The Imperial Beast": { + "name": "The Imperial Beast", + "description": "

The Imperial Beast is about the size of a Halfling and bears an assortment of animal features. His most notable feature, however, is his fur which is pure metallic gold! Wolfgang occasionally jokes that the Beastman will finally pay his way when he’s dead. He knows that the creature is a real marvel and too valuable an attraction to simply kill for his pelt. The pelt itself confers immunity from some forms of threat such as acid, electricity, and fire.

\n

If the Imperial Beast were killed, his pelt would be worth a minimum of [[/r 2d100]] gold crowns, as its fur could be spun into fine gold thread and made into superlative cloth of gold. However, anyone wearing such a garment would suffer Minor exposure to corruption every hour that they wore it.

\n

Alternatively, the pelt could be melted down to make coinage, although it will only yield enough gold to make [[/r 10d10]] gold crowns. Anyone involved in this smelting process would suffer @Corruption[moderate]{Moderate exposure} to Corruption. Anyone handling ingots or coins made from the pelt would suffer @Corruption[minor]{Minor exposure}, but gloves would provide adequate protection. There is no way of removing the taint of Chaos from the gold. If it is smelted with gold from another source all the castings will carry the taint.

", + "items": { + "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" + } + } + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Brass Penny": { + "name": "Brass Penny" + }, + "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 (Claw)": { + "name": "Weapon (Claw)", + "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" + } + } + } + } + }, + "Fhluger'dagh": { + "name": "Fhluger'dagh", + "items": { + "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" + } + } + }, + "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" + } + } + }, + "Weapon": { + "name": "Weapon", + "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)

" + }, + "Daemonic": { + "name": "Daemonic", + "description": "

The creature’s essence is raw magic, and unholy ichor pumps through what passes for its veins. Daemonic creatures do not require the normal prerequisites for life: food, water, air…

\n

All its attacks are Magical. Roll [[/r 1d10]] after any blow is received, if the creature rolls the Target number or higher, the blow is ignored, even if it is a critical. Should the creature be reduced to 0 Wounds, its soul returns to the Realms of Chaos immediately, removing it from play.

", + "effects": { + "Daemonic": { + "name": "Daemonic" + } + } + }, + "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" + } + } + } + } + }, + "Hultz": { + "name": "Hultz", + "items": { + "Coach Horn": { + "name": "Coach Horn" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Charm Animal": { + "name": "Charm Animal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.1N6sOXgrqF1KkIh0 caption=false]{Charm Animal}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Blunderbuss": { + "name": "Blunderbuss" + }, + "Small shot and Powder": { + "name": "Small shot and Powder" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Leather Leggings": { + "name": "Leather Leggings" + }, + "Leather Skullcap": { + "name": "Leather Skullcap" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Coat (big and warm)": { + "name": "Coat (big and warm)", + "description": "

Protects wearer against the elements and extreme cold; without a good coat or similar, you will receive penalties to resist Cold Exposure

" + }, + "Gloves": { + "name": "Gloves" + }, + "Sword": { + "name": "Sword" + } + } + }, + "Konrad Brecht": { + "name": "Konrad Brecht", + "items": { + "10d10 Brass Penny": { + "name": "10d10 Brass Penny" + }, + "Very ‘Respectable’ Hat": { + "name": "Very ‘Respectable’ Hat", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "Cudgel": { + "name": "Cudgel" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "description": "

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Criminal": { + "name": "Criminal", + "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

", + "effects": { + "Criminal": { + "name": "Criminal" + } + } + }, + "Frightening": { + "name": "Frightening", + "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent.", + "effects": { + "Frightening": { + "name": "Frightening" + } + } + }, + "Menacing (2)": { + "name": "Menacing (2)", + "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" + } + } + }, + "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 + } + } + } + }, + "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.

" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "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" + } + } + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Dirty Fighting": { + "name": "Dirty Fighting", + "description": "You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.", + "effects": { + "Dirty Fighting": { + "name": "Dirty Fighting" + } + } + } + } + }, + "Reinhardt": { + "name": "Reinhardt", + "items": { + "Menacing*": { + "name": "Menacing*", + "description": "

You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing.

*Only applies when @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt} is with @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt}

" + }, + "Cosh": { + "name": "Cosh" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Dagger": { + "name": "Dagger" + }, + "Knuckledusters": { + "name": "Knuckledusters" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

" + }, + "Fleas": { + "name": "Fleas" + }, + "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" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "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.

" + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Rags": { + "name": "Rags" + }, + "ysZTf17ECy6Cd3jH": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + } + } + }, + "Amoeba": { + "name": "Amoeba", + "description": "

Amoebae are formless masses of jelly-like slime. Commonly called ‘jellies’ or ‘blobs’, Amoebae are normally found in the sewers, swamplands, and riverlands of the Old World, feeding on anything organic they encounter, be it flora or fauna. They are drawn to body heat and disturbances in the water when hunting, and can send out tentacle-like pseudopods to drag opponents into their bodies for digestion. 

They are completely mindless, simply following their instincts wherever that leads them.

Organic material is digested once absorbed into an Amoeba’s body. Tough to digest material, such as bone and cartilage, can float inside their bodies for days, and sometimes weeks, betraying any recent victims. Amoebae cannot digest metals or minerals, which pass through their bodies unaffected.

It is recommended to use the supplied Characteristics for any Amoeba encountered in the sewers to ensure it’s not a particularly dangerous opponent. If you feel the party could do with facing a greater threat, use some of the Optional Traits or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.

", + "items": { + "2 Tentacles": { + "name": "2 Tentacles", + "description": "

The creature has a number of tentacles equal to #.

\n
    \n
  • It gains one Free Attack Action per tentacle.
  • \n
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • \n
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.\n
      \n
    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
    • \n
    \n
  • \n
" + }, + "3+ Tentacles": { + "name": "3+ Tentacles", + "description": "

The creature has a number of tentacles equal to #.

\n
    \n
  • It gains one Free Attack Action per tentacle.
  • \n
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • \n
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.\n
      \n
    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
    • \n
    \n
  • \n
" + }, + "Absorb": { + "name": "Absorb", + "description": "

At the end of the Round, if the creature has a higher Advantage than all engaged opponents, it absorbs one opponent of equal Size or smaller. An absorbed victim gains a number of @Condition[Entangled] Conditions equal to the creature's Strength Bonus, and counts as being in a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{Grapple}. An absorbed victim loses the creature’s Strength Bonus in Wounds at the end of each Round; Armour points or Toughness Bonus do not reduce this loss. The same number of Wounds are ‘healed’ by the creature. If an absorbed victim is killed, the creature retreats to digest the suspended corpse over the next few days. Any attack that hits the creature does an equal amount of Damage to the absorbed victim.

" + }, + "Amorphous": { + "name": "Amorphous", + "description": "

The creature is an amorphous blob. It halves any Wounds suffered from Damage other than fire, cold, or magic. It ignores all Critical Wounds, and can only be destroyed by being reduced to 0 Wounds by extreme cold, fire, or magic. If reduced to 0 Wounds by other means, it falls dormant for [[/r 1d10]] Rounds, then regenerates +1 Wound. Amorphous creatures shy away from extreme sources of heat or cold .

", + "effects": { + "Amorphous": { + "name": "Amorphous" + } + } + }, + "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.

" + }, + "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": { + "name": "Weapon", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "3hSzizWNB9US5BID": { + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "Mindless": { + "name": "Mindless", + "description": "

The creature is mindless, living by base instinct or magical compulsion alone. It has no Initiative, Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. For the purposes of calculating Wounds, it uses its Stength Bonus whenever Willpower Bonus is required. As it has no Initiative Characteristic, it always takes its Turn last in any Round .

", + "effects": { + "Mindless": { + "name": "Mindless" + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "RvFG42RnJer9UwfE": { + "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" + } + } + }, + "8PqARrFnDL64QPlZ": { + "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" + } + } + }, + "isiCNqkyk2LMbj67": { + "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" + } + } + } + } + }, + "Una Mühlmauer": { + "name": "Una Mühlmauer", + "items": { + "Improvised Flail": { + "name": "Improvised Flail", + "description": "

Made of two Bar-Stool Legs

" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "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}" + }, + "Ranged (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jJYOiSQNgC9v7cM5 caption=false]{Ranged}" + }, + "Blunderbuss": { + "name": "Blunderbuss" + }, + "Small shot and Powder": { + "name": "Small shot and Powder" + }, + "Melee (Flail)": { + "name": "Melee (Flail)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "Etiquette (Labourers)": { + "name": "Etiquette (Labourers)", + "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" + } + } + }, + "f8CgWXdIbJS9j5Yd": { + "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" + } + } + }, + "Prejudice": { + "name": "Prejudice", + "description": "

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group. Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

" + } + } + }, + "Charlotte-Samantha Maiers": { + "name": "Charlotte-Samantha Maiers", + "items": { + "Riding Horse with Saddle and Harness": { + "name": "Riding Horse with Saddle and Harness", + "description": "

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse} (aka Palfrey)

\n

Carrying Capacity: 16

" + }, + "Symbol\r of Rank": { + "name": "Symbol\r of Rank" + }, + "Squad of 5 Road Wardens": { + "name": "Squad of 5 Road Wardens" + }, + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "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}" + }, + "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}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "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 (Blackpowder)": { + "name": "Ranged (Blackpowder)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Marksman": { + "name": "Marksman", + "description": "You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "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" + } + } + }, + "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" + } + } + }, + "Roughrider": { + "name": "Roughrider", + "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride test.

", + "effects": { + "Roughrider": { + "name": "Roughrider" + } + } + }, + "Seasoned Traveller": { + "name": "Seasoned Traveller", + "description": "

You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career you enter; if it is already in Career, you may purchase the Skill, both times — a different Specialty each time, such as Altdorf, Vorbergland, or Ubersreik — for 5 XP fewer per Advance.

", + "effects": { + "Seasoned Traveller": { + "name": "Seasoned Traveller" + } + } + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Dagger": { + "name": "Dagger" + }, + "Leather Jack": { + "name": "Leather Jack" + }, + "Mail Shirt": { + "name": "Mail Shirt" + }, + "Shield": { + "name": "Shield" + }, + "Clothing": { + "name": "Clothing" + }, + "Sword": { + "name": "Sword" + }, + "Pistol": { + "name": "Pistol" + }, + "Bullet and Powder": { + "name": "Bullet and Powder" + }, + "Rope, 10 yards": { + "name": "Rope, 10 yards" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Brass Penny": { + "name": "Brass Penny" + } + } + }, + "Heinrich Marken": { + "name": "Heinrich Marken", + "items": { + "Folding Table": { + "name": "Folding Table" + }, + "10d10 Brass Penny": { + "name": "10d10 Brass Penny" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Consume Alcohol": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "Entertain (Acting)": { + "name": "Entertain (Acting)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Entertain (Comedy)": { + "name": "Entertain (Comedy)", + "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}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Cardsharp": { + "name": "Cardsharp", + "description": "You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play.", + "effects": { + "Cardsharp": { + "name": "Cardsharp" + } + } + }, + "Fast Hands (2)": { + "name": "Fast Hands (2)", + "description": "You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 � your level in Fast Hands.", + "effects": { + "Fast Hands": { + "name": "Fast Hands" + } + } + }, + "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.

" + }, + "Dagger": { + "name": "Dagger" + }, + "Deck of Cards": { + "name": "Deck of Cards" + }, + "Dice": { + "name": "Dice" + }, + "Gold Crown": { + "name": "Gold Crown" + }, + "Silver Shilling": { + "name": "Silver Shilling" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "Leadership": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee": { + "name": "Melee", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results.

", + "effects": { + "Diceman": { + "name": "Diceman" + } + } + } + } + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-eis.items.json b/compendium/To Do/wfrp4e-eis.items.json new file mode 100644 index 0000000..783513f --- /dev/null +++ b/compendium/To Do/wfrp4e-eis.items.json @@ -0,0 +1,1301 @@ +{ + "label": "Items (Enemy In Shadows)", + "folders": { + "Trappingcs": "Trappingcs", + "Lore of Tzeentch": "Lore of Tzeentch", + "Mutations": "Mutations", + "Careers": "Careers", + "Traits": "Traits", + "Undivided": "Undivided", + "Talents": "Talents", + "Diseases": "Diseases", + "Spells": "Spells" + }, + "entries": { + "Multiple Legs": { + "name": "Multiple Legs", + "description": "

+1 Movement; this mutation cannot be hidden

", + "effects": { + "Multiple Legs": { + "name": "Multiple Legs", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "Power of Chaos (Tzeentch)": { + "name": "Power of Chaos (Tzeentch)", + "description": "

You call on the Dark Gods of Chaos to aid your efforts by tearing a small rent to the aethyr. Any spells cast within Fellowship Bonus yards of the point targeted by the spell have their CN halved. Anyone within the AoE must pass an Average (+20) Endurance Test at the end of each Round or gain +1 Corruption Point. Anyone casting a spell within the AoE makes their Test at Average (+20) Difficulty.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Power of Chaos": { + "name": "Power of Chaos" + } + } + }, + "Patchy Feathers": { + "name": "Patchy Feathers", + "description": "

Roll on the @Table[hitloc] table twice to see where

", + "effects": { + "Patchy Feathers": { + "name": "Patchy Feathers" + } + } + }, + "Emaciated": { + "name": "Emaciated", + "description": "

-10 Strength, +5 Agility

", + "effects": { + "Emaciated": { + "name": "Emaciated", + "changes": { + "system.characteristics.s.modifier": -5, + "system.characteristics.ag.modifier": 10 + } + } + } + }, + "Webbed Feet": { + "name": "Webbed Feet", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibious} Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Webbed Feet": { + "name": "Webbed Feet" + } + } + }, + "Furred Skin": { + "name": "Furred Skin", + "description": "

You no longer suffer the effects of Exposure in cold climates; the effects of Exposure in hot climates are doubled; this mutation cannot be hidden

" + }, + "Suffused with Magic": { + "name": "Suffused with Magic", + "description": "

All spells cast within Willpower Bonus yards of you gain +1 SL to cast. This Bonus may only be claimed once per casting, no matter how many Characters with this Talent are in the vicinity.

", + "effects": { + "Suffused with Magic": { + "name": "Suffused with Magic" + }, + "NM54wG5D1lcnNind": { + "name": "Suffused with Magic" + } + } + }, + "Obsession (Tzeentch)": { + "name": "Obsession (Tzeentch)", + "description": "

You must possess a beloved or precious object belonging to the target. You weave magic infused with the raw stuff of Chaos into the object that, in turn, affects the target. They become obsessed with something: the precise nature of the obsession depends onthe individual in question, and your Lore. For instance, when cast with the Lore of Nurgle, Obsession may cause a recently wounded target to become obsessed with picking at their scabs. The Lore of Slaanesh may cause an epicure or gourmand to overeat.

The target must pass an Average (+20) Endurance Test every hour, or succumb to their obsession. On a failure, future tests become Challenging (+0). Subsequent failings make Tests increasingly harder, until they become Very Hard (–30). Should the target ever Fumble one of these Tests (fail while rolling a double), the target becomes completely obsessed. They can do nothing except indulge the obsession, no matter the costs or implications, for [[/r d10]]–Will Power Bonus hours (minimum 1 hour). At the end of the spell’s duration, in addition to any other physical, social, or financial implications, the target must pass a Challenging (+0) Endurance Test or gain +1 Corruption Point.

A target may only ever be affected once by this spell once for each Lore with which it is cast. Any future attempts on the same target with this spell have no effect.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Heavy Warhorse": { + "name": "Heavy Warhorse", + "description": "

@UUID[Actor.NJxgxApkhZixXYEj]{Heavy Warhorse} (aka Destrier)

\n

Carrying Capacity: 20

" + }, + "Rat Head": { + "name": "Rat Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +4 and @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Creature Traits; this mutation cannot be hidden

", + "effects": { + "Rat Head": { + "name": "Rat Head" + } + } + }, + "Foul Messenger (Undivided)": { + "name": "Foul Messenger (Undivided)", + "description": "

You conjure forth a swarm of minor daemons shackled to  your will. The form of the daemons will vary depending on your deity. The daemons will bear a short message (approximately 25 words) to your target. They travel almost instantaneously, and are invisible (and inaudible) to anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent even while delivering their message. Anyone with the Talent may make a Hard (–20) Perception Test to notice the swarm, and hear their message. For every +2 SLs, you may double the length of the message.

" + }, + "Mindless Wandering": { + "name": "Mindless Wandering", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait when alone

", + "effects": { + "Mindless Wandering": { + "name": "Mindless Wandering" + } + } + }, + "Burning Skin": { + "name": "Burning Skin", + "description": "

Creatures and objects that physically touch you must pass an Athletics Test or gain 1 @Condition[Ablaze] Condition; this mutation cannot be hidden

" + }, + "Wolf Head": { + "name": "Wolf Head", + "description": "

+1 Armour Point to the Head; gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +6 Creature Trait; gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent; this mutation cannot be hidden

", + "effects": { + "Wolf Head": { + "name": "Wolf Head" + } + } + }, + "Cloud of Flies": { + "name": "Cloud of Flies", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Cloud of Flies": { + "name": "Cloud of Flies" + } + } + }, + "Long Legs": { + "name": "Long Legs", + "description": "

+2 Movement; this mutation cannot be hidden

", + "effects": { + "Long Legs": { + "name": "Long Legs", + "changes": { + "system.details.move.value": 2 + } + } + } + }, + "Disciple of Change": { + "name": "Disciple of Change", + "description": "

When a mutation is gained, roll twice and choose one of the two results.

" + }, + "Blast of Corruption (Undivided)": { + "name": "Blast of Corruption (Undivided)", + "description": "

You channel profane magic into an explosive blast of corruption. This is a magic missile with Damage +5 that targets everyone in the Area of Effect. Everyone affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

", + "effects": { + "Blast of Corruption (Undivided)": { + "name": "Blast of Corruption (Undivided)" + } + } + }, + "Extra Mouth": { + "name": "Extra Mouth", + "description": "

Roll on the @Table[hitloc]{Hit Location} table to see where; this mutation can only be hidden by clothing

", + "effects": { + "Extra Mouth": { + "name": "Extra Mouth" + } + } + }, + "Beyond Pain": { + "name": "Beyond Pain", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.wMwSRDmgiF2IdCJr]{Painless} Creature Trait

", + "effects": { + "Beyond Pain": { + "name": "Beyond Pain", + "changes": { + "system.characteristics.int.modifier": -20, + "system.characteristics.i.modifier": -20 + } + } + } + }, + "Rend Aethyr (Undivided)": { + "name": "Rend Aethyr (Undivided)", + "description": "

Your foul, profane words tear apart the fabric of reality, ripping a hole in the world, through which the servants of the Dark Gods are free to pour. A ragged portal to the aethyr appears.

At the end of every Round, one Lesser Daemon crosses from the Realms of Chaos through the portal. These Daemons are not under your control, but are likely to defend you and attack your enemies, should that be your unholy master’s will. The Daemons summoned depend on your Chaos Lore: @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonette of Slaanesh}, Plaguebearers of Nurgle, @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Horrors of Tzeentch}, @UUID[Compendium.wfrp4e-core.actors.KZkuwdOYmE3nwB2n]{Bloodletter of Khorne}, and, for Sorcerers of Chaos Undivided, @UUID[Compendium.wfrp4e-eis.actors.piVHq2Y1a9PhHlZJ]{Furies of Chaos}. While the spell is in effect, any Daemons it summons are immune to the @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} Condition.

For every +5 SL Overcast, you may increase the rate the Daemons arrive by +1.

Living creatures must pass an Average (+20) Endurance Test at the end of every Round where they can see the tear, or gain +1 Corruption. Any living creature foolish or unlucky enough to enter the rift falls into the Realms of Chaos and is immediately killed, unless a Fate point is spent. In that case, they are spat back into reality, perhaps saved by some power for an as of yet unfulfilled purpose.

Should you Fumble the casting of this spell, the Daemons crossing from the Realms of Chaos belong to a rival deity, and may well be immediately hostile to their summoner!

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Pony": { + "name": "Pony", + "description": "

@UUID[Actor.12ARFrc7Dokxc72q]{Pony}

\n

Carrying Capacity: 14

" + }, + "Beaked Face": { + "name": "Beaked Face", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +3 Creature Trait; this mutation cannot be hidden

", + "effects": { + "Beaked Face": { + "name": "Beaked Face" + } + } + }, + "One Eye": { + "name": "One Eye", + "description": "

-20 Ballistic Skill; this mutation can only be hidden by clothing

", + "effects": { + "One Eye": { + "name": "One Eye", + "changes": { + "system.characteristics.bs.modifier": -20 + } + } + } + }, + "Dog": { + "name": "Dog", + "description": "

@UUID[Actor.iaVpUaCKx1qEYkq1]{Dog}

\n

Carrying Capacity: 8

" + }, + "Long Neck": { + "name": "Long Neck", + "description": "

Half of body hits are head hits; this mutation cannot be hidden

", + "effects": { + "Long Neck": { + "name": "Long Neck" + } + } + }, + "Unusual Skin": { + "name": "Unusual Skin", + "description": "

Odd colour or texture: orange, striped, spotted, warty, etc.; this mutation cannot be hidden

" + }, + "Master of Fortune": { + "name": "Master of Fortune", + "description": "

Tzeentch sorcerers often bargain with their master to provide them with insights about their potential fate. Scrying in this manner is dangerous, for Tzeentch is a capricious god, even in the case of his own favoured servants. Once the spell is cast it may not be cast again until its duration has run out.

\n

Determine the result of the Language (Magick) Test needed to cast the spell. For every positive SL the caster benefits from an a point of Fortune which they can use as normal for the duration of the spell. However, if the spell fails then for every negative level of success the caster receives a point of Corruption as they receive a dizzying array of disturbing future echoes.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Master of Fortune": { + "name": "Master of Fortune" + } + } + }, + "Tzeentch's Blessing": { + "name": "Tzeentch's Blessing", + "description": "

Tzeentch, the Chaos God of Magic, has gifted you with a worming parasite within your mind. When you purchase this Talent, a single Spell wriggles free into your head where it takes residence, occasionally whispering to you as you sleep. The Spell can be chosen from any Colour Magic lore.

After this, you may purchase one more Colour Magic spell for 100 XP for every spell you have memorised from the Lore of Tzeentch.

", + "effects": { + "Tzeentch's Blessing": { + "name": "Tzeentch's Blessing" + } + } + }, + "Short Legs": { + "name": "Short Legs", + "description": "

-1 Movement; this mutation cannot be hidden

", + "effects": { + "Short Legs": { + "name": "Short Legs", + "changes": { + "system.details.move.value": -1 + } + } + } + }, + "Monstrous Paranoia": { + "name": "Monstrous Paranoia", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Creature Trait

", + "effects": { + "Monstrous Paranoia": { + "name": "Monstrous Paranoia", + "changes": { + "system.characteristics.i.modifier": 10 + } + } + } + }, + "Ravenous Hunger": { + "name": "Ravenous Hunger", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.xneBqGOs1QS7kfUr]{Hungry} Creature Trait

", + "effects": { + "Ravenous Hunger": { + "name": "Ravenous Hunger" + } + } + }, + "Pointed Head": { + "name": "Pointed Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; you cannot wear a helmet; this mutation cannot be hidden

", + "effects": { + "Pointed Head": { + "name": "Pointed Head", + "description": "

This effect will remove all Head AP coming from Armour items.

" + } + } + }, + "Chosen of Tzeentch": { + "name": "Chosen of Tzeentch", + "description": "

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}

" + }, + "Foul Messenger (Tzeentch)": { + "name": "Foul Messenger (Tzeentch)", + "description": "

You conjure forth a swarm of minor daemons shackled to  your will. The form of the daemons will vary depending on your deity. The daemons will bear a short message (approximately 25 words) to your target. They travel almost instantaneously, and are invisible (and inaudible) to anyone without the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent even while delivering their message. Anyone with the Talent may make a Hard (–20) Perception Test to notice the swarm, and hear their message. For every +2 SLs, you may double the length of the message.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Bolt of Corruption (Tzeentch)": { + "name": "Bolt of Corruption (Tzeentch)", + "description": "

You channel dark magic into a damaging bolt of corrosive power. This is a magic missile with a Damage of +6. Targets affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Bolt of Corruption (Tzeentch)": { + "name": "Bolt of Corruption (Tzeentch)" + } + } + }, + "Spiked Skin": { + "name": "Spiked Skin", + "description": "

Cannot waer armour; +1 Armour Points on all locations; gain a Free Attack (@UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} +4 Creature Trait) when Charging; this mutation cannot be hidden

", + "effects": { + "Spiked Skin": { + "name": "Spiked Skin" + } + } + }, + "Cult Magus": { + "name": "Cult Magus", + "description": "

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}

" + }, + "Extra Leg Joints": { + "name": "Extra Leg Joints", + "description": "

+5 Agility; this mutation cannot be hidden

", + "effects": { + "Extra Leg Joints": { + "name": "Extra Leg Joints", + "changes": { + "system.characteristics.ag.modifier": 5 + } + } + } + }, + "Headless": { + "name": "Headless", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; Head hits count as misses; this mutation cannot be hidden

", + "effects": { + "Headless": { + "name": "Headless" + } + } + }, + "Mark of Tzeentch": { + "name": "Mark of Tzeentch", + "description": "

Tzeentch, the Lord of Change, has marked this creature with a physical brand, proclaiming it as an important piece in the great game. This creature gains [[/r ceil(1d10/3)]]{1d10/3} Mutations (rounding up), alternating between Mental and Physical Mutations. All Physical Mutations should be determined using the Tzeentch column. This creature gains @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Followers of Tzeentch)}, and is subject to Animosity towards overt followers of Nurgle. The creature is also subject to Animosity by followers of Nurgle, so long as the Mark of Tzeentch can be seen. Additionally, this creature may purchase the following Talents as if they were Career Advances: @UUID[Compendium.wfrp4e-core.items.1IZWRr7BYOIcqPlQ]{Aethyric Attunement}, @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Magic (Any)}, @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}, @UUID[Compendium.wfrp4e-core.items.9sMAf0xmehjEmUao]{Fast Hands}, @UUID[Compendium.wfrp4e-core.items.BYChSVfMG004eflQ]{Instinctive Diction}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}, @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic}, @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight}, @UUID[Compendium.wfrp4e-core.items.F2EiuAc6IpaGd4J7]{War Wizard}, and @UUID[Compendium.wfrp4e-core.items.qdMbxW09FUoYBzmB]{Witch!} for the normal XP costs.

", + "effects": { + "Mark of Tzeentch": { + "name": "Mark of Tzeentch" + } + } + }, + "Light Warhorse": { + "name": "Light Warhorse", + "description": "

@UUID[Compendium.wfrp4e-eis.actors.QhEFgUrPzF2NNWoS]{Light Warhorse} (aka Hobby)

Carrying Capacity: 18

" + }, + "Shifting Colours": { + "name": "Shifting Colours", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Shifting Colours": { + "name": "Shifting Colours" + } + } + }, + "The Purple Hand": { + "name": "The Purple Hand", + "description": "

This spell is a petty curse used by Purple Hand sorcerers  to intimidate and cajole truculent co-conspirators. Of all the non-verbal codes used by the Purple Hand the meaning of this curse is clear: mend your ways immediately or face punishment.

\n

In order to cast the spell the sorcerer must first acquire a small amount of matter from their target: a loose hair or toenail clipping will serve. Should this item be acquired and the spell successfully cast, the palms of the target’s hands turn a deep purple. The spell’s effects last for one hour for every level of success scored by the caster while casting the spell.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Blank Face": { + "name": "Blank Face", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Blank Face": { + "name": "Blank Face" + } + } + }, + "Pin Head": { + "name": "Pin Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Pin Head": { + "name": "Pin Head" + } + } + }, + "Whiskered Snout": { + "name": "Whiskered Snout", + "description": "

+10 Track; this mutation can only be hidden by clothing

", + "effects": { + "Whiskered Snout": { + "name": "Whiskered Snout" + } + } + }, + "Rend Aethyr (Tzeentch)": { + "name": "Rend Aethyr (Tzeentch)", + "description": "

Your foul, profane words tear apart the fabric of reality, ripping a hole in the world, through which the servants of the Dark Gods are free to pour. A ragged portal to the aethyr appears.

At the end of every Round, one Lesser Daemon crosses from the Realms of Chaos through the portal. These Daemons are not under your control, but are likely to defend you and attack your enemies, should that be your unholy master’s will. The Daemons summoned depend on your Chaos Lore: @UUID[Compendium.wfrp4e-core.actors.8gG2Wim6wAlJWRax]{Daemonette of Slaanesh}, Plaguebearers of Nurgle, @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Horrors of Tzeentch}, @UUID[Compendium.wfrp4e-core.actors.KZkuwdOYmE3nwB2n]{Bloodletter of Khorne}, and, for Sorcerers of Chaos Undivided, @UUID[Compendium.wfrp4e-eis.actors.piVHq2Y1a9PhHlZJ]{Furies of Chaos}. While the spell is in effect, any Daemons it summons are immune to the @UUID[Compendium.wfrp4e-core.items.D0ImWEIMSDgElsnl]{Unstable} Condition.

For every +5 SL Overcast, you may increase the rate the Daemons arrive by +1.

Living creatures must pass an Average (+20) Endurance Test at the end of every Round where they can see the tear, or gain +1 Corruption. Any living creature foolish or unlucky enough to enter the rift falls into the Realms of Chaos and is immediately killed, unless a Fate point is spent. In that case, they are spat back into reality, perhaps saved by some power for an as of yet unfulfilled purpose.

Should you Fumble the casting of this spell, the Daemons crossing from the Realms of Chaos belong to a rival deity, and may well be immediately hostile to their summoner!

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Slave to Darkness (Undivided)": { + "name": "Slave to Darkness (Undivided)", + "description": "

You implore your patron to take the soul of your target, replacing it with something terrible. Make an Opposed Willpower Test, which you must win by at least 2+ SL. Should you do this, the victim’s soul is sent howling into the Realms of Chaos, and the remaining body is possessed by a Daemon. Unless the target spends a Fate point, control of the Character is passed to the GM. Should you not win the  Test by at least 2+ SL, you instead suffer a @Table[majormis], and the spell fails. Should you Fumble the Test, you are punished by your god for your arrogance. Your soul is torn from your body, never to return unless you spend a Fate point to resist this, although your patron is unlikely to be pleased if you flagrantly reject their authority in such a fashion.

\n

Given the risks and limitations inherent in this spell, it is generally cast on victims that have been ‘prepared’ for their sacrifice; they have been bound, drugged, and/or otherwise pacified.

", + "effects": { + "Slave to Darkness (Undivided)": { + "name": "Slave to Darkness (Undivided)" + } + } + }, + "Thorny Scales": { + "name": "Thorny Scales", + "description": "

+1 Armour Points to all locations; this mutation can only be hidden by clothing

", + "effects": { + "Thorny Scales": { + "name": "Thorny Scales" + } + } + }, + "Slave to Darkness (Tzeentch)": { + "name": "Slave to Darkness (Tzeentch)", + "description": "

You implore your patron to take the soul of your target, replacing it with something terrible. Make an Opposed Willpower Test, which you must win by at least 2+ SL. Should you do this, the victim’s soul is sent howling into the Realms of Chaos, and the remaining body is possessed by a Daemon. Unless the target spends a Fate point, control of the Character is passed to the GM. Should you not win the  Test by at least 2+ SL, you instead suffer a @Table[majormis], and the spell fails. Should you Fumble the Test, you are punished by your god for your arrogance. Your soul is torn from your body, never to return unless you spend a Fate point to resist this, although your patron is unlikely to be pleased if you flagrantly reject their authority in such a fashion.

\n

Given the risks and limitations inherent in this spell, it is generally cast on victims that have been ‘prepared’ for their sacrifice; they have been bound, drugged, and/or otherwise pacified.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Slave to Darkness (Tzeentch)": { + "name": "Slave to Darkness (Tzeentch)" + } + } + }, + "Fantasist": { + "name": "Fantasist", + "description": "

-5 Initiative, -5 Willpower

", + "effects": { + "Fantasist": { + "name": "Fantasist", + "changes": { + "system.characteristics.i.modifier": -5, + "system.characteristics.wp.modifier": -5 + } + } + } + }, + "Deafening Cry": { + "name": "Deafening Cry", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait

", + "effects": { + "Deafening Cry": { + "name": "Deafening Cry" + } + } + }, + "Joyous Aspect (Tzeentch)": { + "name": "Joyous Aspect (Tzeentch)", + "description": "

The caster infuses the target (perhaps themselves) with a corrupted caul of Dhar-infused Ulgu, sheathing them in an aura of concealment. While the spell is in force, the target appears without flaw, or blemish. Scars, deformities and, most crucially, mutations are undetectable, save through Divine means. 

\n

While obvious deformities are hidden, the targets can appear strange, or outlandish, infused with too much life, or unnaturally alluring. Passing a Hard (–20) Perception Test reveals something is awry, though not precisely what. For Characters with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent the Test is  Challenging (+0), and should they succeed they will become aware that a spell is in place, but not what it hides.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Carapace": { + "name": "Carapace", + "description": "

+1 Armour Point on two random Hit Locations; this mutation can only be hidden by clothing

", + "effects": { + "Carapace": { + "name": "Carapace" + } + } + }, + "Demonic Mien (Undivided)": { + "name": "Demonic Mien (Undivided)", + "description": "

You channel the transformative power of Chaos into your own flesh, temporarily sacrificing your mortal form on the altar of your god’s will. Your body is warped, assuming aspects of a Daemon loyal to your patron god. Roll on the @Table[demonic-mien] table, and apply the relevant Trait for the duration of the spell. For every +2 SL you may both extend the duration and roll again on the table. Should you roll the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait and be reduced to 0 Wounds, your soul is sucked into the Realms of Chaos as described in the Creature Traits rules.

", + "effects": { + "Demonic Mien": { + "name": "Demonic Mien" + } + } + }, + "Blasphemous Soul": { + "name": "Blasphemous Soul", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred} (Religion) Creature Trait

", + "effects": { + "Blasphemous Soul": { + "name": "Blasphemous Soul" + } + } + }, + "Giant Spider Head": { + "name": "Giant Spider Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +3 and @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom (Average)} Creature Traits, this mutation cannot be hidden

", + "effects": { + "Giant Spider Head": { + "name": "Giant Spider Head" + } + } + }, + "Thrill Seeker": { + "name": "Thrill Seeker", + "description": "

+10 Willpower, -10 Initiative

", + "effects": { + "Thrill Seeker": { + "name": "Thrill Seeker", + "changes": { + "system.characteristics.wp.modifier": 10, + "system.characteristics.i.modifier": -10 + } + } + } + }, + "Long Arms": { + "name": "Long Arms", + "description": "

If you and your opponent have weapons of the same Reach, your weapon counts as longer; this mutation cannot be hidden

", + "effects": { + "Long Arms": { + "name": "Long Arms" + } + } + }, + "Pneumonia": { + "name": "Pneumonia", + "description": "

This is a build-up of fluid in the lungs from other illnesses that cause inflammation, fever, and sometimes even death. Pneumonia is known colloquially as ‘Morr’s Rattle’, named after the chilling rattling noise made when the infected attempt to breathe deeply.

\n

A Character with Pneumonia must succeed on a Challenging (+0) Endurance Test every day that they exert themselves through travel, combat, or any other physical activity. Failure causes the Fever symptom to become Severe. Whilst the @Symptom[Fever (Severe)] symptom is in effect, the same Test must be passed every day, otherwise the disease develops the @Symptom[Blight] symptom as well.

", + "effects": { + "Fever": { + "name": "Fever" + }, + "Coughs and Sneezes": { + "name": "Coughs and Sneezes" + }, + "Malaise": { + "name": "Malaise" + } + } + }, + "Master Magus": { + "name": "Master Magus", + "description": "

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}

" + }, + "Crested Head": { + "name": "Crested Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive} Talent when Dealing with Mutants and Beastmen; this mutation cannot be hidden

", + "effects": { + "Crested Head": { + "name": "Crested Head" + } + } + }, + "Multiple Arms": { + "name": "Multiple Arms", + "description": "

Gain one Free Attack; this mutation cannot be hidden

" + }, + "Blasted Mind": { + "name": "Blasted Mind", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology} Creature Trait for [[/r 1d10]]  Rounds whenever you would take a @Condition[Broken] Condition, afterwards take [[/r 1d10]] Broken Conditions

", + "effects": { + "Blasted Mind": { + "name": "Blasted Mind" + } + } + }, + "Riding Horse": { + "name": "Riding Horse", + "description": "

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse} (aka Palfrey)

\n

Carrying Capacity: 16

" + }, + "Dog Head": { + "name": "Dog Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite +5} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Dog Head": { + "name": "Dog Head" + } + } + }, + "Elastic Arms": { + "name": "Elastic Arms", + "description": "

You may count any melee weapon as having a Reach up to 2 steps longer

", + "effects": { + "Elastic Arms": { + "name": "Elastic Arms" + } + } + }, + "Tzeentch's Golden Aura": { + "name": "Tzeentch's Golden Aura", + "description": "

This is one of the most straightforward and practical spells in a Tzeentch sorcerer’s arsenal. A swirling vortex of yellow fire is summoned out of the aethyr and wraps about the caster’s body, shielding them from incoming blows and missiles. Whilst the spell is in effect, the caster benefits from the Creature Trait @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward 9+} .

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Tzeentch's Golden Aura": { + "name": "Tzeentch's Golden Aura" + } + } + }, + "Rearranged Face": { + "name": "Rearranged Face", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 1 Creature Trait; Characters trying to determine if you are lying suffer a -20 penalty to Intuition; this mutation can only be hidden by clothing

", + "effects": { + "Rearranged Face": { + "name": "Rearranged Face" + } + } + }, + "Snake Head": { + "name": "Snake Head", + "description": "

+1 Armour Point to the Head; gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +3 and @UUID[Compendium.wfrp4e-core.items.gFkRm9wS65qe18Xv]{Venom (Average)} Creature Traits; this mutation cannot be hidden

", + "effects": { + "Snake Head": { + "name": "Snake Head" + } + } + }, + "Distended Digits": { + "name": "Distended Digits", + "description": "

+10 Dexterity; this mutation cannot be hidden

", + "effects": { + "Distended Digits": { + "name": "Distended Digits", + "changes": { + "system.characteristics.dex.modifier": 10 + } + } + } + }, + "Bear Head": { + "name": "Bear Head", + "description": "

+1 Armour Point to the Head; Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +9 Creature Trait; this mutation cannot be hidden

", + "effects": { + "Bear Head": { + "name": "Bear Head" + } + } + }, + "Fleshy Tentacle": { + "name": "Fleshy Tentacle", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.4xF7M6ylIiGntekh]{# Tentacles} Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Fleshy Tentacle": { + "name": "Fleshy Tentacle" + } + } + }, + "Foul Odour": { + "name": "Foul Odour", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.MVI0lXcg6vvtooAF]{Distracting} Creature Trait

", + "effects": { + "Foul Odour": { + "name": "Foul Odour" + } + } + }, + "Panicked Urgency": { + "name": "Panicked Urgency", + "effects": { + "Panicked Urgency": { + "name": "Panicked Urgency", + "changes": { + "system.characteristics.wp.modifier": -10, + "system.characteristics.ag.modifier": 10 + } + } + } + }, + "Bird's Feet": { + "name": "Bird's Feet", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboreal} Creature Trait

", + "effects": { + "Bird's Feet": { + "name": "Bird's Feet" + } + } + }, + "Tzeentch's Firestorm": { + "name": "Tzeentch's Firestorm", + "description": "

A swirling storm of purple arcane fire bursts forth, summoned by your profane cackling. Tzeentch’s Firestorm is a magic missile. Everyone within Initiative Bonus yards of the target suffers a +9 Damage hit, and gains +1 @Condition[Ablaze] Condition.

Should a Character of size small or larger be reduced to 0 Wounds by this Spell, or while suffering from an Ablaze Condition caused by Tzeentch’s Firestorm, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horrors} claw their way out of the target’s magically burning corpse, killing the poor unfortunate.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

 

", + "effects": { + "Tzeentch's Firestorm": { + "name": "Tzeentch's Firestorm" + } + } + }, + "Common Cold": { + "name": "Common Cold", + "description": "

Seasonal, like the reddening of leaves in the autumn, the Common Cold is nonetheless a constant bane of  the Old World. What begins with weak coughing and sneezing might develop into something serious in a matter of days, if not tended to. Every elderly person in the Empire has their own home remedies and wards against the illness, as well as memories of it worsening and taking friends and loved ones into Morr’s embrace.

Characters with the Common Cold who again suffer from Exposure due to rain or snow will have the duration of the disease extended by [[/r 1d10]] days. If a Character ever suffers more than 14 days of the Common Cold, it develops into @UUID[Compendium.wfrp4e-eis.items.K74AhzejwTdzTc1w]{Pneumonia}.

", + "effects": { + "Coughs and Sneezes": { + "name": "Coughs and Sneezes" + }, + "Malaise": { + "name": "Malaise" + } + } + }, + "Power of Chaos (Undivided)": { + "name": "Power of Chaos (Undivided)", + "description": "

You call on the Dark Gods of Chaos to aid your efforts by tearing a small rent to the aethyr. Any spells cast within
Fellowship Bonus yards of the point targeted by the spell have their CN halved. Anyone within the AoE must pass an
Average (+20) Endurance Test at the end of each Round or gain +1 Corruption Point. Anyone casting a spell within the AoE makes their Test at Average (+20) Difficulty.

", + "effects": { + "Power of Chaos": { + "name": "Power of Chaos" + } + } + }, + "Animalistic Legs": { + "name": "Animalistic Legs", + "description": "

+1 Movement; this mutation can only be hidden by clothing; Difficult (–10) Athletics Test to walk with a normal gait

", + "effects": { + "Animalistic Legs": { + "name": "Animalistic Legs", + "changes": { + "system.details.move.value": 1 + } + } + } + }, + "Skull Face": { + "name": "Skull Face", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Skull Face": { + "name": "Skull Face" + } + } + }, + "Weeping Pus": { + "name": "Weeping Pus", + "description": "

Roll on the @Table[hitloc] twice to see where

", + "effects": { + "Weeping Pus": { + "name": "Weeping Pus" + } + } + }, + "Fitful Hatred": { + "name": "Fitful Hatred", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred} (Target) Creature Trait. Roll on the @Table[fixations]{Fixations} Table once per day for the Target

", + "effects": { + "Fitful Hatred": { + "name": "Fitful Hatred" + } + } + }, + "Joyous Aspect (Undivided)": { + "name": "Joyous Aspect (Undivided)", + "description": "

The caster infuses the target (perhaps themselves) with a corrupted caul of Dhar-infused Ulgu, sheathing them in an aura of concealment. While the spell is in force, the target appears without flaw, or blemish. Scars, deformities and, most crucially, mutations are undetectable, save through Divine means. 

\n

While obvious deformities are hidden, the targets can appear strange, or outlandish, infused with too much life, or unnaturally alluring. Passing a Hard (–20) Perception Test reveals something is awry, though not precisely what. For Characters with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent the Test is  Challenging (+0), and should they succeed they will become aware that a spell is in place, but not what it hides.

" + }, + "Bolt of Corruption (Undivided)": { + "name": "Bolt of Corruption (Undivided)", + "description": "

You channel dark magic into a damaging bolt of corrosive power. This is a magic missile with a Damage of +6. Targets affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

", + "effects": { + "Bolt of Corruption (Undivided)": { + "name": "Bolt of Corruption (Undivided)" + } + } + }, + "Draught Horse": { + "name": "Draught Horse", + "description": "

@UUID[Actor.guaFC5d5WK8ExDhk]{Draught Horse}

\n

Carrying Capacity: 20

" + }, + "Two Heads": { + "name": "Two Heads", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.IFKWu98qmWpaSfUi]{Ambidextrous} Talent; this mutation cannot be hidden

", + "effects": { + "Two Heads": { + "name": "Two Heads" + } + } + }, + "Evil Eye": { + "name": "Evil Eye", + "description": "

You may cast @UUID[Compendium.wfrp4e-core.items.CnydL8p3PVAuF98w]{The Evil Eye} Spell without performing a Test by spending a Fortune Point; you immediately suffer a @Table[minormis]{Minor Miscast}

", + "effects": { + "Evil Eye": { + "name": "Evil Eye" + } + } + }, + "Bestial Face (Dog)": { + "name": "Bestial Face (Dog)", + "description": "

You feel an irresistible urge to fall to your knees and howl. As your jaw is forced to its maximum extension, you begin to choke uncontrollably as a thickly furred snout forces its way through your face. Your Human nose, lips, and teeth slough off, nothing more than relics of your former existence, replaced by the snarling face of a dog.

\n

Lose 20 Fellowship and 10 Intelligence. Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent.

", + "effects": { + "Bestial Face (Dog)": { + "name": "Bestial Face (Dog)", + "changes": { + "system.characteristics.fel.modifier": -20, + "system.characteristics.int.modifier": -10 + } + } + } + }, + "Bull Head": { + "name": "Bull Head", + "description": "

+1 Armour Point to the Head; gain the @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Bull Head": { + "name": "Bull Head" + } + } + }, + "Bolt of Change": { + "name": "Bolt of Change", + "description": "

A pulsating bolt of scintillating Chaotic energy rends the air. Bolt of Change is a magic missile, and targets suffer a +7 Damage hit. Further, targets must make a Challenging (+0) Endurance Test. A target that fails gains +1 Corruption Point. On a fumble, the target immediately rolls for a Mutation (@Table[expandedmutatemental]{Mental} or @Table[expandedmutatephys]{Physical}), and gains the @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}  Talent. A Character affected by this spell may resist a mutation by spending a point of Resolve. 

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Bolt of Change": { + "name": "Bolt of Change" + } + } + }, + "Animalistic Psyche": { + "name": "Animalistic Psyche", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.AGcJl5rHjkyIQBPP]{Bestial} Creature Trait for [[/r 1d10]] hours if you fail a Test derived from Willpower

", + "effects": { + "Animalistic Psyche": { + "name": "Animalistic Psyche" + } + } + }, + "Eagle Head": { + "name": "Eagle Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pLW9SVX0TVTYPiPv]{Bite} +4 Creature Trait; this mutation cannot be hidden

", + "effects": { + "Eagle Head": { + "name": "Eagle Head" + } + } + }, + "Glorious Corruption": { + "name": "Glorious Corruption", + "description": "

Gain a @Condition[Fatigued] Condition for every week you go without gaining a Corruption Point, or where you are not responsible for another Character gaining a Corruption Point; lose all Fatigued Conditions if either situation occurs

" + }, + "Tail": { + "name": "Tail", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.UnJ25lL8aUzem5JO]{Tail Attack} +3 Creature Trait; this mutation can only be hidden by clothing.

", + "effects": { + "Tail": { + "name": "Tail" + } + } + }, + "Warp Frenzy": { + "name": "Warp Frenzy", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} Creature Trait; whilst Frenzied, temporarily gain another random physical mutation

", + "effects": { + "Warp Frenzy": { + "name": "Warp Frenzy" + } + } + }, + "Iron Skin": { + "name": "Iron Skin", + "description": "

+2 Armour Points to all locations; -10 Agility

", + "effects": { + "Iron Skin": { + "name": "Iron Skin", + "changes": { + "system.characteristics.ag.modifier": -10 + } + } + } + }, + "Beacon of Corruption": { + "name": "Beacon of Corruption", + "description": "

Whenever subject to Psychology, gain the @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption} (Minor) Creature Trait

", + "effects": { + "Beacon of Corruption": { + "name": "Beacon of Corruption", + "changes": { + "system.characteristics.fel.initial": -10 + } + } + } + }, + "Corpulent": { + "name": "Corpulent", + "description": "

-1 Movement, +5 Strength, +5 Toughness

", + "effects": { + "Corpulent": { + "name": "Corpulent", + "changes": { + "system.details.move.value": -1, + "system.characteristics.s.modifier": 5, + "system.characteristics.t.modifier": 5 + } + } + } + }, + "Mindfire": { + "name": "Mindfire", + "description": "

The air warps around your fingertips, forming a bolt of shimmering, hazy magical energy that can be hurled at your target. Anyone affected by Mindfire must make a Challenging (+0) Cool Test, or gain 1 Corruption Point. For every +2 SL, you may make one target gain an additional Corruption Point if the Cool Test is failed. Should a Mutation occur as a result of this Spell, the target automatically rolls on the @Table[mutatemental]{Mental Corruptions} table, and gains +1 @Condition[Ablaze] Condition as unnatural fire spills from every orifice in their head.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Mindfire": { + "name": "Mindfire" + } + } + }, + "Lolling Tongue": { + "name": "Lolling Tongue", + "description": "

-10 to all Language Tests when speaking; this mutation cannot be hidden

", + "effects": { + "Lolling Tongue": { + "name": "Lolling Tongue" + } + } + }, + "Acid Blood": { + "name": "Acid Blood", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

", + "effects": { + "Acid Blood": { + "name": "Acid Blood" + } + } + }, + "Transparent Skin": { + "name": "Transparent Skin", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation cannot be hidden

", + "effects": { + "Transparent Skin": { + "name": "Transparent Skin" + } + } + }, + "Gills": { + "name": "Gills", + "description": "

You can breathe underwater; this mutation can only be hidden by clothing

" + }, + "Beweaponed Extremities": { + "name": "Beweaponed Extremities", + "description": "

Permanently reduce Dexterity to 0. You cannot be disarmed; this mutation cannot be hidden

", + "effects": { + "Beweaponed Extremities": { + "name": "Beweaponed Extremities" + } + } + }, + "Ring of Opsianon": { + "name": "Ring of Opsianon", + "description": "

Gideon wears a gold ring set with a black, faceted obsidian stone.

" + }, + "Shapeshifter": { + "name": "Shapeshifter", + "description": "

This creature can shift at will between their regular form and that of the denoted Creature. The transformation takes one full Round, during which neither Movement nor Action is possible. When the moon Mannslieb is full, this creature must make an Average (+20) Willpower Test at dusk to avoid transforming spontaneously. Creatures that gain this Trait through greater difficulty with this Test at first, at GM discretion. When transformed, the creature retains its mental attributes (Int, WP, and Fel), but the rest of its profile becomes that of the denoted Creature.

" + }, + "Breathe Fire": { + "name": "Breathe Fire", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]{Breath} 5 Fire Creature Trait

", + "effects": { + "Breathe Fire": { + "name": "Breathe Fire" + } + } + }, + "Donkey or Mule": { + "name": "Donkey or Mule", + "description": "

@UUID[Actor.lOO8BfzQfP7omFe0]{Donkey} or @UUID[Actor.jd77heDEL6v768Nd]{Mule}

\n

Carrying Capacity: 14

" + }, + "Glowing Skin": { + "name": "Glowing Skin", + "description": "

Effective light of a candle; this mutation cannot be hidden

", + "effects": { + "Glowing Skin": { + "name": "Glowing Skin" + } + } + }, + "Aethyric Leak": { + "name": "Aethyric Leak", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.qdMbxW09FUoYBzmB]{Witch!} Talent

", + "effects": { + "Aethyric Leak": { + "name": "Aethyric Leak", + "changes": { + "system.characteristics.fel.modifier": -5, + "system.characteristics.int.modifier": -5 + } + } + } + }, + "Purple Brain Fever": { + "name": "Purple Brain Fever", + "description": "

Purple Brain Fever is a feared disease. It causes the head to swell to appalling size, and is accompanied by flushing fevers and delirium. The face turns a frightful plum colour, the eyes bulge from their sockets, and the tongue swells until the mouth can no longer contain it. Death usually occurs within a week.

", + "effects": { + "Blight": { + "name": "Blight" + }, + "Delirium": { + "name": "Delirium" + }, + "Convulsions": { + "name": "Convulsions" + }, + "Fever (Severe)": { + "name": "Fever (Severe)" + }, + "Lingering (Challenging)": { + "name": "Lingering (Challenging)" + }, + "Swelling (face and head).": { + "name": "Swelling (face and head)." + } + } + }, + "Word of Tzeentch": { + "name": "Word of Tzeentch", + "description": "

As your tongue forms the twisted sound-patterns of this blasphemous Spell, two voices seem to utter from your throat, in unholy and unnatural harmony with each other. Your words carry extra meaning for those affected by the Spell, though targets can never remember what was said. They are left with a haunting sense of foreboding, as if they have forgotten something very important about their own future.

Living targets affected by the Spell must make an Opposed Intelligence Test with you. If the target loses, they gain 1 @Condition[Stunned] Condition, +1 additional Stunned Condition for each SL by which they lost. If they Fumble, they gain the @Condition[Unconscious] Condition, and +1 Corruption.

Once all Conditions have been removed, targets affected must pass an Average (+20) Endurance Test, or gain +1 Corruption. Should they Fumble, they immediately gain 1 @Table[expandedmutatemental]{Mental Mutation}, and may not take a Short-term Ambition for the next [[/r 1d10]] weeks.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Word of Tzeentch": { + "name": "Word of Tzeentch" + } + } + }, + "Obsession (Undivided)": { + "name": "Obsession (Undivided)", + "description": "

You must possess a beloved or precious object belonging to the target. You weave magic infused with the raw stuff of Chaos into the object that, in turn, affects the target. They become obsessed with something: the precise nature of the obsession depends onthe individual in question, and your Lore. For instance, when cast with the Lore of Nurgle, Obsession may cause a recently wounded target to become obsessed with picking at their scabs. The Lore of Slaanesh may cause an epicure or gourmand to overeat.

\n


The target must pass an 
Average (+20) Endurance Test every hour, or succumb to their obsession. On a failure, future tests become Challenging (+0). Subsequent failings make Tests increasingly harder, until they become Very Hard (–30). Should the target ever Fumble one of these Tests (fail while rolling a double), the target becomes completely obsessed. They can do nothing except indulge the obsession, no matter the costs or implications, for [[/r d10]]–Will Power Bonus hours (minimum 1 hour). At the end of the spell’s duration, in addition to any other physical, social, or financial implications, the target must pass a Challenging (+0) Endurance Test or gain +1 Corruption Point.

\n

A target may only ever be affected once by this spell once for each Lore with which it is cast. Any future attempts on the same target with this spell have no effect.

" + }, + "Wings": { + "name": "Wings", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.EO05HX7jql0g605A]{Flight} 60 Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Wings": { + "name": "Wings" + } + } + }, + "Cult Acolyte": { + "name": "Cult Acolyte", + "description": "

@UUID[Compendium.wfrp4e-eis.journals.IZVgB7zmTm4rK2yJ.JournalEntryPage.okL3l1pH269uRycI]{Cult Magus of Tzeentch}

" + }, + "Eyestalks": { + "name": "Eyestalks", + "description": "

See over/around obstacles; this mutation cannot be hidden

" + }, + "Hopper": { + "name": "Hopper", + "description": "

Your Movement is reduced to 2 and cannot be increase; gain the @UUID[Compendium.wfrp4e-core.items.j6v78dnOOdCB6c3d]{Bounce} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Hopper": { + "name": "Hopper", + "changes": { + "system.details.move.value": -2 + } + } + } + }, + "Boar Head": { + "name": "Boar Head", + "description": "

+1 Armour Point to the Head; @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns (Tusks)} Creature Trait; this mutation cannot be hidden

", + "effects": { + "Boar Head": { + "name": "Boar Head" + } + } + }, + "Boon of Tzeentch": { + "name": "Boon of Tzeentch", + "description": "

Your words, imbued with the labyrinthine prescience of the Changer of the Ways, twist your mind, granting you access to new arcane knowledge. Choose one Spell from any Lore (to ensure swift play, the GM may impose a nine second time limit). While Boon of Tzeentch is in effect, you may cast your new Spell as if you had memorised it, but may not record it in a Grimoire, Scroll, or similar. If you channel to cast the new Spell, you may use either Channelling (Dhar) or the Channelling Skill appropriate to the Lore the spell normally requires, should you possess it.

\n

If you suffer a miscast when channelling or casting this new Spell, the Boon of Tzeentch Spell quits your mind in disgust, and also erases itself from your grimoire should it have allowed itself to be recorded there.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Boon of Tzeentch": { + "name": "Boon of Tzeentch" + } + } + }, + "Bulging Eyes": { + "name": "Bulging Eyes", + "description": "

+10 Initiative; this mutation can only be hidden by clothing

", + "effects": { + "Bulging Eyes": { + "name": "Bulging Eyes", + "changes": { + "system.characteristics.i.modifier": 10 + } + } + } + }, + "Blast of Corruption (Tzeentch)": { + "name": "Blast of Corruption (Tzeentch)", + "description": "

You channel profane magic into an explosive blast of corruption. This is a magic missile with Damage +5 that targets everyone in the Area of Effect. Everyone affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Blast of Corruption (Tzeentch)": { + "name": "Blast of Corruption (Tzeentch)" + } + } + }, + "Rotting Flesh": { + "name": "Rotting Flesh", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2}, and @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Creature Traits

", + "effects": { + "Rotting Flesh": { + "name": "Rotting Flesh" + } + } + }, + "Tzeentch's Fire": { + "name": "Tzeentch's Fire", + "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" + }, + "The Flickering Flames of Fickle Fate": { + "name": "The Flickering Flames of Fickle Fate", + "description": "

You conjure forth a torrent of magical fire, which spits, crackles and burns without material fuel. The fire has no physical properties and does not burn, damage, or emit heat. All living creatures and Daemons who can see the fire may choose to reroll every Test once, as if they had spent a Fortune Point, even if they passed the Test. Each time they do so, they must then pass a Challenging (+0) Endurance Test or gain +1 Corruption Point (@Corruption[minor]{Minor}). Characters bearing the Mark of Tzeentch are immune to this Corruption. The Test to resist gaining Corruption may not be rerolled using this Spell’s effect.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Sense the Skein": { + "name": "Sense the Skein", + "description": "

Your eyes glow pink and blue as you speak forbidden words of power. The scales fall from your eyes and you see, for a few fleeting moments, the interconnected fate of all things. You may choose one target you can see, and the GM must reveal the target’s Motivation, Short-Term Ambition, and Long-Term Ambition.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Lingering Foulness": { + "name": "Lingering Foulness", + "description": "

Gain the @Symptom[Nausea] Symptom for [[/r 1d10]]  hours after interacting with filth

", + "effects": { + "Lingering Foulness": { + "name": "Lingering Foulness" + } + } + }, + "Three Eyes": { + "name": "Three Eyes", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense} (Vision) Talent; this mutation can only be hidden by clothing

", + "effects": { + "Three Eyes": { + "name": "Three Eyes" + } + } + }, + "Ox": { + "name": "Ox", + "description": "

@UUID[Actor.l7G0hmzl6VMnAXtL]{Ox}

\n

Carrying Capacity: 30

" + }, + "Blighted": { + "name": "Blighted", + "description": "

The creature harbours the disease listed, and it can pass it on with a touch. If touched, the victim must check for Contraction, but the Test is 2 steps more Difficult than normal. If the disease is contracted, its Incubation is changed to ‘Instant’.

" + }, + "Absorb": { + "name": "Absorb", + "description": "

At the end of the Round, if the creature has a higher Advantage than all engaged opponents, it absorbs one opponent of equal Size or smaller. An absorbed victim gains a number of @Condition[Entangled] Conditions equal to the creature's Strength Bonus, and counts as being in a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{Grapple}. An absorbed victim loses the creature’s Strength Bonus in Wounds at the end of each Round; Armour points or Toughness Bonus do not reduce this loss. The same number of Wounds are ‘healed’ by the creature. If an absorbed victim is killed, the creature retreats to digest the suspended corpse over the next few days. Any attack that hits the creature does an equal amount of Damage to the absorbed victim.

" + }, + "Split": { + "name": "Split", + "description": "

If the creature suffers a Critical Wound, or loses all its Wounds, it splits in half and is replaced by two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horrors}, both of which are unwounded.

" + }, + "Double Life": { + "name": "Double Life", + "description": "

So adept are you at maintaining your Secret Identity, that you are able to live two completely separate lives. When you purchase this Talent, you may enter into a second Career alongside your Chaos Career. You now count as belonging to both Careers, and may purchase Advances and Talents in either one, as well as enter and leave new Careers from either. As always, any changes in Career need approval from your GM so they best fit any campaign plans and properly reflect your double life.

", + "effects": { + "Double Life": { + "name": "Double Life" + } + } + }, + "Claws": { + "name": "Claws", + "description": "

Hands count as a Creature @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} of Damage equal to your SB; this mutation cannot be hidden

", + "effects": { + "Claws": { + "name": "Claws" + } + } + }, + "Soul Sickness": { + "name": "Soul Sickness", + "description": "

Gain the @Symptom[Convulsions] Symptom for [[/r 1d10]] hours if you fail a Test derived from Willpower

", + "effects": { + "Soul Sickness": { + "name": "Soul Sickness" + } + } + }, + "Terrible Phobia": { + "name": "Terrible Phobia", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.4CMKeDTDrRQZbPIJ]{Afraid} (Target) Creature Trait, rolling on the @Table[fixations]{Fixations} Table to determine the Target

", + "effects": { + "Terrible Phobia": { + "name": "Terrible Phobia" + } + } + }, + "Hounds of Despair": { + "name": "Hounds of Despair", + "description": "

Gain the @Symptom[Malaise] Symptom for [[/r 1d10]] hours if you fail a Test Derived from Willpower

", + "effects": { + "Hounds of Despair": { + "name": "Hounds of Despair" + } + } + }, + "Goat Head": { + "name": "Goat Head", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns} Creature Trait, this mutation cannot be hidden

", + "effects": { + "Goat Head": { + "name": "Goat Head" + } + } + }, + "Demonic Mien (Tzeentch)": { + "name": "Demonic Mien (Tzeentch)", + "description": "

You channel the transformative power of Chaos into your own flesh, temporarily sacrificing your mortal form on the altar of your god’s will. Your body is warped, assuming aspects of a Daemon loyal to your patron god. Roll on the @Table[demonic-mien] table, and apply the relevant Trait for the duration of the spell. For every +2 SL you may both extend the duration and roll again on the table. Should you roll the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait and be reduced to 0 Wounds, your soul is sucked into the Realms of Chaos as described in the Creature Traits rules.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Demonic Mien (Tzeentch)": { + "name": "Demonic Mien (Tzeentch)" + } + } + }, + "Suckered Hands and Feet": { + "name": "Suckered Hands and Feet", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.KII1gWnxIZ8HzmU5]{Wallcrawler} Creature Trait; this mutation can only be hidden by clothing

", + "effects": { + "Suckered Hands and Feet": { + "name": "Suckered Hands and Feet" + } + } + }, + "Pink Fire of Tzeentch": { + "name": "Pink Fire of Tzeentch", + "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 @Condition[Ablaze] Condition.

Should a Character of size Small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by Pink Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, a @UUID[Compendium.wfrp4e-eis.actors.iDy8SDTwJSlCzZMl]{Pink Horror} claws its way out of the target’s writhing corpse, killing the individual.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Pink Fire of Tzeentch": { + "name": "Pink Fire of Tzeentch" + } + } + }, + "Beast Head": { + "name": "Beast Head", + "description": "

Roll on the @Table[beasthead]{Beast Head} Table; this mutation cannot be hidden

", + "effects": { + "Beast Head": { + "name": "Beast Head" + } + } + }, + "Inhuman Beauty": { + "name": "Inhuman Beauty", + "description": "

+10 Fellowship; you do not scar

", + "effects": { + "Inhuman Beauty": { + "name": "Inhuman Beauty", + "changes": { + "system.characteristics.fel.modifier": 10 + } + } + } + }, + "Curse of Tzeentch": { + "name": "Curse of Tzeentch", + "description": "

Tzeentchian Lore has it that all spells ultimately derive from the God’s will, and so belong to him. Using this spell, a Tzeentch sorcerer can cause another wizard to lose the knowledge and ability to cast a spell they previously had mastery of.

\n

Should the curse of Tzeentch be successfully cast, the caster must then make an opposed Willpower Test against the target. If the caster wins, the target loses access to a randomly selected spell. The effects of the spell lasts for one day for every level of success scored by the caster during the opposed test.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Curse of Tzeentch": { + "name": "Curse of Tzeentch" + } + } + }, + "Fleshthief": { + "name": "Fleshthief", + "description": "

The creature, which must have the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Trait, can wear the flesh of any Human it kills. Further, it can impersonate the Character of the worn flesh perfectly, able to mimic voices and mannerisms with an uncanny ability. Preparing the flesh takes [[/r 1d10]] Rounds, after which it can be worn or removed at will, which takes 1 Round. Once prepared, the flesh only rots should the creature die, but it can be damaged by normal means. If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the @UUID[Compendium.wfrp4e-core.items.kJNAY1YRaCy9IgmT]{Terror} Trait for 1 Round, but also ruining the flesh, meaning it cannot be used again.

Those who know the Character being impersonated may attempt a Futile (-40) Intuition Test to detect that there is something wrong, though they will not know exactly what .

" + }, + "Heavy Draught Horse": { + "name": "Heavy Draught Horse", + "description": "

@UUID[Actor.PZiW5RRL0sqmGjaL]{Heavy Draught Horse}

\n

Carrying Capacity: 30

" + }, + "Hurried Masochism": { + "name": "Hurried Masochism", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.GbDyBCu8ZjDp6dkj]{Belligerent} Creature Trait; you cannot @UUID[Compendium.wfrp4e-core.journals.JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#fleeing]{Flee} voluntarilly

", + "effects": { + "Hurried Masochism": { + "name": "Hurried Masochism" + } + } + }, + "Amorphous": { + "name": "Amorphous", + "description": "

The creature is an amorphous blob. It halves any Wounds suffered from Damage other than fire, cold, or magic. It ignores all Critical Wounds, and can only be destroyed by being reduced to 0 Wounds by extreme cold, fire, or magic. If reduced to 0 Wounds by other means, it falls dormant for [[/r 1d10]] Rounds, then regenerates +1 Wound. Amorphous creatures shy away from extreme sources of heat or cold .

", + "effects": { + "Amorphous": { + "name": "Amorphous" + } + } + }, + "Blue Fire of Tzeentch": { + "name": "Blue Fire of Tzeentch", + "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 @Condition[Ablaze] Condition.

Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition from Blue Fire of Tzeentch, roll a [[/r 1d10]]. On a roll of 9, two @UUID[Compendium.wfrp4e-eis.actors.cLOGeMqUty61nYB9]{Blue Horror of Tzeentch} claw their way out of the Character’s screaming flesh, killing them in the process.

Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

", + "effects": { + "Blue Fire of Tzeentch": { + "name": "Blue Fire of Tzeentch" + } + } + }, + "Transformation of Tzeentch": { + "name": "Transformation of Tzeentch", + "description": "

At your command, bonds of aethyric fire coil from the earth, enshrouding your target in a cocoon of magical energy. Targets affected gain the @Condition[Prone] Condition, and are considered Helpless for the duration of the Spell. When Transformation of Tzeentch ends, the target must make a Challenging (+0) Endurance Test, opposed by your Language (Magick) Skill. If they lose, they gain +1 Corruption Point, +1 extra Point for every SL by which they lost.

\n\n Lore: Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, which can be used as normal. Such are the whims of Tzeentch.

" + }, + "Uneven Horns": { + "name": "Uneven Horns", + "description": "

+1 Armour Points to the Head; counts as a Creature @UUID[Compendium.wfrp4e-core.items.AtpAudHA4ybXVlWM]{Weapon} of Damage equal to your SB; this mutation cannot be hidden

", + "effects": { + "Uneven Horns": { + "name": "Uneven Horns" + } + } + }, + "Big Ears": { + "name": "Big Ears", + "description": "

Gain the @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense} (Hearing) Talent; this mutation can only be hidden by clothing

", + "effects": { + "Big Ears": { + "name": "Big Ears" + } + } + }, + "Mindless": { + "name": "Mindless", + "description": "

The creature is mindless, living by base instinct or magical compulsion alone. It has no Initiative, Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. For the purposes of calculating Wounds, it uses its Stength Bonus whenever Willpower Bonus is required. As it has no Initiative Characteristic, it always takes its Turn last in any Round .

", + "effects": { + "Mindless": { + "name": "Mindless" + } + } + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-eis.journals.json b/compendium/To Do/wfrp4e-eis.journals.json new file mode 100644 index 0000000..36a7f2d --- /dev/null +++ b/compendium/To Do/wfrp4e-eis.journals.json @@ -0,0 +1,1052 @@ +{ + "label": "Journals (Enemy In Shadows)", + "folders": { + "Companion": "Companion", + "Adventure": "Adventure" + }, + "entries": { + "Travel": { + "name": "Travel", + "pages": { + "Arriving In... Style?": { + "name": "Arriving In... Style?", + "text": "

Reaching journey’s end — the Arrival phase — will see the Characters looking for a bed, a drink, and the next step in their adventure, though not necessarily in that order. Be sure to describe in reasonable detail what the party sees as they arrive — are there towering gates, barred shut, or wide open fields of wheat with cottages nestled neatly between? How are the locals — warm and welcoming, or gruff and suspicious? Such details will help Characters get a feel for the location, and will help set their expectations.

\n

Consider the Characters’ actions and the Encounters they experienced — did word travel ahead of them of their deeds, or misdeeds, on the road?

\n

Characters who arrive at their destination suffering from a Fatigued Condition are likely in a sorry state, and need to clean themselves up or suffer a penalty to Fellowship Tests due to their scruffy appearance. This penalty is dependent on the Character’s Status. Gold Status Characters suffer a −20 penalty to Fellowship Tests and Silver a −10. Brass Status Characters suffer no penalty at all — scruffiness is expected of them.

\n

As the length of a Stage is somewhat abstracted, any diseases contracted on the road that have an incubation period, such as the @UUID[Compendium.wfrp4e-eis.items.R4qQc4fnxQzuNg9l]{Common Cold} or @UUID[Compendium.wfrp4e-core.items.BC4QyBeYAiw8cRuM]{Packer's Pox}, become full-blown outbreaks during the Arrival phase.

\n

Characters are likely to arrive at their destination in need of supplies and services. Performing an Average (+20) Lore (region) Test reveals the best place to find these, or the Characters may ask around and hope for the best. A successful Challenging (+0) Gossip Test lets a Character know a little about current affairs, and this may be a good time to drop in some of the rumours outlined in @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{Rumours (Chapter 1)} and @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{Rumours (Chapter 6)}.

\n

Just as the Characters form an opinion of their destination, news of the Characters’ arrival often leads to local rumours and gossip. Depending on how they arrived — in a fine carriage, after a disagreement at the city gate, or unannounced in the dead of night — they may find that many have already made up their minds about their nature and intent. 

\n

Reaching their destination should be a satisfying moment for the Characters, having put the dangers of the road behind them for a time, but it is also a good moment to subvert their expectations. Perhaps their destination, reputedly safe, has fallen under the sway of a local criminal or an enemy of the Characters. Perhaps they catch a glimpse of someone watching them, almost as if expecting their arrival. Alternatively, if you’re feeling generous, a friend made upon the road is awaiting them, a cozy table by the fire reserved in a nearby inn.

\n

Whatever the case, the Characters are now ready to resume their adventures — or, after a short rest, set out on the next leg of their journey.

\n
" + }, + "Travel Endeavours": { + "name": "Travel Endeavours", + "text": "

As the Characters travel the Empire’s roads, they will find themselves with a surprising amount of time on their hands. Whether in the back of a coach, around a campfire, or waiting for their dawdling, short-legged companions, each Character has one Endeavour per Stage of their journey.

Travel Endeavours represent continued action over an entire Stage of a journey, meaning that even if they are performed correctly, they are still tiring. If a Character fails a Test during an Endeavour they receive a @Condition[Fatigued] Condition.

Whilst most of these Endeavours can be attempted by anyone, some are better suited to a particular Class or Career. Additionally, at the GM’s discretion, @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.BpwePtm5CHEfnexN]{Endeavours} found in Core may be performed during a journey.

It is up to the Characters to decide in what order they perform their Travel Endeavours. 

Earning A Living On The Road

The @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.JX9ifRlgzzGrU2zh]{Income} Endeavour isn’t suitable for most Careers whilst on the road, but there are some Careers — from travelling judges, bailiffs, and nuns, to hunters, scouts, and coachmen — where a journey is the perfect time to pursue their craft!

Travel Endeavours

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.DWosXgF1vKBGbD2f]{Forage}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.nXifHPVTBGJZromE]{Gather Information}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.LCBEcwYXKzb7s597]{Keep Watch}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.ZeMXDXfUIGAwan7q]{Make Camp}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.LOleIH3lgT1EDh4k]{Map the Route}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.VUsiceojepLtPwjw]{Practice a Skill}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.VUsiceojepLtPwjw]{Practice a Skill}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.pYRQj2dgsIrRmgH1]{Recuperate}

@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.3gV92XdlsnWo7CMS]{Woodcraft}

" + }, + "Destinations And Directions": { + "name": "Destinations And Directions", + "text": "

Before setting off on a journey, the Characters must determine where they are going or, at least, what direction they are going in. If the Characters have a map of the location, they should have a reasonable idea of where they're headed and how long it will take, though maps of the Empire are notoriously inaccurate. Without a map, the Characters are reliant on directions from others — perhaps making Gossip Tests whenever they stop in a coaching inn — and on the even-more-unreliable road signs that dot the landscape.

  1. Determine Number of @UUID[.bEWagjEVOOEvKKmi]{Stages}

  2. GM Rolls for @UUID[.WHkF67bhn4ZHktqe#weather]{Weather}

  3. Decide @UUID[.uh8APUZK8qd74nUN]{Travel Endeavours} 

  4. Roll for @UUID[.jdxAPcL5T8JUoRyW]{Travel Encounters} (then repeat 2.)

  5. @UUID[.mcrUfZwUxzc23IA2]{Arrival phase}, if this was the final stage.

How Far is it to…?

As previously mentioned, maps of the Empire are notoriously inaccurate, few feature any indication of scale, and many cartographers have found their efforts to improve matters entirely unwelcome. Naturally, no noble likes to be told that their ancestral holdings are a hundred square miles smaller than they had supposed.

When calculating travel distances, it is best to bear these inaccuracies in mind. A journey between neighbouring settlements usually consists of a single Stage. Longer journeys between important cities take between 2 and 4 Stages. Any journey longer than this should be broken up into multiple legs, with stops to rest, resupply, and introduce new adventures to the Characters. If your group enjoys a more involved travel experience, increase the number of Stages by 2 or more.

For example, Bögenhafen to Middenheim might instead be Bögenhafen to Altdorf, and then Altdorf to Middenheim.

" + }, + "Travel Stages": { + "name": "Travel Stages", + "text": "

A journey is divided into a number of Travel Stages. The number of Stages is up to GM discretion, with longer journeys having more Stages. The GM should feel free to adjust the number of Stages based on the Players’ preferences. For some groups, detailed journeys with a plethora of random encounters and challenges can become an exciting, memorable part of their Character’s adventure. For other groups, a brief description of the journey with one or two complications to add some spice is more than enough.

Once the number of Stages is determined, it is modified by the lowest Movement among the Characters, whether on foot, mounted, or in a vehicle. If this is 3 or less, the journey should be increased by 1–2 stages. If the Characters are all lucky enough to possess mounts with a Movement of 6 or more, the total number of Stages is halved to a minimum of 1.

Characters may attempt to reduce this number further with a Challenging (+0) Navigation or a Lore Test. The Test must be relevant to the location, such as Lore (Reikland). Having a proper map of the route makes the Test Average (+20). A success reduces the number of Stages by 1, to a minimum of 1.

Example: Everyone wants to go from Altdorf to Middenheim. Gunnar and Molrella are slower, and they can’t wait that long, so they decide to get mounts. Salundra makes a Lore (Reikland) Test and succeeds, so they go even faster. The GM decides that the journey from Altdorf to Middenheim is quite far, and consists of 4 Stages. Thanks to the mounts, no one has a Movement of 3 or less. Salundra’s excellent navigation reduces the number of stages by 1, for a total of 3 Stages — an arduous trek indeed!

" + }, + "On The Road Again": { + "name": "On The Road Again", + "text": "

Securing food and shelter are among the most mundane difficulties of the road. To those with the means, both are reasonably accessible on the Empire’s more travelled routes. Where available, inns and hostels provide bread and board to those with money. Alternatively, Characters may stock up with their own supplies before setting out. You can find the costs of travel goods, food, and lodging in Warhammer Fantasy Roleplay. Characters and their mounts consume 1 Encumbrance of food daily, at a cost of 2/–, but this may be supplemented by characters using the @UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.DWosXgF1vKBGbD2f]{Forage} Endeavour, below. Additionally, food not properly stored, or kept for too long, may spoil, putting Characters at risk of contracting the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}.

Weather

Bad weather is the greatest enemy of travellers (other than actual enemies of travellers, particularly those armed with blunderbusses, crossbows, and loose morals). The GM should roll for @Table[weather]{Weather} at the beginning of each Stage.

Adverse weather conditions can turn any normal encounter into a nightmare. The following table can be used for the Reikland and similarly temperate climates. For weather further north of the Reikland, add between +10 and +30 to the result, and for weather further south, subtract between −10 and −30.

Dry

Prolonged dry weather causes curtains of dust to blow across the road at the slightest breeze, obscuring vision and parching throats. Travel is easy, if uncomfortable, but @UUID[.DWosXgF1vKBGbD2f]{Forage} Endeavours are at a −10 as the weather makes finding water harder.

Fair

For once, the weather is being kind. There are no weather-related hazards.

Rain

Rain can last anywhere from a few hours to a few days. The ‘spring showers’ so beloved of poets can sometimes last up to a week, proving that poets spend remarkably little time outdoors away from wine and warmth. Rain reduces visibility to 75 ft or less. Additionally, ranged weapons suffer a –10 penalty to use due to driving wind and rain.

Downpour

Terrible storms reduce visibility to near zero, making any sound below a shout impossible to hear and imposing a –10 penalty on all physical Tests. Everything and everyone not under cover is soaked through within minutes. Water streams off the road, carving deep gullies so that the road is churned to little more than a bog. Ranged weapons suffer a –20 penalty to use due to the terrible weather, and exposed gunpowder is immediately ruined. Animals with the Skittish Trait may also become spooked by sudden jolts of lightning during bad storms.

Snow

A gentle snow covers the world in a blanket of white, making everything seem new and clean. It is undoubtedly beautiful, until one has to move through it. Snow reduces visibility to 150 ft, and makes movement faster than Walking impossible. Characters travelling in Snow must make an Average (+20) Endurance Test or gain a @Condition[Fatigued] Condition.

Blizzard

Snow turns everything into a sightless white hell. The road disappears beneath a fast-accumulating blanket of snow, leaving only trees to steer by. Visibility is close to zero. Movement faster than Walking is impossible. Ranged weapons are useless in these conditions. Characters travelling in a Blizzard must make a Challenging (+0) Endurance Test or gain a @Condition[Fatigued] Condition.

Options: Catching a Cold

At the end of every Stage, any Character exposed to Rain or Snow without both a good coat and a tent or other shelter must Test for @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{Exposure}. Characters exposed to a Downpour or Blizzard must Test even if they have both a coat and tent, though lacking either of these makes this test Difficult (-10), while lacking both makes it Hard (-20). The effects of Exposure remain until the Character has warmed up at a suitable, sheltered location.

In Winter or Spring, any character who suffered from Exposure during any Stage of their journey also contracts the @UUID[Compendium.wfrp4e-eis.items.R4qQc4fnxQzuNg9l]{Common Cold}, the effects of which manifest during the @UUID[.mcrUfZwUxzc23IA2]{Arrival Phase}.

" + }, + "Encounters": { + "name": "Encounters", + "text": "

Travel in the Old World can be many things, but rarely is it predictable. Paranoid road wardens, intrepid merchants, and dutiful pilgrims throng the highways of the Empire, whilst less beaten tracks are home to roving bands of mutants, unsanctioned toll roads, and watchful bandits. The Characters may experience such events more or less at random, but all Encounters should add either to the flavour of the world, or to the themes and narrative of the current story.

Positive Encounters

@Table[positiveenc]{Positive Encounters} are generally beneficial to your party, though many groups find a way to turn any situation against them! Positive Encounters may be triggered by an Impressive success or better on a Travel Endeavour, or simply if you wish to reward the Characters for being particularly clever or well prepared.

Coincidental Encounters

@Table[coincidentalenc]{Coincidental Encounters} are neither harmful nor beneficial to the Character, they are simply the sort of thing travellers in the Old World run into as a matter of course. These Encounters can be used if the Characters have rolled neither an Impressive success or failure on a @UUID[.uh8APUZK8qd74nUN]{Travel Endeavour} or simply because the GM wishes to add some local colour.

Harmful Encounters

@Table[harmfulenc] The Empire is fraught with danger, and an unwary or simply unlucky traveller can fall afoul of any number of hazards. Should one of the Characters fumble a @UUID[.uh8APUZK8qd74nUN]{Travel Endeavour}, or the majority of characters fail in their Travel Endeavours, any of the misadventures below may befall them. 

These charts are entirely optional, and the results advisory. They should be used to add some unpredictability to a journey, but if you, as the GM, are uncomfortable or unsure on how to proceed, feel free to pick a different Encounter, or none at all.

While every group is different, it is rarely advisable to have more than one Encounter occurring during any Stage of a journey.

Where's My Random Encounter Table?

You will notice that there are few Encounters that specifically say the characters become embroiled in combat without other options being available. This is an intentional choice. Whilst the threat of violence is an inescapable part of life on the roads in the Old World, repeated random encounters do little to advance the story or add much to the Characters’ own narratives. They come with the burden of having to improvise an unplanned Encounter. We recommend the GM should instead consider the current state of the adventure and the nature and means of the Characters’ antagonists before deciding if an attack on the road will advance the game. If the Characters are being pursued by bandits, cults, or other nefarious beings, or if they are travelling to investigate word of Goblins or Beastmen, it may make perfect sense. If they are simply travelling to the next town over to pursue a story hook, consider presenting them with difficulties other than combat.

" + }, + "Travel": { + "name": "Travel", + "text": "

The sheer scale of the Empire, and the world beyond, means that travel is a necessary part of life for transient Characters. One of the main differences between the Characters and run-of-the-mill citizens of the Empire is that they lack roots that force them to stay in one place. This freedom comes with dire complications: the Empire's roads, whilst being the veins of commerce, are infested with bandits; the forests look dark, full of the braying of Beastmen and the cries of Goblins; the looming mountains are crawling with Orcs and worse…

\n

Travel often fills the gaps between adventures, and can provide an opportunity to engage in other activities similar to the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya]{Between Adventures} chapter. Other times, travelling is the adventure itself. Regardless of when it occurs, this chapter provides tools to tell dramatic tales while on the road.

\n

To begin, the Characters must determine their destination or direction. With a destination in mind, the GM can determine how long the journey will take, dividing the travel time into Stages. During each Stage of a journey, the GM rolls for the @Table[weather]{Weather}, the Characters may engage in @UUID[.uh8APUZK8qd74nUN]{Travel Endeavours}, and any @UUID[.jdxAPcL5T8JUoRyW]{Travel Events} that take place are resolved. The @UUID[.mcrUfZwUxzc23IA2]{Arrival Phase} occurs as the characters reach their destination — hopefully not too much worse for wear.

\n
\n
\n

options: It's All Optional, Again

\n

Just like the Between Adventures chapter, all of these tools are optional and intended to expand the rules presented on @UUID[Compendium.wfrp4e-core.journals.dT0qi7Hq6PKbAoAu.JournalEntryPage.iqWcd5vPHZTHT5jh#travel]{Travel}. You may choose to roleplay more of your travel, whilst using these rules to flesh those scenes out. It's all up to you!

\n
\n
" + }, + "Forage": { + "name": "Forage", + "text": "

It is often impossible to carry all the food and water needed for a long journey, and resupplying as the journey continues can become prohibitively expensive. Most travellers supplement their rations with food and water gathered from the land, whether by hunting, trapping, or foraging. Perform an Outdoor Survival Test, as directed by the @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3]{skill}, taking note of the Gathering Food and Herbs optional rule.

" + }, + "Gather Information": { + "name": "Gather Information", + "text": "

Whilst the Empire does have a messenger corps, most news moves via word of mouth. A Character can choose to spend their time gossiping for news, and asking questions in coaching inns, if the route has enough traffic to allow it. Perform a Challenging (+0) Gossip Test, and ask the GM as many questions as SL scored, which the GM must answer as truthfully as the people in that part of the world would know. Alternatively, the Character may wish to hear what rumours are currently circulating. See @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{Rumours} for a selection of rumours circulating in the Empire.

Improvised Answers

A Character may wish to gather information about a topic that you, as the GM, have no clue about, as it hasn’t been prepared, or is too obscure. In these instances, feel free to make up any answer you wish, regardless of how outlandish, though any questioning Character should know that the NPC is simply making up what they think might be true, without any basis in reality. If the NPC might be inclined to conceal this fact, an Intuition Test may be called for.

" + }, + "Keep Watch": { + "name": "Keep Watch", + "text": "

Whilst any traveller in the Empire worth their salt retains an awareness of their surroundings, you forgo other activities to remain vigilant at all times — sleeping less, not engaging in idle chatter, scouting ahead, and so on. With a successful Challenging (+0) Perception Test, the Characters may not be @Condition[Surprised] during that stage of their journey.

" + }, + "Make Camp": { + "name": "Make Camp", + "text": "

Often travellers will focus too much on the destination, and not enough on the journey itself; upon arrival they are haggard, exhausted, and ill-prepared for what they are about to face. Anyone can pitch a tent or unfurl a bedroll. Seasoned travellers, however, take the time to make themselves comfortable at night — choosing a good location, gathering firewood, preparing water, and so on. Perform a Challenging (+0) Outdoor Survival Test or a Challenging (+0) Heal Test. Each SL from either Test may be spent to remove SL @Condition[Fatigued] Conditions from a Character, or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing]{heal a Character}.

" + }, + "Map the Route": { + "name": "Map the Route", + "text": "

Often the long hours on the road are tedium for academic types, who are otherwise unsuited to the physical tasks of travel. However, future travelling can be made significantly easier by creating a map, and with sufficient materials — paper, quills, and ink — such an effort is possible. To create a map of the route, a Character must begin an Extended Trade (Cartography) or Art (Drawing) Test, with a required number of SL equal to twice the number of Stages in the journey. This Test may be continued every time this Endeavour is undertaken.

A proper map of a region makes any Lore or Navigation Tests when setting out on a journey Average (+20), rather than Challenging (+0) (@UUID[JournalEntry.1tdhntCNqK83TS94.JournalEntryPage.bEWagjEVOOEvKKmi]{Travel Stages}). Maps may fetch anywhere from 1/– for poorly scratched lines, all the way to tens or hundreds of Crowns for particularly fine works of art, (though these are unlikely to be completed whilst travelling).

" + }, + "Practice a Skill": { + "name": "Practice a Skill", + "text": "

The monotony of travel represents the perfect time for many Characters to practise their Skills for their coming trials. A Character may perform a Challenging (+0) Test against a single Skill that would be possible to practise whilst travelling — Navigation, Trade (Herbalism), Language (Wastelander), and so on. Success means that the Character may reverse the result of one Test using that Skill during the following adventure, or any subsequent Stages of travel.

" + }, + "Recuperate": { + "name": "Recuperate", + "text": "

Travel is generally inimical to rest: hiking through forests and over mountain paths, sleeping under the stars in biting cold and burning heat, and hiding from monsters and other terrible threats. These are not situations often prescribed by attending physicians. However, you have made special efforts to ensure you do not overly exert yourself. You may count this Stage as if it were ‘taking it easy’ for the purposes of @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#healing-wounds]{Healing Wounds}. You may not choose this Endeavour if, for any reason, you suffered a @Condition[Fatigued] Condition during this Stage of the journey.

" + }, + "Woodcraft": { + "name": "Woodcraft", + "text": "

Through a canny understanding of the land and a good nose for the weather, you may alleviate the worst of any harsh weather you encounter. Attempt a Challenging (+0) Outdoor Survival Test, modified by –10 per step the weather is away from Fair. On a success, you and your companions do not need to Test for Exposure due to inclement weather.

" + } + } + }, + "Chapter 2 - Mistaken Identity": { + "name": "Chapter 2 - Mistaken Identity", + "pages": { + "Mistaken Identity": { + "name": "Mistaken Identity", + "text": "

Our Heroes encounter a band of half-starved Mutants who have recently moved into this area. The ravenous band is led by Knud Cratinx, a former sheep rustler who has recently begun to show the mark of Chaos in the form of scales on his skin. Knud and his fellow Mutants have ambushed a Four Seasons coach headed for Altdorf, and are engaged in butchering the occupants. During this encounter the Characters discover the body of Kastor Lieberung (see @UUID[JournalEntry.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-story]{The Story}), and become unwittingly drawn into the web of Chaos that is spreading throughout the Empire. One of the Characters (preferably with a Rogue Career) recognises an old acquaintance who has been mutated by Chaos — a reminder that the taint of the Ruinous Powers is an ever-present threat from which no one is safe.

Blood On The Road

A couple of hours after the coach joins the main road, it rounds a bend, and comes upon a grisly sight. Squatting in the road is a Human figure, his back to the coach, bent over the body of a Four Seasons coachman. The figure turns, and the Characters see a severed Human hand hanging out of the creature’s disgusting mouth. The creature is recognisably Human, but flesh hangs in tatters from its face and hands, and green ichor seeps from its eyes. Spitting out the hand, it rushes towards the coach brandishing a bloody dagger.

Handout 2: Rolf Hurtsis

The figure rushing manically toward you looks familiar. Then it suddenly comes to you! Beneath the rotting flesh and dripping ichor you recognise the face of Rolf Hurtsis, an old friend and a thief. You had many escapades together in your youth, but now he is horribly changed.

It was about a year ago that Rolf developed a strange rash. He changed, becoming irritable and even violent at times. To hide his skin complaint, he made himself a hood out of an old sack, but this made it hard for him to see, and he was unable to escape the Watch when a job went wrong. The last you knew, he escaped from a cell and vanished without a trace — until now!

A Rogue Character (or failing that, a Brass-tier Burgher, Academic, or other urban Character) realises with a shock that this Mutant is Rolf Hurtsis, a fellow thief and old friend from their home town. Give the Player @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.5HgA2hCdXI8XfK4C]{Handout 2: Rolf Hurtsis}.

As Rolf rushes the coach, the horses panic and bolt, snapping the traces as they do so. Hultz, who is gripping the reins, is pulled off the coach and dragged behind them. Gunnar struggles to apply the brakes and stop the coach from crashing into the trees. He succeeds in doing this, but then freezes in fear as Rolf leaps at him. It is up to the adventurers to save the day. If they do nothing, Gunnar gains a Surprised Condition, so is unable to defend himself against the hideous Mutant until the next Round. The coach’s passengers will do nothing unless they themselves are put in danger. If Phillipe is still here, he will come to the aid of the adventurers, using his sword rather than his pistol for fear of hitting an ally. He is a capable fighter, and will be able to identify weaker Characters to help protect them. Marie will stay in the coach to protect her mistress, and will only leave Lady Isolde’s side in order to better protect her noble charge from any incoming threats.  

Once they have the opportunity to inspect the mutilated body of the Four Seasons coachman, the Characters see a crossbow bolt through the neck has killed him. The coachman wears his sleeved mail shirt, which fits any medium-build Human Character. The tracks of his coach can be seen continuing along the road away from the adventurers, and out of sight around  the bend.

Options: What? No Mutants?

If the Players are expecting Mutants, you may want to surprise them with a different encounter. For the sake of the campaign storyline, the Characters must happen upon the body of Kastor Lieberung and find the two letters he was carrying: how that happens is not important at all. Even if this is the Players’ first time through this adventure, the following alternatives to the Mutant attack may inspire you.

An Official Investigation

When the party comes upon the site of the wrecked coach, two road wardens are already there. They stop the adventurers’ coach and demand help loading the victims’ bodies on to a cart. They will be taken to the nearest town for burial, while the bodies of three mutants killed in the attack will be burned on the spot, using the wreckage of the coach as fuel.

As they help the road wardens, the Characters may have the opportunity to loot a couple of bodies unseen: what they recover is up to you. Having come upon the body of Kastor Lieberung and noticed the resemblance to one of the Player Characters, they may claim to be relatives and ask to take the body and any personal effects. At your discretion, a successful use of Charm or Bribery ensures success. Of course, the Characters now have a body to worry about, and Lady Isolde will definitely not brook any attempt to bring it aboard the coach.

If the Players are annoyingly complacent about the expected ambush, you can turn the tables on them by describing the adventurers’ first sight of the scene ambiguously. The road wardens are not wearing any obvious uniforms and their insignia are not visible as they direct a ragged group of farm labourers who happened to be passing by on a cart of dung: as they move among the bodies, it is hard to tell whether they are investigating or looting; their ragged, dirty clothing, filthy faces, and hunched postures could easily seem at first glance to be signs of minor mutations; and one or more might be chewing as they crouch over fallen bodies, with pasties unseen in their hands as they look up blankly when the adventurers come on the scene. 

With a little imagination, you could convince over-eager players that these are Mutants, and they could find themselves in trouble if they attack road wardens going about their duty.

Bandits

As mentioned in @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.7rA5Koj7kOMuwTH1#welcome-to-the-lockup]{Options: Looking For A Cheat},  the staff of the Coach and Horses Inn may be lookouts for a bandit gang. Instead of Mutants, the Characters encounter Outlaws looting the wrecked coach, but otherwise the chapter proceeds unchanged.

Don’t I Know You?

Instead of finding the body of Kastor Lieberung, the adventurers may encounter him in the flesh, along with a handful of other cultists. 

He is a cult priest in the @UUID[Compendium.wfrp4e-eis.items.BoF0SgCc7ldSFc79]{Cult Magus} Career). His magic allowed him and his companions to defeat the Mutants who attacked their coach, but the coach is still wrecked, Lieberung and several of his companions are wounded, and they stop the adventurers’ coach begging for a ride. 

When they are refused — and @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} is sure to insist that such grubby, bloodstained ne’er-do-wells leave her coach alone — they attack. Although you must make sure Lieberung is killed in the ensuing battle, the adventurers and everyone else have plenty of time to notice how much he resembles one of the Characters.

The Ratmen

The Skaven are an important part of the Enemy Within campaign from Death on the Reik onwards. If you wish to introduce the secretive ratmen early, you have a perfect opportunity to do so here. 

In addition to the documents relating to his supposed inheritance, Lieberung was transporting a piece of warpstone in a lead-lined box. A group of Skaven followed him from Middenheim, intent on stealing the warpstone for themselves. The Characters come upon the battle just in time to see Lieberung fall and a group of hunched, hooded figures disappear into the woods with a small chest.

No Cause For Alarm

All is quiet when the Characters arrive. The attackers are gone, and nothing stirs in the surrounding forest but wildlife. 

Of course, the Players do not know this, and if they are expecting Mutants to attack at any moment, you can have some fun by keeping things quiet and allowing the Players to drive themselves into a paranoid frenzy about an attack that will never come. The crack of a falling branch; the rustle of a small creature through the undergrowth; a sudden breeze through the leaves — all these can send highly-wrought nerves into a panic, especially if the party suffered injuries in a previous encounter and are concerned they are too weak to fight a serious enemy.

" + }, + "The Inn of the Seven Spokes": { + "name": "The Inn of the Seven Spokes", + "text": "

The Inn of the Seven Spokes has a similar layout to the Coach and Horses. Three coaches are staying overnight, so the inn is crowded. It will be a quiet stopover unless the Characters wish to interact with the clientele, none of whom are particularly interesting unless you choose otherwise. Any NPC may reveal any of the available @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{rumours}, but generally this should be a quiet place to spend the night and the journey should continue with no problem in the morning. However, the coachmen will drink heavily as before — or even more heavily, given the day they just had — and they may well be just as hungover the next morning.

\n

At the inn, @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde}, @UUID[Actor.s3C4siPuECgh14Vl]{Janna}, and @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie} leave the coach and book seats on a Four Seasons coach that departs for the capital in the morning. The Characters may also leave the coach and find another one. 

\n

The rest of the journey to Altdorf is uneventful, although you might like to impart some @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{rumours} to the Characters or have them pass a unit of cavalry or a pedlar with a well-stocked wagon to add a little colour.

\n

The Fortuitous Physician 

\n

One or more Characters may be wounded after the encounter with the Mutants, and it would be fortunate indeed if there happened to be a physician staying at the Inn of the Seven Spokes. For once, Ranald smiles upon our Heroes: Doktor @UUID[Actor.1KyqwFkCeyOkJ3l7]{Anida Pflaster} happens to be at the inn. The Doktor is enjoying a drink in the bar while her coach changes horses, and will attend the wounded for @Pay[4ss]{4/–} per Character. The good Doktor - or someone like her - might be encountered almost anywhere during this or other adventures, if the Characters are in dire need and you are feeling merciful. These services are never free, of course, and the Players should not develop a false sense of security from too frequent, and too convenient, chance encounters with physicians. But, once or twice, such an encounter may turn out to be a literal life-saver.

\n
\n

@UUID[Actor.1KyqwFkCeyOkJ3l7]{Anida Pflaster}

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Beyond any points you offer for good roleplaying and clever ideas at the end of the session, XP should be awarded for the following:

  • @Exp[10,Defeated Rolf Hurtsis]{10 points for defeating Rolf Hurtsis}

  • @Exp[20,Defeated the Mutants]{20 points each for defeating the Mutants}

  • @Exp[10,Found the inheritance letter]{10 points each for finding the inheritance letter}

  • @Exp[5,Raised no suspicions with the Road Wardens]{5 points each for raising no suspicions with the Road Wardens}

As always, feel free to award XP for anything else you feel deserves it, using the amounts above as a guideline.

" + }, + "The Mayhem Mystery Tour": { + "name": "The Mayhem Mystery Tour", + "text": "

Rounding the corner or sneaking through the woods, the Characters come upon a ghastly scene. An overturned coach lies across the road, with bodies littering the ground around it. Two of its horses are desperately trying to struggle free of their harnesses as a creature with a large body and an incredibly small head hacks maniacally at them with an axe. 

\n

A @UUID[Actor.cKp4JV3XNZ5l67eM]{Human} with a doglike head is lying screaming next to the coach. Blood pumps from his wounded leg while another @UUID[Actor.CC24r6wLC9Gce4GL]{Mutant} with a pointed head tries to bandage it. A fourth @UUID[Actor.50xLTGTs9Cq2VrGF]{Mutant}, with cloven feet, is feasting on one of the bodies. Searching through the various corpses is a Human with scaly skin holding a loaded crossbow. This is @UUID[Actor.7mUvNXJrBedMDmrg]{Knud Cratinx}, the Mutants’ leader.

\n

If the Characters attack, the Mutants, who are not paying much attention to their surroundings, receive a @Condition[Surprised] Condition. If the Characters choose only missile combat, the confused Mutants receive a Surprised Condition for two Rounds, meaning they can fire 2 Rounds of missiles before the Mutants react. The Mutants then rush to attack while Knud stays back, shooting at the Characters with his crossbow. Once two Mutants are killed, the others turn and flee into the forest. Their trail can be followed for half a mile before it peters out; no amount of searching uncovers the trail after this. If the Characters enter the forests, try to make them uneasy by calling their attention to strange rustles in the undergrowth, dark shapes that seem to loom at the edge of their vision, and the complete absence of any animal or insect sounds. The Characters are safe at the moment, but they should not know this!

\n

The corpses littered around the overturned coach are its other coachman, a pair of artisans, an initiate of Sigmar, and a labourer. The coachman still wears his sleeved mail shirt, and his blunderbuss and shot lie next to his body. None of the other bodies have anything of value as Knud has collected it all. If Knud is killed and searched, the Characters find @Pay[2gc3ss13bp]{2 GC, 3/13}, a ring worth 3 GC, and a silver locket worth 1 GC with a miniature of one of the dead artisans in it. All of these are listed in @UUID[Actor.7mUvNXJrBedMDmrg]{Knud’s} Trappings.

\n
\n
\n

@UUID[Actor.qULdvMqcLZgULyCX]{Rolf Hurtsis}

\n
\n
\n

@UUID[Actor.IdVTzDu27riIsWKq]{Terenz}, @UUID[Actor.cKp4JV3XNZ5l67eM]{Mikael}, @UUID[Actor.CC24r6wLC9Gce4GL]{Johann}, @UUID[Actor.50xLTGTs9Cq2VrGF]{Erik}, - Mutant Brigands

\n
\n
\n

@UUID[Actor.7mUvNXJrBedMDmrg]{Knud Cratinx}

\n
\n
\n

The Double

\n

As the Characters look over the scene of the ambush or pursue the Mutants into the woods, they notice another body lying under a bush, a little way from the coach but not far enough to be overlooked. The body has two crossbow bolts stuck in its back and wears clothes that identify it as a town dweller, possibly an artisan. This is the body of Kastor Lieberung (see @UUID[JournalEntry.bmJLqIQGcb0sIinQ.JournalEntryPage.aawH7wAMaFsy17L8#the-story]{The Story}), a senior cultist of the Purple Hand. Kastor was on his way from Middenheim to Bögenhafen to collect an inheritance. When the coach was attacked, he attempted to slip away, only to be cut down by two of Knud’s crossbow bolts.

\n

Turning the corpse over, the Characters are in for a shock, because he looks exactly like one of them! Which one is up to you. The ideal Character would be the one who is likely to be taken with the idea of impersonating Kastor in order to gain  his inheritance.

\n

A blood-stained piece of parchment is protruding from the corpse’s jacket. Give the Players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.sO0kei2vK7KHcU49]{Handout 3: The Inheritance}. Bloodstains obscure some of the details. After reading it, the Characters should be keen to journey to Bögenhafen to claim the inheritance.

\n

In an inside pocket is another, unstained letter, @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.QdZKTqUjJWh18MIH]{Handout 4: The Affidavit}.

\n
\n

Handout 3: The Inheritance

\n

Messrs Lock, Stock & Barl

\n

Civil Lawyers, Commissioners for Oaths, etc.

\n

Garten Weg

\n

Bögenhafen

\n

 

\n

Dear Herr Lieberung,

\n

 

\n

After many lengthy researches, we have come to believe that you are the only living relative of one Baronet Lieberung, late of the town of Ubersreik. This being the case, and any other heretofore unknown and pertinent factors notwithstanding, I am herewith charged to inform you that you are the sole beneficiary of the late Baronet’s last will and testament (hereinafter referred to as the party of the first part), as well as to the entail of his title and all lands and estates attached thereunto.

\n

I, the undersigned, acting in my capacity as legal executor of the aforementioned document of the party of the first part, do therefore urge you to make your way with all convenient speed to my offices at the address superscribed to this letter. Thereupon, and upon your production of a signed and twofold witnessed affidavit confirming your identity as Kastor Aloysius Lieberung, we shall be pleased to place into your hands the title deeds to Lieberung Manor and all attached lands and estates, and the bequeathed sum of twenty thousand gold crowns, Imperial.

\n

 

\n

I remain, your most humble and respectful servant,

\n

 

\n

Dietrich Barl. K.C., LL.B. (Alt)

\n

Signed this tenth day of Nachhexen, in the two thousandth, five hundredth and twelfth year of the Empire.

\n
\n
\n

Handout 4: The Affidavit

\n

We, the undersigned, do solemnly swear and affirm that the bearer of this document is Kastor Aloysius Lieberung.

\n

 

\n

Ingrid Zicherman, Priestess

\n

Temple of Sigmar, Nuln

\n

 

\n

Oskar Helmut, Guild Master

\n

Guild of Merchants, Nuln

\n

 

\n

Witnessed by

\n

Julius Schwungrad, Worshipful Company of Advocates, Nuln

\n
\n
\n

Options: You Don't Look like a Kastor

\n
\n

In the campaign as written, the magister impedimentae is a male Human named Kastor Lieberung. This is fine, so long as the party includes a Human male Character. If not, or if you simply want to change the Species and, if required, the gender of the magister impedimentae to match a likely-looking Character, consult the table below. 

\n

What’s in a Name?

\n

Humans make up most members of Chaos cults within the Empire; Halflings, Elves, and Dwarfs are less common, but not unknown. Having selected the Character who will be the double, you need only change Kastor’s name as appropriate.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Species & GenderName
Human, maleKastor Lieberung
Human, femaleKastelle Lieberung
Halfling, maleCrisper (Kipernius) Lowhaven
Halfling, femaleKally (Kallistabell) Lowhaven
High Elf, maleCalamor Limberlimb
High Elf, femaleCalarian Limberlimb
Wood Elf, maleKarrawyr Lindenleaf
Wood Elf, femaleKarrastra Lindenleaf
Dwarf, maleKazrik Lakkarsson
Dwarf, female\n

Kallar Linkassniz

\n
\n

You should choose an identity for the magister that creates the most amusing and challenging match to one of the Characters. The magister’s name does not even have to sound like Kastor Lieberung, especially for a Grognard group that has expectations: it could be anything you decide. If you do change the identity of Kastor, note that @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.sO0kei2vK7KHcU49]{Handout 3: The Inheritance} and @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.QdZKTqUjJWh18MIH]{Handout 4: The Affidavit} will also need to be amended.

\n
\n

The Arrival of the Law

\n

Not long after the Characters inspect the scene of the ambush, they notice horsemen riding from the direction of Altdorf. This is a patrol of five road wardens led by @UUID[Actor.qV5dluDJYZGoMpl1]{Magnus Pflaster}, and they will gallop up to the Characters as soon as they spot the upturned coach.

\n

The road wardens are initially very suspicious of the adventurers, who likely look a lot like bandits at first glance. The road wardens demand to know what is going on, and inspect the scene very closely. Provided the Characters are polite and explain about the Mutants, the road wardens believe them. But insults and threats, on the other hand, lead the road wardens to arrest the Characters, taking them to the next coaching inn for a detailed interrogation.

\n
\n
\n

@UUID[Actor.qV5dluDJYZGoMpl1]{Magnus Pflaster}

\n
\n
\n

@UUID[Actor.CwJLyqjh8U2DUEuG]{Baldwin}, @UUID[Actor.pkwa4XnIzZnvj7UV]{Leopold}, @UUID[Actor.FwWDYWJYYwTcv607]{Sunna}, @UUID[Actor.mzEIIBv3XAuas4R6]{Willirun} - Road Wardens

\n
\n
\n

Taking charge of the scene, the road wardens press every able-bodied Character they can into service. Clearly, @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} and her staff are exempt from such work, but everyone else is expected to help. With a little effort, and whatever dice rolls you consider necessary, the overturned coach is righted. One of its two remaining horses, fatally injured, is put out of its misery while the other is calmed by the presence of the road wardens and their horses.

\n

The @UUID[Actor.guaFC5d5WK8ExDhk]{Horses} from the Characters’ coach are grazing a short way into the woods. If approached by a Character without any Advances in the Ride (Horse), Animal Care, or Charm Animal Skills, the Horses are still skittish and lash out; the Character must make a Dodge Test to skip in close enough to grab the remains of their harness and control the animals. If the Characters are unable to accomplish this, some of the road wardens step in and calm the Horses with practised ease.

\n

The remaining horses are divided between the two coaches and makeshift repairs are made to their damaged harnesses. 

\n

With the Characters’ party back in their coach and the corpses piled up in the other one, the road wardens lead the way to the next inn. There, sworn statements are taken from each living witness to the Mutant attack, and the bodies are prepared for the arrival of a Doomsayer, a wandering Priest of Morr.

\n

No efforts are made to identify the unfortunate dead. The Empire is a violent place, and the road wardens simply do not have the resources to track down and inform the relatives of every dead traveller. Instead, it is left for the cult of Morr to note the details of the dead and then pass them to the local cult of Verena where records of all deaths are stored. 

\n

Kastor Lieberung’s body has no identification other than the two letters that are now in the Characters’ possession, so he is likely ruled an unknown. If any of the Characters feels compelled by the spirit of honesty to mention the letters, the road wardens make it clear that they have neither the time nor the inclination to deal with such trivialities. ‘In Sigmar's name, be about your business and stop bothering me!’

\n

If the Characters have not taken steps to disguise Kastor’s double, or to disfigure Kastor’s corpse, the road wardens will wryly note the similarity (‘Is it your twin? Bad luck, mate.’), but take no further action. All of them have seen odder things during their long patrols through the Drakwald forest. And, besides, enquiring after suspicious dopplegangers is more than their job’s worth.

\n

The remainder of the journey to the next coaching inn passes without mishap. The Characters pass a couple of coaches bound for Delberz, some merchant trains, a detachment of State Army cavalry, and anything else you deem appropriate. As darkness sets in, the coach finally arrives at its destination, the last stop before Altdorf, the Inn of the Seven Spokes.

\n
" + }, + "Howls on the Wind": { + "name": "Howls on the Wind", + "text": "

As the Characters are wondering what to do next, a bestial cry rends the air from around the bend — and crashing sounds can be heard coming through the undergrowth beside the road. Something is coming out of the woods towards them very fast. The adventurers should be tense at this point and may well fire before they recognise @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz}, the coachman who was last seen being dragged off by the panicking horses. He runs back to the coach, crying, ‘It’s me, Hultz! Don’t shoot!’ If any of the Characters do fire, they may well kill him, for he has only 2 Wounds left after being dragged through the trees.

Whether Hultz lives or not, the Characters still have the problem of the runaway horses and the screams from up ahead. The Characters should be encouraged to seek out the source of the screams. If they do not go voluntarily, @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} orders them to. On no account will she or her entourage leave the vicinity of the coach. The coachmen, if still alive, volunteer to look for the horses, but are easily persuaded to wait until later. They won’t investigate the screams. @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst} also wishes to stay out of the way, claiming that he abhors violence.

" + } + } + }, + "On The Road": { + "name": "On The Road", + "pages": { + "A Friend In Need": { + "name": "A Friend In Need", + "text": "

This encounter takes place at night on a lonely and deserted road, perhaps on the road to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart}. For whatever reason, the Characters need to travel at night, despite the warnings of the staff at the last coaching inn. The road ahead is a terrible place, swarming with brigands and worse. It is even said to be haunted. The Characters may conclude that some of this could be true, but the innkeeper wanting them to stay because they will pay for room and board may have a great deal to do with all the warnings. Nevertheless, the Characters decide to press on: perhaps it is vital that they reach the next town by daybreak, or perhaps a group of road wardens is approaching the inn, and the Characters are keen to avoid them.

\n

The first few miles after leaving the inn pass easily enough. There is still a fading light in the western sky, and they are only on the edge of the forest. As the road goes deeper into the forest, however, things begin to change. The darkness deepens, and can only be penetrated by @UUID[Compendium.wfrp4e-core.items.x0WMGwuQzReXcQrs]{Night Vision}. It begins to rain, a fine drizzle that works its way through even the stoutest clothing and soaks everyone to the skin. It’s impossible to light a torch, and lighting a lantern requires a successful Outdoor Survival or Dexterity Test, as the Characters’ tinder is very damp.

\n

Above the soft hiss of the rain can be heard the noises of the forest’s nocturnal denizens going about their business. Somewhere in the darkness an owl screeches, and is answered by the snarl of a @UUID[Actor.8OyCmwhJL4YQFI0N]{Great Cat}. The Characters may now regret their bravado, but they have no choice but to press on; the next town is far closer than the inn they left.

\n

Around midnight, the Characters come to a small shrine dedicated to Taal, the God of Wild Places. The shrine is a circular stone hut about 10 ft in diameter, with a conical thatched roof. An elk skull hangs over the doorway, and inside is a crude wooden statue of the god, about 5 ft high. There is room for five people to shelter in the shrine, in some discomfort. The roof leaks, but the shrine keeps the worst of the weather out, and the Characters can eat and perhaps snatch a couple of hours sleep. It’s impossible to light a fire in the shrine, since the Characters’ tinder-boxes and kindling are soaked.

\n

Whether or not the Characters decide to shelter in the shrine, a strange thing will happen a few minutes after they arrive. Somewhere in the distance, a human voice is faintly heard. The words cannot be made out, but the voice is heavy with pain and misery. If the Characters have horses or any other animals with them, they will become nervous and skittish. The voice draws closer, and after several minutes the Characters make out a figure dragging itself along the road towards them.

\n

The figure is indistinct and difficult to make out through the drizzle. It limps and staggers, as if on the verge of exhaustion, and yet it approaches surprisingly quickly. When the figure is within 10 yards, it can be seen to be a Human male. His clothes were once rich, but are now tattered, and he appears to be severely wounded. Blood oozes from dozens of small cuts all over his body. He raises his head to meet the Characters’ gaze, and a slash across his throat opens like a second mouth, sending blood cascading down his chest. One arm reaches out imploringly, and despite the fact that his legs have stopped moving, he continues to draw closer.

\n

Help me,’ he moans. ‘Help me.’ As he approaches, the Characters realise with a shock that the trees and the road can still be seen through his insubstantial body.

\n

At this point, the Characters should be subjected to the Ghost’s @Fear[2] Trait.

\n
\n

@UUID[Actor.rKQ6GURYq0iWHf7s]{Johann The Ghost}

\n

If the Characters do not flee, the Ghost will not attempt to attack them. In a moaning voice, it will tell them that it was once Johann Gespenst, a merchant from the nearest town. While staying at the inn which the Characters recently left, @UUID[Actor.rKQ6GURYq0iWHf7s]{Johann} was murdered and robbed, and his body was brought into the forest on a cart and dumped by the roadside not far from the shrine. The Characters can free Johann from his miserable condition by collecting his bones and taking them to the town for decent burial. He will show the Characters where his body was dumped. His bones have been picked clean by wild animals and are scattered over an area about 10 yards in diameter.

\n

The nearest town will have a graveyard, tended by a Priest of Morr. Depending on its size, it may also have a Mourners’ Guild, which undertakes all funeral arrangements. An individual grave and marker will cost @Pay[2gc]{2GCs}, while pauper’s burial in the unmarked mass grave will be free. On the night after the burial, Johann’s Ghost will appear to the Characters. He will still be an appalling sight, but free of the pain and desperation of his earlier appearance.

\n
\n

‘Thank you,’ he says. ‘May you never suffer as I have.’

\n
\n

If the Characters have his remains buried in the paupers’ grave, Johann will vanish, saying nothing more. If they have paid for a burial plot and headstone, he will tell them that it is still in his power to recompense them for what they have done for him. He will instruct them to contact his family in the town.

\n
\n

‘Tell them that you have helped me,’ he says. ‘Ask for my sister Greta, and tell her that I want her to give you a package, which she will find in a hidden compartment behind the second drawer on the right-hand side of my desk. If she questions you, mention the time when she was six years old, and I saved her when her horse had bolted. Then she will know that the message comes from me.’ With that, he will vanish.

\n
\n

If the Characters follow his instructions, the family will be puzzled, but will comply. In the package is a velvet pouch containing four rubies, worth @Credit[60gc mode=split]{15GCs each}.

\n
" + }, + "Emmaretta": { + "name": "Emmaretta", + "text": "

@UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} can be encountered on any road in the Empire. As the Characters make their way along the road, they pass a young Human woman in her early 20s, travelling in the same direction. She is travelling alone; unusual in such dangerous forests. Her only possessions are a set of outdoor clothing, a small bag of dried meat, a short bow with a quiver of arrows slung over her back, and a pair of daggers hanging from her belt. 

\n
\n

@UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta}   @UUID[Actor.8OyCmwhJL4YQFI0N]{Great Cat}

\n

If any of the Characters speak to her she will answer courteously, giving her name and saying that she is a hunter heading for the nearest town. This may also be the Characters’ destination. She says that a friend is in trouble, and she is taking money to bail him out.

\n

@UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} will quite happily travel with the Characters, and will be grateful if they offer her a lift. She cannot pay for a coach ride, as she needs all her money for her friend’s bail. If the Characters try to draw her into conversation during the course of the journey, and if she decides that she can trust them, she will explain that it is her lover Klaus who has been imprisoned. She will say that she needs to bail him out before a certain date: a successful Average (+20) Lore (Astronomy) or (Astrology) Test reveals that Mannslieb is full that night.

\n

What @UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} says about her journey is true, but she neglects to mention an important detail: both she and her lover are Werecats. Klaus has not yet learned to control his condition. If he is still in jail when Mannslieb becomes full, he will be seen changing, and will almost certainly be killed by the guards.

\n

Emmaretta is travelling in the company of two of the great @UUID[Actor.8OyCmwhJL4YQFI0N]{Wild Cats} of the Old World. They are trailing her from the forest, and will attack if she is threatened in any way. She is anxious to avoid trouble, and will call them off almost immediately, warning the Characters that it would be best to leave her alone and go on their way. If she is hard pressed, she will adopt her Cat form and run off into the forest with her two travelling companions. She will only stand and fight if the money she is carrying is stolen. It’s needed for Klaus’s bail, and Emmaretta will use any means at her disposal to get it back.

\n

If @UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} decides to travel with the Characters, her two Great Cats will continue to shadow her from the forest. They move stealthily, so that any character must make an Hard (–20) Perception Test to spot them. Even then, all that will be seen will be a movement in the undergrowth. The Great Cats wait in the forest while she goes into the town. Once she has bailed Klaus out, the Werecats head for the forest, assume Cat form, and travel back to their home with their two companions.

\n

This encounter can be used to add to an adventure in a number of ways. When @UUID[Actor.nU4A6C8LCx5SKf1O]{Emmaretta} arrives at the town, a corrupt Watchman might take her money and then deny having received it, leading to her asking the Characters to get Klaus out of jail as a favour. The party might be attacked by Bandits, in which case she will fight alongside the Characters, and her two Great Cats will come to their aid, melting back into the forest when the fight is over. If she is questioned about the Great Cats, Emmaretta will simply answer: ‘I grew up in the forest. I suppose I’ve made some unusual friends.’ One of the other NPC travellers might fall foul of the Cats by pestering her or trying to steal her money. You should use your imagination to get the most out of the encounter.

\n
\n
\n

Werecats? Really?

\n

This encounter, like all of The Enemy Within, has close ties to the history of Warhammer Fantasy Roleplay. We've presented it here as the encoutner was written in the 1980s, but since that time the identity of the Old World and it's denizens has been considerably refined. For better or worse, Werecats have not remained with us to the present day. If you'd like to update this encounter to bring it in line with the Old World as we know it today, consider making Emerretta and her partner Werewolves. She may be accompanied by two large wolves, rather than wildcats. Alternatively, you might like to keep the wildcats, but have Emaretta and Klaus suffering the effects of a terrible curse wrought on them by a malign magus - something which would be in fitting with the themes of mutation and change that permeate The Enemy Within.

\n
" + }, + "On the Road": { + "name": "On the Road", + "text": "

These two short encounters can be used when the Characters are travelling by road. Both are roleplay encounters requiring thought and observation rather than blades and bows.

@UUID[.Fg0aOxVwqkFWsBKv]{Emmaretta}

@UUID[.itIjEiNtkkGBZRql]{A Friend In Need}

Down the years, a lot of excellent short adventures have been written for WFRP, appearing in White Dwarf magazine during the 1980s, and in various collections and anthologies. Over the following pages, three of the best are presented to be dropped into the Enemy in Shadows or played on their own.

On the Road was one of the first adventures to be published for WFRP, appearing in White Dwarf 85 in February 1987. These two road encounters can open out into short adventures, and enliven any road journey.

" + } + } + }, + "Mounts And Vehicles": { + "name": "Mounts And Vehicles", + "pages": { + "Mounted Combat": { + "name": "Mounted Combat", + "text": "

Given the Old World’s penchant for violence, at some point someone will take umbrage with a Character mounted on an animal, or inside a vehicle. These rules are intended to expand upon those presented on @UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.hypkj7MNgpyfnZMJ]{Mounted Combat}.

Hit Locations

Whilst the hit locations table in Warhammer Fantasy Roleplay works well for bipedal creatures, it doesn’t account for quadrupedal animals like horses and dogs, and definitely doesn’t do for pulled, drawn, or carried vehicles. As with normal hit locations, reverse the roll to hit, and consult the following tables.

You can change an Actor's hit location table in the Actor Configuration menu accessed at the top of the sheet.

Attacks on Quadrupeds

RollLocation
01-16Head
17-56Body
57-67Front Left Leg
68-78Front Right Leg
79-89Back Left Leg
90-00Back Right Leg

Some results on this table may be impractical or bizarre in practice, due to the way an animal is facing, or the size difference between the animal and the attacker. In these instances, treat any impractical results as a Body hit, instead.

Example: Harbull is staring down a terrifying Chaos Knight mounted on a nightmarish steed, which is bounding towards him. He attempts to stop the beast in its tracks with his sling, but rolls an 84 for hit location: Back Left Leg. Whilst it’s possible Harbull’s shot hits such an unlikely location, the GM decides such a shot is impractical, and rules that the Body was hit instead.

Caring for Injured Animals

Animal Care is the primary Skill used to treat sick or wounded animals, but magic and herbal preparations can be used as well. Healing spells and miracles work just as well on animals as they do on Humans, Elves, and the like.

If you wish, an appropriate deity such as Taal might grant the @UUID[Compendium.wfrp4e-core.items.C92dpJPRYpkZFsGu]{Blessing of Healing} to an animal where this would not normally be available. Healing Miracles granted to animals by Taal or another deity are similar to the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.saPG89YXGANoIJBz#miracles-of-shallya]{miracles of Shallya}.

The @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.4CBQ1HlTC7lj9bFy]{drugs, poisons}, @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.PYiffieXenZHBUAU]{herbs, and draughts} listed in the WFRP rulebook mostly work on animals as they do on other Characters. However, some plants that are harmless, even delicious, to Humans are poisonous to animals. Characters who have the relevant Animal Care Skill in addition to the Herbalist and/or Apothecary Skills needed to gather and prepare remedies know the ingredients to avoid, and only include something dangerous in a preparation on an Astounding Failure. Other Characters make such a mistake on a normal Failure. 

An animal that ingests food or medicine that is poisonous to it must succeed on a Challenging (+0) Endurance Test or take one or more @Condition[Poisoned] Conditions.

move Over!

Sometimes the grass is greener on the other side, and you need to move from one vehicle or mount to another without taking the time to stop. Leaping on to a moving vehicle requires a Challenging (+0) Athletics Test. If the Character fails they miss their target, suffering a 2-yard fall. Leaping on to a moving mount without a rider requires the same Test, followed by a Challenging (+0) Ride Test if the mount has the Skittish Trait. If you attempt to leap on to a mount that has a rider, you must also make an Opposed Ride Test against the current rider — the winner remains on the mount and the loser is thrown off, suffering a 2-yard fall.

These rules assume that you are jumping from a mount or vehicle that has matched speeds with your target. Attempting either of these manoeuvres from a stationary position increases the difficulty penalty by −20.

Attacks on Vehicles

Given a vehicle cannot dodge or move of its own accord, any melee attack made against a stationary vehicle automatically hits. If the vehicle is moving, or a Character wishes to attack a specific, difficult-to-hit spot, count the attack as a called shot at –20. If the driver of a moving vehicle is attacked in melee, resolve this as an Opposed Melee Test, but the driver may use an appropriate Drive Skill if they wish.

Ranged attacks against vehicles are resolved as normal; most vehicles are Large targets (+20) and quite easy to hit. However, bullets, arrows, and bolts typically do no appreciable damage to the wood and canvas construction of most vehicles. At the GM’s discretion, called shots against fragile components such as the vehicle’s harness may still trigger one of the special effects, described below.

Vehicles have a Toughness Characteristic, from which a Toughness Bonus may be determined, and a number of Wounds, which function exactly the same as any other target in Combat. Vehicles cannot suffer Critical Wounds, but if a called shot to one of the locations below scores a Critical, then the described effect occurs. Furthermore, if the vehicle is in motion when a Critical Hit is suffered, or its wounds are reduced to 0, the driver must make a Difficult (-20) Drive Test or roll for a @Table[vehiclemishap]{Vehicle Mishap}.

Harness

The shafts are shattered, the traces cut, or the team is separated from the vehicle in some other way. Treat this as an Out of Control vehicle mishap.

Wheels

A wheel breaks or falls off, requiring repairs before the vehicle can proceed any further. A two-wheeled vehicle tips over, shedding its load and dumping any passengers on to the ground in a 1-yard fall.

Seating/Cargo Area

The attack hits the part of the vehicle where people sit or where goods are stored, smashing a sizeable hole in the vehicle. Half the attack’s Damage is also inflicted on a random item of cargo or passenger inside the vehicle. A chair or litter has one of the carrying poles broken, drops to the ground, and is immobilized.

Repairing Vehicles

Damage to a vehicle can be repaired permanently on a successful Trade skill Test, provided that materials, tools, and working facilities are available.

Any Character can attempt repairs using Trade (Carpenter) or similar Skills as the GM deems appropriate. Each repair takes one hour and restores ([[/r 1d10]] + SL) Damage points.

Most coaching inns have a blacksmith in residence or nearby who can replace cast shoes. Such a trader will also have enough skill in carpentry to patch up a vehicle so that it can reach a nearby town, where a more skilled cartwright or coachmaker can be found. Any Character can attempt repairs using Trade (Carpenter) or similar Skills as the GM deems appropriate. Each repair takes one hour and restores ([[/r 1d10]] + SL) Damage points.

" + }, + "Driving And Riding": { + "name": "Driving And Riding", + "text": "

Driving the Old World’s vehicles and keeping control of its mounts pose unique challenges. The @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl]{Drive} Skill and the @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe]{Ride} Skill} are used for these Tests. Under most circumstances, a Character can operate a vehicle or mount without a Test. However, obstacles and adverse conditions may prompt a Drive or Ride Test.

This chapter includes a range of mishaps to inflict upon travellers. These can be used instead of the @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl]{Drive} rules ta add colour and variety.

Travel Speed

The speed of a vehicle or mount along a road depends on its final Movement rate, when all Encumbrance and other factors have been taken into account. Each point of Movement equals one mile per hour at walking pace, 1.5 miles per hour at a trot, and 2 miles per hour at a canter. Hazards and bad weather may slow the pace of any travel.

A mount can travel at a Walk for up to 12 hours without a rest, then an hour’s pause and a drink of water restores its freshness for a number of hours equal to its Toughness Bonus. This is usually when bandits attack. 

Faster speeds can only be maintained for a limited time. Animals may Trot for their Toughness Bonus in hours, or may Canter (run) for half their Toughness Bonus in hours.

For every hour that the animal is pushed beyond its normal travel endurance, it gains a @Condition[Fatigued] Condition and must make a Challenging (+0) Endurance Test. Failure gives the animal another Fatigued condition and requires a roll on the @Table[ridingmishap]{Riding Mishap Table}. When the number of @Condition[Fatigued] Conditions exceeds the animal’s Toughness Bonus, the animal collapses, gaining both @Condition[Stunned] and @Condition[Prone] Conditions. A final Challenging (+0) Endurance Test is made, without any modifiers; failure indicates the poor creature has been driven to the point of death.

Broken Tack

A torn saddle strap, a shredded harness or a lost stirrup — some part of your mount’s tack has been damaged, making travel more difficult. The rider must make a Difficult (–10) Ride Test or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall off} (a distance of 2 yards). Until the tack is repaired, all future Ride Tests suffer a –20 penalty.

Cast Shoe

The animal loses a shoe. The rider must make a Difficult (–10) Ride Test or @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall off} (a distance of 2 yards). The animal must move at a Walk until the shoe has been replaced by a farrier. Forcing the animal to move faster cause it to become @UUID[.lLe63oYqpVSctopI#lame]{Lame}.

Lame

The animal cannot move faster than half its Walk speed, cannot be ridden or carry packs, and cannot pull a load. Attempting to bring the animal any further on a journey using the @UUID[JournalEntry.1tdhntCNqK83TS94]{Travel rules} increases the journey length by 1 Stage. Any attempt to do any of these things costs the animal [[/r 1d10]] Wounds, regardless of Toughness Bonus. On a roll of 8+, the animal must make a Challenging (+0) Endurance Test or suffer a @Table[critleg]{Critical Wound} to its legs.

Broken Leg

The animal suffers a @UUID[Compendium.wfrp4e-core.items.2iult41Jehz0F1O8]{Broken Bone (Major)} on its leg, and becomes immobile. If the broken bone ever heals, the animal’s Movement is reduced by half. Usually, when a horse or similar breaks a leg, there is little hope of it surviving.

Being Dragged

Falling from the saddle is bad enough — the equivalent of 2 yards on to the ground — but in the Old World things can always go from bad to worse very quickly. Every rider dreads being thrown from the saddle with one foot still caught in the stirrup, and then dragged helplessly along a rocky road by a panicking mount.

When a Character falls from a mount because of an Astounding Failure, they must make a Challenging (+0) Dodge Test. Failure indicates that the unfortunate individual has been caught with one foot still in a stirrup. If the mount is standing still, the fallen rider can try to free the tangled foot from the stirrup by making an Extended Challenging (+0) Athletics Test requiring 3 Success Levels. With the final success, the rider has managed to bend, stretch, and twist into a position where both hands can reach the foot and stirrup.

If the mount is moving, a rider is nearly helpless. The rider is @Condition[Prone] and @Condition[Entangled], and suffers one Damage each turn if the mount is walking, or the mount’s Movement characteristic in damage each round if it is troting or cantering. There is no Strength Test to break the entanglement, but if the rider has a sharp weapon on hand (and did not drop or lose it in the fall) a successful Very Hard (–30) Weapon Skill Test cuts through the stirrup strap.

Vehicles of the Empire

ItemCost (GC)Vehicle EncumbranceCarries*AvailabilityMotive Power**ToughnessWounds
@UUID[Actor.OoI7OPMt3l182v5d]{Carts}201025Common1 A2510
@UUID[Actor.lg4isfAW6NPfovIS]{Chairs}25510Rare2 O208
@UUID[Actor.cNfiKH3ZIrlkWptP]{Coaches}15010080Rare2–4 A4550
@UUID[Actor.VWwIusi36aToq80o]{Handcart}10550Common1–2 O208
@UUID[Actor.rFWwSMf1f1pMYVPm]{Small Litter}301010Common2 O3020
@UUID[Actor.Nt3MGuqHZ6TSBsXL]{Large Litter}452020Exotic2–4 O3535
@UUID[Actor.m6IHp5qzHqPW7QAm]{Light Wagon}753030Common2–4 A5035
@UUID[Actor.6F6euwneMWcrhTM9]{Medium Wagon}1005060Common2–6 A5060
@UUID[Actor.EXsFo4di4egzwvEi]{Heavy Wagon}12575100Common2–8 A5095

* Refers to the number of Encumbrance points the vehicle can comfortably fit in its cargo area.

** A = Animals; O = Operators. Pulling (or pushing) a wheeled vehicle counts as 1/10 the total encumbrance of the vehicle and its contents.

Vehicle Speeds

An animal pulling a cart, wagon, coach, or other vehicle moves more slowly than one that is running free or carrying a rider. Animals pulling a vehicle may only Walk or Trot safely. Operators carrying, pushing, or pulling a vehicle may only Walk.

An animal may be forced to move at a Run whilst pulling a vehicle. The driver must make a Challenging (+0) Drive Test every mile, with a penalty of –10 per mile already travelled while at a Run. A failure slows the animals to a Walk, and each animal must make a successful Challenging (+0) Endurance Test or gain a @Condition[Fatigued] Condition.

An Astounding Failure (–6 SL) by the driver on the Drive Test requires a roll on the @Table[vehiclemishap]{Vehicle Mishap} Table. An Impressive or worse failure on any an animal’s Endurance Test imposes an additional @Condition[Fatigued] Condition, and an Astounding Failure costs the beast [[/r 1d10]] Wounds in addition (modified by Toughness Bonus, to a minimum of 1).

Many of these mishaps result in a vehicle Crashing if it is moving faster than Walking speed. Occupants of Crashing vehicles suffer [[/r 2d10]] Wounds modified by Toughness Bonus and Armour Points minimum 1. Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). (See @UUID[.hypkj7MNgpyfnZMJ#repairing-vehicles]{Repairing Vehicles}). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test.

Out of Control!

By some mischance, the reins break and the driver has no way of steering the vehicle, speeding up, or slowing down. If the driver does not take some action to stop the vehicle, it may collide with something! If the vehicle was moving at walking speed and is not brought under control in [[/r 1d10]] Rounds, it strikes something and becomes Damaged. If it was moving faster than walking speed, it Crashes instead.

This mishap may also occur if the driver is killed or otherwise prevented from steering the vehicle.

Damaged

Something vital is damaged: a wheel cracks, the axle warps, or a similar problem occurs. The vehicle may continue at a walking speed only until repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). If driven faster, the vehicle becomes Broken after [[/r 1d10]] Rounds.

Broken

Something vital breaks: a harness, wheel, or axle. If the vehicle is pulled by a team of animals, they may have become untied from the vehicle: the driver must make a successful Challenging (+0) Athletics Test in order to let go of the reins and avoid being pulled out of the driver’s seat. A failure indicates a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Fall} and @UUID[.lLe63oYqpVSctopI#being-dragged]{Being Dragged}.

The vehicle suffers [[/r 1d10]] Damage immediately, modified by Toughness Bonus minimum 1. The vehicle may not be driven further until repaired with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Anyone in the vehicle suffers 1 Wound immediately, unmodified by Toughness Bonus or Armour Points.If the vehicle was moving faster than walking speed, treat this result as a Crash instead.

Crash!

The vehicle collides with something at speed. Occupants of Crashing vehicles suffer [[/r 2d10]] Wounds modified by Toughness Bonus and Armour Points minimum 1. The vehicle suffers [[/r 2d10]] Damage immediately, modified by Toughness Bonus, minimum 1. Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright) before they can be driven again.

The Thunder Of Black Wheels

Every corner of the Empire has its own tales of the Black Coaches — terrible two-horse contraptions seen travelling at breakneck speeds down the Emperor’s roads in the dead of night. Whilst dismissed as little more than peasant foolishness, Road Captain Sigrid Wachsam has been tracking sightings for the past year, and is convinced of their authenticity. Captain Wachsam has identified a stretch of road not far from Castle Grauenburg with frequent occurrences, and wants to hire someone outside the road wardens to investigate.

" + }, + "Mounts and Vehicles": { + "name": "Mounts and Vehicles", + "text": "

Given the precarious nature of the roads, and the sheer distance involved when moving between the great cities and towns of the Empire, it is no surprise that few travellers choose to go on foot. Riding beasts, draught animals, lumbering carts, and thundering coaches are a common sight along the highways and backroads between the pinpricks of civilisation.

Draught Animals and Mounts

@UUID[Actor.iaVpUaCKx1qEYkq1]{Dog}

@UUID[Actor.12ARFrc7Dokxc72q]{Pony}, @UUID[Actor.lOO8BfzQfP7omFe0]{Donkey}, or @UUID[Actor.jd77heDEL6v768Nd]{Mule}

@UUID[Actor.guaFC5d5WK8ExDhk]{Draught Horse}

@UUID[Actor.l7G0hmzl6VMnAXtL]{Ox}

@UUID[Actor.PZiW5RRL0sqmGjaL]{Heavy Draught Horse}

@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse}

@UUID[Actor.QhEFgUrPzF2NNWoS]{Light Warhorse}

@UUID[Actor.NJxgxApkhZixXYEj]{Heavy Warhorse}

Animal Cost and Availability

AnimalCostCarrying Capacity Availability
@UUID[Compendium.wfrp4e-core.items.M5rVGn8jfQXVkY57]{Chicken}5d0Common
Sheep3/—2Common
Pig4/—3Common
@UUID[Compendium.wfrp4e-eis.items.8HKXprgF2We8U75i]{Dog}2 GC8Rare
@UUID[Compendium.wfrp4e-eis.items.7FHg4zjzkMjhi0yJ]{Pony}10 GC14Common
@UUID[Compendium.wfrp4e-eis.items.cDBVmh9Kc24MbDfo]{Donkey or Mule}5 GC14Common
@UUID[Compendium.wfrp4e-eis.items.SyeYK3NrI8nHsl5q]{Draught Horse}4 GC20Common
@UUID[Compendium.wfrp4e-eis.items.vZYC9wKJexrJltiO]{Heavy Draught Horse}8 GC30Scarce
@UUID[Compendium.wfrp4e-eis.items.mu7okaGNwsxc4yWJ]{Ox}15 GC30Common
@UUID[Compendium.wfrp4e-eis.items.Mjw7ToPBKMbmZgnu]{Riding Horse}15 GC16Common
@UUID[Compendium.wfrp4e-eis.items.D51YLwyoWIVsjq4w]{Light Warhorse}70* GC18Common
@UUID[Compendium.wfrp4e-eis.items.21Wrt7zj0HBHRI5K]{Heavy Warhorse}230* GC20Scarce

*This price can double or triple in times of tension or war when nobody wants to part with military hardware

Movement Rates for Mounts

AnimalMovementWalk (yards)Trot (yards)Canter (yards)
@UUID[Actor.iaVpUaCKx1qEYkq1]{Dog}4824
@UUID[Actor.12ARFrc7Dokxc72q]{Pony}, @UUID[Actor.lOO8BfzQfP7omFe0]{Donkey} or @UUID[Actor.jd77heDEL6v768Nd]{Mule}4816
@UUID[Actor.guaFC5d5WK8ExDhk]{Draught Horse}51020
@UUID[Actor.PZiW5RRL0sqmGjaL]{Heavy Draught Horse}4816
@UUID[Actor.l7G0hmzl6VMnAXtL]{Ox}3612
@UUID[Actor.4DTXl9hXbWlfLa5J]{Riding Horse}7142142
@UUID[Actor.QhEFgUrPzF2NNWoS]{Light Warhorse}7142142
@UUID[Actor.NJxgxApkhZixXYEj]{Heavy Warhorse}481224
" + } + } + }, + "The Purple Hand: A GM's Guide": { + "name": "The Purple Hand: A GM's Guide", + "pages": { + "Tzeentch, The Changer Of The Ways": { + "name": "Tzeentch, The Changer Of The Ways", + "text": "
\n

Tzeentch is the most enigmatic of the four Ruinous Powers. He symbolises the potential of Chaos to bring about change in defiance of natural and mortal laws, from bodily mutation to political revolution.

\n

The cult of the Purple Hand is the most powerful and extensive cult of Tzeentch in the Empire, but it’s not the only one. As the Changer of the Ways, Tzeentch is popular with Mutants, but his worship also appeals to those who crave more money, power, or knowledge. He also welcomes the devotion of those who hunger for change: political, societal, or in personal circumstances.

\n

Most cults of Tzeentch are committed to the subversion and overthrow of the Empire, whether they know it or not. While the stated goals of one cult may be very different from those of another, some experts have suggested that each cult forms a part of a vast and intricate pattern. Further study of this hypothesis, and indeed, any serious assessment of the threat the Tzeentch cults pose to the Empire, is not easy. 

\n

Those drawn to study the phenomenon tend to suffer for their dedication — their minds warping as comprehension draws nigh, often tempted into the cult themselves.

\n

The zeal of witch hunters, who prefer to burn servants of Chaos rather than question them, also makes study difficult. The result is that no mortal truly understands the extent and nature of the threat posed by Tzeentch and his disciples.

\n

Other Chaos Gods

\n

Followers of Tzeentch are often hostile to servants of Nurgle the Plaguefather, whose acceptance of entropy, decay, and despair is the antithesis of the ambitions that inspire devotion to Tzeentch. Groups from the two cults may well fight to the death upon discovering each other’s existence, ignoring all other goals in their enmity. It has been posited, though never within hearing of a Sigmarite priest or witch hunter, that the fiercest opponents of Chaos may be followers of Chaos themselves.

\n

Relations with the followers of Khorne, the Blood God, and Slaanesh, the Prince of Pleasure, are also strained, but not always hostile. Followers of Tzeentch regard servants of Khorne as crude and predictable; in turn Khornates dismiss schemes and sorcery as the tools of weaklings. Cults of Slaanesh are usually too indolent and self-indulgent to achieve much in terms of political power, though occasionally a cell of Tzeentch cultists forms alliance with a Slaaneshi cult to a specific end. This is often the assassination or subversion of a high-ranking personage in order to destabilise a town or region. Notoriously impulsive, Slaaneshi cultists have been used as distractions, orchestrating outbreaks of disorder and debauchery which occupy the authorities while a hidden Tzeentchian scheme is quietly put into action.

" + }, + "Organisation": { + "name": "Organisation", + "text": "
\n

The Purple Hand is fragmented despite its size. Its structure of small, isolated cells ensures security, but makes communication and coordinated action difficult. As a result, the cells tend to act independently, occasionally at odds with one another. Perhaps, scholars wonder, this is a reflection of the inscrutable caprice of Tzeentch, or perhaps it’s the deliberate design of a fragmented daemonic mind that inspires the cult.

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A Purple Hand cell normally consists of nine members, and a town or city can have three or even more cells depending on its size. Each group operates independently, ignorant of other cells’ existence.

\n

In large cities such as Altdorf, Nuln, and Middenheim the cult is better organised. Groups of cells are organised under the auspices of three governing Ordos. These are the Ordo Impedimentae, the Ordo Novitiae, and the Ordo Terribilis.

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Cult Ranks

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The Ordo Impedimentae are tasked with securing funds and resources for the cult. Their members fulfil the roles of treasurer and quartermaster, and stand at the apex of a wider network involving burglary and racketeering. Whilst the Ordo Impedimentae operates like an organised criminal gang they must be exceedingly careful. Regular criminals benefit from a loose but mutually supportive code of conduct, but only the most depraved crime lord would consider extending such niceties to followers of Chaos. Criminals must be wary of alerting the town guard, but they don’t normally have to worry about the more meticulous investigations of witch hunters.

\n

The Ordo Novitiae are concerned with scouting for talent and recruiting new members. Whilst they do occasionally resort to blackmail or force, hard lessons have taught them to identify and recruit true believers, rather than attempt to coerce people into the worship of Tzeentch. The members of this Ordo have to be particularly ruthless and hard-nosed, as it falls to them to silence any cult novice who turns out to be a security risk.

\n

The Ordo Terribilis handle research and development for the cult. They instruct magically adept members of the cult in the rituals and spells of Tzeentch, consort with Daemons, and study forbidden lore. Given the limited pool of expertise available to the cult, the Ordo Terribilis in each major city focuses on a particular field. In Nuln they carry out a sociological experiment encouraging mutants to build communities within the confines of the city. In Middenheim they experiment on fusing the dark arts of the Daemonologist with those of the Necromancer.

\n

Each Ordo is headed by three Magistri, who tend to be accomplished in another useful field (such as wizards, scholars, or assassins) or who have worked their way into a position of authority outside of the cult (such as guild chairpersons or members of the aristocracy). Together the Magistri from the three Ordos form an Inner Circle of nine. 

\n

Within the Inner Circle the individual heads of each of the Ordos form a governing council known as the Triumvirate. At the top of the hierarchy the Triumvirate elect one of their members to be the regional cult leader: Magister Magistri.

\n

The cult’s inner circle are usually ignorant of each other’s identities. They meet only twice a year on Hexenstag and Geheimisnacht, when Morrslieb waxes full. Donning cult robes and elaborate masks, they share their achievements and draw up plans for the next phase. On ending their business, they undertake forbidden rites, sing praises to Tzeentch and conclude with a human sacrifice.

\n
    \n
  • \n

    There are many secret societies in the Empire who work in good faith to promote needful reforms. Unfortunately, such groups provide the Purple Hand with rich recruiting opportunities, as well as a degree of cover for their more sinister plots. All too often witch hunters have put naïve revolutionaries to the flames whilst true Chaos followers  escape. Characters may find themselves drawn into reformist movements only to discover that they are being manipulated by darker designs.

    \n
  • \n
  • \n

    Cult meetings held on nights when Morrslieb is full present witch hunters with their only real opportunity to catch a number of cultists at the same time. Were the characters to learn about such a cult meeting they could be richly rewarded, and offered a chance to join in the effort to capture the inner circle at work.

    \n
  • \n
  • \n

    Cult gatherings are an opportunity for Purple Hand members  to update their recognition codes, a series of gestures by which they identify co-conspirators. Some cultists with imperfect memories might make note of these codes. If the Characters were to stumble across such notes they could begin to thoroughly infiltrate the cult.

    \n
  • \n
  • Individual Magisters Magistri coordinate the cult operations of a given region or city, but there is no record of them ever consulting formally with one another. Is the Purple Hand an informal network of cults who share regalia and modus operandi, or is there a higher authority to whom the Magister Magistri are subordinate
  • \n
\n

Symbol

\n

The Purple Hand uses a purple handprint as a symbol. All members have it tattooed somewhere on their body. Targets are marked with the symbol, slapped onto the door of a building or conveyed to an individual using the @UUID[Compendium.wfrp4e-eis.items.DhpMRsuTBgD69JW1]{Purple Hand Spell}. Members also wear a purple item of clothing, to aid in mutual recognition. Ceremonial robes are normally purple, decorated with hand designs and symbols of Tzeentch.

\n

Methods

\n

Manipulation, bribery, extortion, blackmail, and murder are among the Purple Hand’s favourite weapons. The essence of Tzeentch is change, and his most powerful tool is sorcery, enabling the cult’s agents to offer enormous inducements to those whose souls are already weakened by ambition or a love of power. Gathering power is the cult’s invariable aim: political, military or magical. It does so by placing agents in high places, or corrupting those already there.

\n

The cult is painstaking in its investigation of potential recruits and targets. By the time an approach is made or an operation is set into motion, the cult knows everything about the person, including weaknesses, predilections, loved ones, and other pressure points.

\n

Despite seeming (and indeed, being) disorganised and inefficient, the Purple Hand is ruthless in the pursuit of those who thwart its plans, or come to learn too much about the cult. ‘Too much’ means ‘anything at all’. As the Characters in the Enemy Within campaign will discover, cultists are everywhere, and dogged in pursuit.

\n

Rivals

\n

The Purple Hand has many enemies. All the recognised gods of the Empire oppose the threat of Chaos. Even gentle Shallyans revile the corrupting influence of the Changer of the Ways, and whilst they are sworn against personally shedding the blood of cultists, they would still wish to see them exposed and executed… humanely. The Cult of Sigmar in particular are ferociously opposed to all groups that sponsor worship of Chaos. Its witch hunters are vigilant in tracking down cultists and have no qualms about subjecting them to a torturous ending.  The Order of the Silver Hammer, as licensed Sigmarite witch hunters are known, have notions that a widespread network of Tzeentch worshippers are identified by purple hand tattoos, but even they are only beginning to develop an understanding of the cult.

\n

Whilst the Purple Hand would work alongside other Chaos followers when it suits them, in general they tend to find less organised cults a liability rather than an asset. The Purple Hand even go so far as to tip off witch hunters to other cults’  existence, if doing so throws the hunters off their own scent.

\n

The Purple Hand are devotees of change, but they are not wild or anarchic. Many of their members act with self-interest in mind, seeing themselves as the beneficiaries of a future new order. As such they can run into conflict with followers of Chaos who espouse a more destructive creed. The Red Crown, another cult of Tzeentch who regard it as their mission to rouse the Mutants and Beastmen of the Empire’s forests and spur them into a campaign of violent conquest, have much in common with the Purple Hand. However, their differing visions of the Empire’s fate  ensure that for all their similarities the two cults are bitterly opposed.

\n
    \n
  • \n

    Characters on the trail of a Chaos cult may find they are being left conspicuous clues as to how to make the next move against their foe. Their informant might be a member of the Purple Hand, who wishes to lead the party into a false impression that they have tracked down and exposed all the worshippers of Chaos within their area of operation.

    \n
  • \n
  • \n

    Some parties may find that a particular place is so Some parties may find that a particular place is so thoroughly corrupted by Chaos that the town authorities do not take their complaints seriously. In such a situation they may even be approached by Purple Hand agents, who wish to have the town’s existing cult wiped out so that they can move in to occupy the vacuum. These cultists may prove to be valuable allies to the party as they undertake actions against the local cult, only to turn into their bitter foes once the job is done.

    \n
  • \n
\n
\n

Options: The Enemy With Us

\n

The Purple Hand has a long reach, touching the lives of the great and small. One way to reflect this power, especially if the Characters have come into conflict with the cult, is to plant a cultist in the party’s midst. This could be an allied NPC, but it could also be a PC if you are confident the Player can take this double role seriously, and not ruin the plot and destroy the potential intrigues.

\n

Once the cultist is installed within the party, all the Characters’ actions are under the Purple Hand’s scrutiny. The mole reports back to distant masters whenever the group passes through a town or city. The Purple Hand’s plans are many and subtle. Sometimes the cult will want to ensure that the Characters succeed; other times it may oppose them. In either case, the Characters face the uncomfortable feeling that their every move is watched and every decision anticipated. They are!

\n
" + }, + "Chaos Sorcerers of Tzeentch": { + "name": "Chaos Sorcerers of Tzeentch", + "text": "

Characters with the Chaos Magic Talent are usually described as sorcerers. When the Talent is taken, a Lore must be picked, in the same manner as with the Arcane Magic Talent. In the case of Tzeentch Sorcerers, this means choosing Chaos Magic (Tzeentch).

Channelling Dhar

Some wizards scorn the limited teachings of the Colleges of Magic. Instead of using a single wind of magic to power their spells, they wildly channel any and all available winds of magic at once, melding them into enormously powerful and dangerous flows of corrosive energy known as Dhar, also called Dark Magic or the Black Wind of Magic. Channelling Dhar grants extraordinary, raw power, but is also unspeakably dangerous. It is so dangerous that using its power is considered heretical, akin to dealing with the Ruinous Powers. Those convicted of its use are routinely sentenced to death by burning.

You can enable Dhar Spellcasting Rules via the Enemy in Shadows Module Settings

Casting Spells With Dhar

When casting spells with Dhar, Overcasts happen for every +1 SL scored above the Casting Number of the Spell, not every +2 SL. However, rolling a double on any associated Channelling or Language (Magick) Tests also counts as a @Corruption[minor]{Minor Corrupting Influence} as the foul energies course through the spellcaster’s body.

Further, any Channelling or Language (Magick) Test results containing an 8 (such as 08, 18, 81, or 82) and therefore symbolising the eight-pointed star of Chaos are especially bad. This causes the roiling Dark Magic to move massively beyond the spellcaster’s control. All living souls within Willpower yards suffer a @Corruption[minor]{Minor Corrupting Influence} and a @Table[minormis]{Minor Miscast}; a single result applies to all those within the area affected. Should an 88 be rolled, the effect increases to a @Corruption[Major]{Major Corrupting Influence} and a @Table[majormis]{Major Miscast}.

Sources Of Dhar

Dhar - foul, twisting Dark Magic - gathers anywhere the winds of magic grow stagnant and are incapable of flowing freely. It also gathers where dark and chaos magic is used frequently, where the cultists of the Ruinous Powers gather, and around sources of corruption, such as Warpstone.

The following is a brief list of example sources of Dhar, which typically provide a bonus of +1–3 SL (as determined by the GM) to all Channelling (Dhar) Tests in the vicinity, depending upon the source’s power.

  • Warpstone

  • Dark, Skaven, or Chaos Magic Spell

  • Chaos Temple, Monolith, or Holy Site

  • Broken Waystone (or Beastman Herdstone) 0 Creatures or artefacts that are suffused with Dhar

  • Skaven, Necromancer, or Vampire Lair

Malign Influence of Tzeentch

In areas where the influence of the Chaos gods is strong- such as in their temples, where their Daemons are manifest, where their spells are in effect, or where rituals in their honour are performed - the Ruinous Powers’ influence may be made manifest. Whenever a Test performed in such areas rolls the sacred number of the god at hand, the tide of corruption rises and the Chaos god draws close.

If you roll a 9 on any Casting or Channelling Test taken in an area influenced by Tzeentch (such as 09, 19, 29, 90, 92, and so on), you suffer the following: 1 @Table[minormis]{Minor Miscast}, and gain the @UUID[Compendium.wfrp4e-eis.items.Item.1T6t6Cu4LvKWUMO5]{Suffused with Magic} Talent until the start of your next Turn. If you roll 99, you suffer a @Table[majormis]{Major Miscast}, and a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror of Tzeentch} manifests within [[/r 1d10]] Intelligence.

Options: Spells of Chaos

Spells of Chaos Gods twist and turn in the minds of those who have memorised them, writhing like ever-changing, hungry creatures. Ingredients do not offer protection from these Spells, as their power already resides within, and their negative effects cannot be avoided.

In addition to the normal casting rules, any double rolled for Language (Magick) or Channelling Tests when casting Spells from a Chaos Lore results in memory loss as the Spells within take their toll on your mind. You lose 1 Advance of your choice from any Skill not in your current Career. If you have no Advances left to lose, you instead lose one Talent from a non-current Career instead. If this cannot happen, the spell within bites deep, and you suffer a permanent loss of −[[/r 1d10]] Intelligence.

Lore of Chaos Spells

Characters with a Chaos Magic Talent may select any combination of Arcane Spells, Chaos Arcane Spells, and spells from their own Chaos Lore. A character with Chaos Magic (Tzeentch) can select spells from the Arcane Spells list, the Chaos Arcane Spells list and the Lore of Tzeentch Spells list. A character with the Chaos Magic (Undivided) Talent can select spells from the Arcane Spells and the Chaos Arcane Spells list.

Chaos Arcane Spells

The Chaos Arcane Spells are available to all Chaos Sorcerers. How these spells manifest will vary based on the specific Chaos Lore known. For instance, if a spellcaster has Chaos Magic (Nurgle) and casts @UUID[Compendium.wfrp4e-eis.items.S3gO8NSZVVvtAZxG]{Joyous Aspect}, the target blooms with an unnaturally healthy life, whereas if the spellcaster had Chaos Magic (Slaanesh) instead, the target would appear so attractive that no one would notice any flaws.

Note: Any spell marked with a ‘+’ at the end of the Duration gains the following extra effect: When the spell should end, you may make a Willpower Test to extend the Duration for +1 Round.

@UUID[Compendium.wfrp4e-eis.items.5h10PaMCFJLM2H6S]{Blast of Corruption}

@UUID[Compendium.wfrp4e-eis.items.SMXvl791YcurXc5W]{Bolt of Corruption}

@UUID[Compendium.wfrp4e-eis.items.GYTx4tjkS1rLXoCe]{Demonic Mien (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.3TDE8Or2cx1HEXbR]{Foul Messenger (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.S3gO8NSZVVvtAZxG]{Joyous Aspect (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.e0Km0uHZL9MoShjD]{Obsession (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.R9tmGw2LBoHvzWne]{Power of Chaos (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.6nNUdl9DlfCspbkT]{Rend Aethyr (Undivided)}

@UUID[Compendium.wfrp4e-eis.items.FHavChaObRV39maA]{Slave to Darkness (Undivided)}

The Lore of Tzeentch

Tzeentch is the Changer of Ways, the Great Architect and the Spinner of Fates. He is a symbol of hope and transformation to his Cultists. He stands for command over fate and destiny, and the capacity to alter preordained paths. He is the patron of many unwitting revolutionaries and agitators, secretly worshipped wherever souls crave change to the status quo, or where ideas and intellects gather to ponder the nature of existence. As the God of Magic, Tzeentch favours wizards and sorcerers, especially those frustrated by the limitations placed upon them by mortal authorities.

Lore Attribute

Targets of Spells from the Lore of Tzeentch are riven by the transformative magic of Chaos. Targets affected by a Spell from the Lore of Tzeentch must pass a Challenging (+0) Endurance Test, or gain +1 Corruption Point. Should they pass their Test, they instead gain +1 Fortune Point, wh ich can be used as normal. Such are the whims of Tzeentch.

@UUID[Compendium.wfrp4e-eis.items.gnYTBH7VDDEraDVT]{Boon of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.DhpMRsuTBgD69JW1]{The Purple Hand}

@UUID[Compendium.wfrp4e-eis.items.umgfRTZ2QQsBVJdd]{Curse of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.wY6JAt76eArBroYC]{Blue Fire of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.UOGORIbMyGWflehS]{Bolt of Change}

@UUID[Compendium.wfrp4e-eis.items.iNynHyu1el6fXJ6J]{The Flickering Flames of Fickle Fate}

@UUID[Compendium.wfrp4e-eis.items.99tpweD3L8O6AImv]{Master of Fortune}

@UUID[Compendium.wfrp4e-eis.items.Wmo0Yr7EyukRCOJq]{Mindfire}

@UUID[Compendium.wfrp4e-eis.items.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.iSleU9g1CPmmJRP2]{Sense the Skein}

@UUID[Compendium.wfrp4e-eis.items.xFN6ucGC0moflQAb]{Transformation of Tzeentch}

@UUID[Compendium.wfrp4e-eis.items.R0uUNtxsHEEddMLV]{Tzeentch's Firestorm}

@UUID[Compendium.wfrp4e-eis.items.NilfYPRh9dIbFH2y]{Tzeentch's Golden Aura}

@UUID[Compendium.wfrp4e-eis.items.dzVPZv5iuUYeAfaI]{Word of Tzeentch}

" + }, + "The Purple Hand": { + "name": "The Purple Hand", + "text": "

During the course of the campaign, the party encounters a number of Chaos cults, but none as widespread or invidious as the Purple Hand.

\n

This vast interconnected organisation has cells throughout the Empire. It has spent decades inveigling its agents into positions of power. Now, as other forces prepare to assault the Empire from without, the Purple Hand plots to collapse it from within.

\n

Their plan is vast, with a mesh of objectives and contingencies so complex that even the Magisters Magistri, as the cult leaders style themselves, do not fully comprehend the whole. Individual cultists know only a handful of their fellows, and an infinitesimal fraction of the plan. This offers the cult a deal of security, a witch hunter who captures and interrogates a dozen cultists will struggle to learn enough to impair the wider organisation.

\n
" + }, + "Purple Hand Cultists": { + "name": "Purple Hand Cultists", + "text": "

You should custom-design important NPCs from the Purple Hand to fit the required background and role in a particular adventure. Less important cultists that are needed in a hurry can be designed according to the following suggestions.

Most Purple Hand cultists fall into one of three categories: cultist, senior cultist, and cult magus.

Cultists

Cultists are recent inductees to the cult. In the Purple Hand they have been recruited by a branch of the Ordo Novitiae, but are largely ignorant of the workings of the cult beyond their own small and local ambit. Basic profiles for cultists can be found @UUID[Compendium.wfrp4e-core.actors.jfMhkQGzjFWDxVOm]{here}. They all have the Lore (Chaos) and Secret Signs (Purple Hand) Skills.

If you need to create a cultist in more detail, add a day-to-day Career, usually, but not always, drawn from the Academic, Burgher, or Courtier Classes, with an added @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity} Talent.

A cultist has a 25% chance of having a mutation. If a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

Senior Cultists

Senior cultists are mostly Academics, Burghers, and Courtiers in the third or fourth tiers of their respective Careers. These cultists have been given a particular role within one of the three Ordos of the Purple Hand, and may have been promoted to the level of Magistri. Instead of starting with the cultist profile, create the NPC as normal and then add the Lore (Chaos), Lore (Tzeentch), and Secret Signs (Purple Hand) Skills with at least 10 Advances, along with the @UUID[Compendium.wfrp4e-core.items.xsGbDFqK2qh7lsIj]{Corruption (Minor)} Trait, and the @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}, and @UUID[Compendium.wfrp4e-eis.items.5Um84CPA7CeUERij]{Disciple of Change} Talents.

A senior cultist has a 50% chance of having a mutation. If a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}. Senior cultists also have a 25% chance of an additional mutation, repeating the above process if they already have one.

Cult Magus

These are the leaders of cults, members of the Inner Circle. Within the Purple Hand a Cult Magus may well be the head of a particular Ordo and member of the Triumvirate within a particular city. Particularly experienced Cult Magi may even go on to be promoted to the rank of Magister Magistri, the ultimate cult authority within a given city state or province.

The following Career is intended for NPCs only, but follows all the standard rules, so can be used by PCs with GM permission.

Though the Purple Hand is by far the most widespread and ambitious of Tzeentch’s cults, the god’s worshippers are legion. They take every shape and size and are present throughout the strata of society in the Old World and beyond. Each cult is guided through the example of their Magus, spiritual stand-in for Tzeentch and guardian of the cult’s lore.

However, the myriad cults come with their own forms of Magi. Many in Norsca originate from the class of shamen known as Vitki. Far Cathay Magi take the form of courtiers and concubines. Magi from Bretonnia often take the form of curiously talented village firebrands, the Magister Magistri that orchestrates local cells of the Purple Hand… Whichever form the Magus takes, and whichever lies they spin to grant them access, they ultimately care for one thing only — change to the status quo.

A Cult Magus has a 50% chance of gaining a mutation when gaining a new level of the career for the first time. If a physical mutation is indicated, roll on the Tzeentch column of the @Table[mutatephys]{Mutation Table}.

" + }, + "Cult Magus of Tzeentch": { + "name": "Cult Magus of Tzeentch", + "text": "
\n

 And at the appointed time we shall rise from our secret places and throw down the towns and cities of The Empire. Our brethren shall pour forth from the forests to slay and hunt. Chaos will cover the land and we, the chosen servants, shall be exalted in HIS eyes.

\n

Hail to Tzeentch, Changer of the Ways — Njawrr’thakh ’Lzimbarr Tzeentch!

\n

– Excerpt from The Book of Transmutation

\n
\n

A scheming manipulator, master of deception, and wielder of the foulest sorcery, you have given yourself to Tzeentch and debased your soul upon its altar.

\n

A most favoured servant of the Great Mutator, a Cult Magus can manipulate Tzeentch’s greatest gift: magic. They use their fell powers to subvert the ambitious, tempt the greedy, and convert the great and good of the Old World to their dark plans. Whether in a position of authority or not, the Magus is the locus of a Tzeentch cult. They pull at the strings of the other cultists as they lead bloody rituals and utter blasphemous prayer, all whilst following a diabolical plan that none fully grasp.

\n

 

\n
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Species: Human

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Class: Academic

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Cult Magus of Tzeentch Advance Scheme

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WSBSSTIAgiDexIntWPFel
    
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✠. @UUID[Compendium.wfrp4e-eis.items.eWWKMUW6rB40XDeW]{Cult Acolyte}

\n

Status: Brass 1
Skills: @UUID[Compendium.wfrp4e-core.items.dBwnAzhe0bvobgbY]{Channelling (Dhar)}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Acting)}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.e3McIND4Rrsn5cE6]{Language (Magick)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Tzeentch)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Cultist)}, @UUID[Compendium.wfrp4e-core.items.zkI6tIqbyAZvh0Th]{Stealth (Urban)}
Talents: @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.PJ4oxDExnuFNr2Fi]{Secret Identity}, @UUID[Compendium.wfrp4e-eis.items.9P3ZBMJlDD7komF0]{Tzeentch’s Blessing}, @UUID[Compendium.wfrp4e-core.items.6w30u0VPsAicrqb5]{Magical Sense}
Trappings: Cult Insignia, Ritual Vestments, Secret Tattoo

\n

♟. @UUID[Compendium.wfrp4e-eis.items.BoF0SgCc7ldSFc79]{Cult Magus}

\n

Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.rvd0S8Z0v2m0MHmD]{Sleight of Hand}
Talents: @UUID[Compendium.wfrp4e-core.items.LzgxyMknSHjSkkeQ]{Cat-tongued}, @UUID[Compendium.wfrp4e-core.items.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}, @UUID[Compendium.wfrp4e-eis.items.nYa9BHTKSIxtuNqc]{Double Life}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}
Trappings: Chaos Grimoire, Good Quality Ritual Vestments, Schemes

\n

♜. @UUID[Compendium.wfrp4e-eis.items.An6mEyE7rgtyGatt]{Chosen of Tzeentch}

\n

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.qBm2fu3oMhxsDBNQ]{Entertain (Storytelling)}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}
Talents: @UUID[Compendium.wfrp4e-core.items.3O9clK7LGyuLTHPW]{Arcane Lore (Daemonology)}, @UUID[Compendium.wfrp4e-eis.items.5Um84CPA7CeUERij]{Disciple of Change}, @UUID[Compendium.wfrp4e-core.items.WoXShzaYkV5F6c48]{Master of Disguise}, @UUID[Compendium.wfrp4e-core.items.ZWcTbeK8i9vKph2a]{Master Orator}
Trappings: Cell of Cultists, Magic Item, Sacrificial Dagger

\n

♛. @UUID[Compendium.wfrp4e-eis.items.KoPj0rsFrR8bmweR]{Master Magus}

\n

Status: Gold 2
Skills: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Dark Tongue)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.mqo51ORnxijcqNNu]{Frightening}, @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal}, @UUID[Compendium.wfrp4e-core.items.580fwhKfOZJFxMID]{Savant (Tzeentch)}
Trappings: Chaos Cult, Terrible Destiny

" + } + } + }, + "Chapter 3 - Heart of the Empire": { + "name": "Chapter 3 - Heart of the Empire", + "pages": { + "An Old Friend": { + "name": "An Old Friend", + "text": "

The encounter can be used whenever you decide it is time to move things along, but it should ideally take place in the evening or late afternoon. If the Characters have expressed an interest in buying goods in Altdorf, you should allow them to do some shopping first. If they go with a smiling bawd to a local inn, you could use this event on the way there, or on the following day after they have some rest. Alternatively, Josef could be wandering across the Königplatz as the incident with the cultists draws to a close, shaking his head in wonder at having seen the Emperor just minutes before.

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin}

The chosen Character turns at the sound of their name to see a tall, burly fellow with a huge beard striding towards the party. Give the Player @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.e0P9FbTdcPKT1MrY]{Handout 5: Josef Quartjin}.

Handout 5: Josef Quartjin

At last, a friendly face! You could never mistake that beard, or the boiler of a belly it conceals. It is your old friend Josef Quartjin. You have known Josef for more than ten years, and have spent many a happy evening with him in various riverside taverns. Josef has a phenomenal capacity for alcohol and a talent for always finding the best drinking wherever he goes.

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} offers to help the Characters find their way around Altdorf, and is very interested to hear their stories. ‘Striking out on your own at last, eh?’ he says with a grin. ‘Not before time, you young rascal! I knew you had more in you than your old life could satisfy!’ 

He is chatty and helpful, showing the Characters where they can buy whatever they need at the best prices - and, of course, leading them to the best places to eat and drink. Unless they have other plans, he would be delighted to sit down and catch up with his old friend at the Boatman Inn. ‘Clue’s in the title. Whenever I’m in Altdorf, I have to visit at least once. Best beer north of the Reik, I says. Come on, let’s have a drink.’

If asked about the strange goings on in the Königplatz, Josef shrugs and says, ‘We have a saying on the river — city folk are strange folk. Who wouldn’t be, living cooped up amongst buildings all day? I’m more keen to talk about seeing the Emperor! What was that all about?’

Josef knows the following rumours, which he divulges during the course of the evening.

  • All members of the nobility are mad; they’re all inbred and tainted by Chaos, as everyone knows.

  • There have been strange goings-on at the University. It’s full of Daemonologists and Necromancers dabbling in things that are better left alone. Josef doesn’t really know what has been going on; instead, he makes up anything that sounds sensational, like stories of strangely-robed figures prowling the University cloisters late at night, accompanied by sounds of weird chants, clapping bells, and sinister howls.

  • Mutations can affect you late in life. A boatman, who had worked on the river for 20 years or more, suddenly started to develop an oily, yellow skin and bulging eyes. The boatman is now dead, of course, drowned by his own companions.

The Street of a Hundred Taverns

The Street of a Hundred Taverns runs downhill from the Königplatz to the riverfront. Signposts and road signs mark the many names the street has borne in the past, including the weathered Street of Many Taverns sign on the junction with Universitätsstrasse, and the Street of a Thousand Taverns signpost that leans drunkenly by the Breasts of Myrmidia, one of the less salubrious establishments on offer. 

If you want to know more about this famous location, refer to @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs]{Altdorf: City of Sigmar}. For this adventure, all you need do is convey a very busy street, lined with taverns, hostels, eateries and inns. 

Josef leads the Characters down the long street pointing out local details, but he’s only interested in reaching the bottom where his favourite tavern, the Boatman Inn, looks out over one of the larger channels of the River Reik that flows  through Altdorf.

" + }, + "Arriving In Altdorf": { + "name": "Arriving In Altdorf", + "text": "

It takes several hours to negotiate the roads and causeways that lead through @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}, the vast marshlands surrounding the imperial capital. Eventually the land rises to a patchwork of farmlands and small villages, and not long after that the white walls of Altdorf can be seen glimmering in the distance, stretching far to east and west. Just after dark, the Characters’ coach pulls in through the intricately carved Wolf Gate at the north of the City. They are unaware of the trouble they are about  to encounter.

Altdorf is enormous, and it takes some time before the coach pulls into the open expanse of the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz} (King's Square) near the centre of the city.

Eager bawds representing various inns converge on the passengers, each offering accommodation at ‘the best inns in city, guv’ - all ‘at very reasonable prices, with the best possible entertainment’. As the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz} is near the top of the Street of a Hundred Taverns, the city’s most notorious night spot, it could not be better located for tired travellers seeking food, drink, and possibly good times. However, it also turns out to be a place for meeting friends, both old and new. 

Stepping off the coach, the Characters are greeted by cries of  ‘Angelino's, best grub in town!’ and ‘Stay at the Cat and Fiddle! Finest music and the best beds!’ The cries are accompanied by ready hands reaching to take any passenger’s luggage in order to lead them in the general direction of their chosen inn. Arguments soon break out, and fists clench.

What's Going On In Altdorf?

Behind every plot, every scheme, every turn of the wheel in Altdorf, lies Tzeentch, the Chaos God of Magic, Mutation, and Change. Its horrific influence is close, but hidden, and will not be revealed until Empire in Ruins. So, for the moment, play up the creepy atmosphere in subtle ways, unnerve the Characters just a little, and use the strange circumstances to push the party onwards to Bögenhafen.

As the Characters attempt to press through the gathered throng, they are brought to a halt by loud trumpeting and the sounds of marching feet. In no time, a procession of soldiers belonging to the Reikland 1st Regiment of Foot, The Imperial Guard, pushes its way through the platz. The Emperor, looking square of jaw and proud in full armour, and mounted on a magnificent ebony steed barded in gold, rides behind the marching phalanx. Beside and behind him march ranks of knights in their full ceremonial regalia. The assembled crowds cheer as the procession proceeds. Only once the entire parade has passed does business resume.

Unknown to the Characters, this is not the actual Emperor. This is one of his doubles. The real Emperor is convalescing in the Imperial Palace across the river, some distance away. The double is abroad to still the rumours of his increasing frailty. It’s the fourth time he has marched across the Königplatz this week, and already rumours are spreading that the Emperor has a double. Note: it’s important the Characters see the Emperor’s double for reasons that will become clear in The Horned Rat, so do not skip this scene, or your own version of it.

Stop, Thief!

A couple of thieves are lurking amongst the crowds. They will attempt to take a piece of luggage from the coach or an unwary traveller and disappear into the crowd. If you wish, this may be a Character’s bag (if they let go, of course) or one belonging to an NPC on the coach.

Once a thief takes a bag, the Characters have 1 Round to pursue the thief before the thronging crowds cover the getaway. No one will respond to cries of ‘Stop, thief!’ or similar; they are too preoccupied with their own business to care about anyone else’s problems. If any Characters pursue the thief, they must succeed at a Challenging (+0) Athletics Test each Round or lose their quarry in the press of people — they require 3 successful Tests in the first 3 Rounds to catch up to the thief. After 3 rounds without being caught, the thief — and the stolen luggage — are gone forever. If they lose an opposed intimidation test or take any wounds they'll drop the luggage and attempt to flee.

Prince Hergard von Tasseninck

If the Characters saw the notice of Crown Prince Hergard’s proposed expedition (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!}), they may wish to go to the prince’s residence in the hope of employment in the service of Ostland. 

The crown prince has a residence in an imposing riverside building not far from the bottom of the Street of a Hundred Taverns, on a street that leads from the Konigsplatz to the river. 

Anyone asked can direct the Characters to the estate on a successful Average (+20) Gossip Test. However, in the same breath, they will say that the crown prince set off southwards for the Grey Mountains three days ago, accompanied by a very tough-looking group of adventurers and a small army of staff. 

If the Characters investigate further, the bull-liveried guards at the crown prince’s gate confirm this. It seems the Characters are too late; the crown prince and his entourage have already left the city by barge, heading south with the intent of disembarking at Bögenhafen.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

In addition to the XP you provide for good roleplaying and cunning play at the end of your gaming session, XP should be awarded for the following:

  • @Exp[5,Thwarted the baggage thief]{5 points for thwarting the baggage thief}

  • @Exp[10,Befriended Josef Quartjin ]{10 points each for befriending Josef Quartjin}

  • @Exp[5,Did not attack the young nobles ]{5 points each for not attacking the young nobles}

  • @Exp[5,Dealt with Max Ernst ]{5–10 points each for dealing with Max Ernst}

  • @Exp[10,Left Altdorf in the Berebeli.]{10 points each for leaving Altdorf in the Berebeli}

And if any Character does something that you reckon deserves an award, use the suggested XP amounts above as a guideline.

" + }, + "Heart of the Empire": { + "name": "Heart of the Empire", + "text": "

Our Heroes’ coach emerges from the Drakwald forest and speeds southwards for white-walled @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf}, the capital of the Empire and its largest, richest city. 

From the outskirts, the Imperial Palace can be seen rising high above the river Reik, dominating the city. All year round, Altdorf acts as the playground of the nobility. Young nobles travel from their parents’ estates to the city, there to spend their time drinking and flaunting their wealth in the streets. Many are supposed to be studying at Altdorf University, but few attend lectures — much to the relief, it must be said, of the professors. This gives them more time to concentrate on their more serious students or, in the case of a lucky few, dedicate themselves to research or simply to living on their ample incomes.

Being such an enormous city, all services can be found in Altdorf if you look hard enough, and nearly all goods are available — for a price. When checking for availability of goods in Altdorf, if you fail you may retry an Availability Test daily, not weekly, and Exotic goods gain an Availability rating of 10%. Further, if you are willing to pay double the price for an item, you may reroll one failed Availability Test daily.

Adventuring In The Capital

The @UUID[Scene.aQ5GINBrubaDGQw4]{map of Altdorf} shows the city’s major districts and a few of its more important structures. This chapter of the adventure passes briefly though the imperial capital, so the only details provided are those needed to play. The adventurers will return to Altdorf later in the campaign, and you will be provided with more thorough information on the capital at that time; for now it is best to encourage the party to follow the lead to Bögenhafen and the promise of sudden wealth. However, if you wish to dwell longer in the city, refer to @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs]{Altdorf: City of Sigmar} for a complete examination of the capital, with extra details also presented in Death on the Reik and  Empire in Ruins.

As will be seen in the following pages, the bounty hunter @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} is closing in on Kastor Lieberung, and kills any cultist he sees making contact with the Characters. 

If the Characters are showing an unwelcome inclination to explore Altdorf rather than travelling on to Bögenhafen, you can improvise an escalating series of unnerving but non-fatal attacks on the party, with more cultists being murdered by bolts from the shadows as the Purple Hand agents continue their attempts to make contact by means of strange gestures. Unable to catch the assailant and worried by the increasing violence, the Characters should eventually conclude that Altdorf is too hot for them and move on.

Something Rotten in Altdorf

Something is very wrong in Altdorf. Those living in the capital are quite used to it, inured to its subtle, pervasive influence, but those freshly arrived can’t help but feel… uneasy, and find themselves getting lost rather easily, as if the streets themselves don’t meet up correctly.

A Change of Scene

When first describing Altdorf, focus in on details suggesting the city is changing from one state into another, and often in contrary ways. Many buildings are being refurbished or repainted, while others are falling apart. One town crier claims a well-regarded Altdorf philanthropist was found guilty of corruption and jailed, whilst another claims a penniless street rat was found to be heir to the Rickard-Goellner estates. Also make sure to describe agitators by the scores crowding the streets, all clamouring for a new order, desperate for the capital to be better. To be different.

Many of the city’s bustling burghers are acting oddly, too - though few notice it, simply presuming Altdorf life breeds a permanent state of hustle and fuss. Everyone in the capital is filled with an impatience permeating their very souls. Coachmen crack whips and bellow at others to get out of the way. Scholars rush about clutching books, all seemingly on important tasks that cannot wait. Shoppers refuse to buy from the same place twice, sure the next vendor may have a better deal. Everyone has somewhere to go, and they never get there fast enough. Altdorf is restless, irritable, and anxious. Even the stray dogs are agitated, barking at walls and each other, prone to dashing at the slightest threat, eyes wide, teeth bared, drool slopping from their quivering chops.

A Change of Character

Passing through Altdorf influences the Characters in some rather unexpected ways, almost as if the Dark Gods were keeping a close eye on their actions…

  • All spellcasters gain +1 SL to any Language (Magick) or Channelling Tests. Unless their roll includes a 9 on either die (such as 19, or 92), where they instead gain +[[/gmr 1d10]] SL and suffer a @Table[majormis]{Major Miscast}.

  • All non-wizards with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent feel uneasy at all times, and cannot use their Talent’s rules.

  • Roll [[/gmr 1d10]] each day. On a roll of an 8, one random Character gains 1 Corruption point. On a roll of 9, one random Character randomly determines a new hair or eye colour (your choice). On a roll of 10, one Character gains +1 Fortune point.

  • Any Character with the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent suffers terrible nightmares that are forgotten on waking. For every week spent in the city, gain +1 @Condition[Fatigued] Condition that can only be removed by leaving the city, or spending at least [[/gmr 1d10]] hours praying.

  • Before the party leaves the city, one random item of clothing on a random Character changes colour when no one is looking. This can be as subtle or as obvious as you prefer.

" + }, + "Manic Street Preacher": { + "name": "Manic Street Preacher", + "text": "

This scene can be played at any point before arriving at the Boatman Inn with Josef. At the side of the street, a skinny street preacher dressed in rags clutches tight to a scroll as he screams his prophecy to any who listen. As the Characters pass, the wild-eyed seer espies them and gasps. Left arm pointing, he screams revelation as his eyes roll up into his head.

\n

‘I see Darkness Gathering as the Last House of Joy Falls - beware, for Shadows Over Bögenhafen stir! Then Beloved Morr, resplendent in Vestments of Green, stands astride Sigmar’s Great River. Yea, I see Death on the Reik and I despair! For then the Stained Hand guides the Once Mighty Lord, and this Power Behind the Throne curses us all. Lo, the Horned Rat then claims the Broken King atop his Throne of Lies, and the White Walls Fall, leaving our Empire in Ruins! Tremble in fear, ye mighty, for the End Times have come.’

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If you wish to conclude the scene dramatically, the prophet of doom then collapses, blood-flecked foam at his mouth as he shakes uncontrollably and eventually passes out. Alternatively, when the seer is finished, have him smile then pack up preaching for the day. He won’t be drawn on his prophecy. ‘Oh, no. I wouldn’t believe any of that. It’s just a show I put on for coin. It keeps the incoming pilgrims happy. Once Mighty Lords? White Walls Falling? No idea, mate. I just say whatever pops into me head. If you liked it, fancy buying me a pint?’

" + }, + "The Boatman Inn": { + "name": "The Boatman Inn", + "text": "

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} eventually leads the adventurers down the Street of a Hundred Taverns to the river. All manner of vessels are tied up along the riverfront, from high-masted ships to smaller barges and houseboats. The Boatman Inn is just one of many establishments along the embankment. It appears to be a cheerful place; a little tatty, but inviting.

A number of riverfolk are inside the inn. These are mostly boatmen, but there are a few sailors as well, in the city from the Reiksport. The atmosphere is cordial and friendly, and the food and drink is reasonably priced and of good quality. Josef orders as many bottles of wine as there are Characters in the party, plus one for himself; he is clearly in a mood for celebration. Then, he leads everyone to a table.

No one takes very much interest in the party, and the early evening should pass pleasantly. Josef will pass on what rumours he knows and tell the Characters that he is looking for some hands for a journey to Bögenhafen, where he hopes to sell some Reikland wine at a fair and livestock market known as the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. This is one of the Reikland’s largest fairs and it attracts people from all walks of life from all across the surrounding area. Josef has a handbill advertising the fair (give the players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.aIILO95LdN8I0ox6]{Handout 6: The Schaffenfest}), and points out that Graf Wilhelm von Saponatheim and the Grand Duke Leopold of Middenland may not be the only nobles there. The Characters may find other opportunities there to replace the promise of Prince Hergard von Tasseninck’s expedition.

Handout 6: The Schaffenfest

The Council and Burghers of Bögenhafen

Announce that the grand opening of the annual

Schaffenfest

Will be held on the town meadow this

Mitterfrühl Day

The fair will last for three days, through the hours of daylight. By gracious permission of his Grace

Graf Wilhelm von Saponatheim

And his Royal Highness

Grand Duke Leopold of Middenland

a Great Joust

Will be held between the Knights and Squires of their two households

All this in addition to the usual attractions of our famous

Livestock Market

And the Reikland’s greatest Travelling Fair

Josef will pay @Credit[2ss mode=each]{2/-} per day for up to four Characters who sign on as crew, and is willing to transport the rest of the party free of charge. He is keen to leave at daybreak the next day, and offers to put the Characters up on his boat for the night before heading out down the Weissbruck Canal in the morning. 

Any Character that takes up Josef ’s offer to act as crew may immediately enter the Career for 0 XP. This is a one-time offer. If Characters wish to take up the opportunity later, it will cost the standard number of XP to do so as dictated in WFRP.

The Man in Black

At some point while the Characters are enjoying themselves in the inn, a tall, gaunt man saunters into the room. He has aquiline features and a deep scar along his left cheek. Everyone in the inn turns to stare at him and he greets them with a sneer. The character is @UUID[Actor.HL4OH7owREPpGyA0]{Max Ernst}, a protagonist. As he walks across to the bar, the dim lights of the inn reflect dully from his black leather clothing. Patrons flinch visibly as Max passes their tables.

Max demands a bottle of brandy from the landlord and throws a handful of coins on to the bar. He then walks over to a table in the corner of the room, whose occupants rapidly vacate it. Max sits down and drinks, but anyone who has spent any time in drinking establishments is in no doubt — the man in black is here to fight. If a fight does not present itself by the time he is finished drinking, he picks a suitable victim and starts a fight of his own.

However, tonight is Max’s lucky night: a couple of young nobles are out on the town, determined to bait some commoners and then turn Max on to them. Max should be played to make the Characters feel uneasy; he does nothing overtly threatening at this stage, but there is a definitely an empty space around his table. Max stares coldly at anyone who summons up the courage to talk to him, but says nothing.

Hooray for Henry

A short while after Max’s arrival, or earlier if the adventurers look like they are preparing to leave, two young nobles and their four massive bodyguards enter the inn. ‘I saaay, chaps! What a quaint establishment!,’ they giggle to each other in high-pitched, aristocratic tones. One of them swaggers over to the bar and says, ‘Two of your finest beverages, landlord!’

The two nobles are both already drunk, and giggle like children at the comments they pass back and forth between themselves about the inn, its patrons, and commoners in general. They are obnoxious and insulting to everyone in the inn, calling them ‘filthy commoners’ and ‘smelly oicks’. From their banter, one seems to be called @UUID[Actor.G7YJHGe4JkHvcNja]{Jacob} and the other @UUID[Actor.bur6uaXdENjetLwT]{Georg}.

Before long, they start a drinking competition they call the ‘brandy bounce’, which involves gulping down pints of brandy and then throwing it up over anyone in the immediate vicinity. Unfortunately, one of their targets just happens to be one of the Characters (chosen at random). Both young nobles think this is great fun, but any commoner entertaining violent thoughts would likely have to deal with the four bodyguards, who are stone-cold sober and very mean.

A successful Average (+20) Intuition Test allows the Characters to notice that Max clearly knows the bodyguards and is watching them closely, but is trying to hide this as he swigs his brandy. Josef attempts to restrain the Characters from violence, pointing out that it would not be wise to upset any noble household, particularly as the bodyguards look like they are itching for a fight. Leaving the inn is not easy as two of the bodyguards block the door. Should the Characters be unable to restrain themselves and make any move to attack, @UUID[Actor.HL4OH7owREPpGyA0]{Max Ernst} pushes his chair back and strides over to them, just as he has been employed to do. In a dry, rasping voice he says, ‘I wouldn’t if I were you, pea-brains. Why don’t you just sit there and enjoy yourself ?’ The whole inn goes quiet as everyone waits for the Characters to reply. The young nobles step back behind their bodyguards, giggling and enjoying their merry jape. 

From here on Max takes over, pushing any Character attempting to get up back into their seat and offering choice insults such as: ‘Why don’t you country bumpkins wash the swill off you before you enter a civilised city?’ Max will keep goading the Characters until they react physically, or until you feel the scene has gone on long enough. In the former case, Max attacks to disarm or stun his opponent — assuming a fair fight. If faced with more than one opponent, Max comments that it takes more than one village idiot to frighten him, and he begins to fight in earnest. Max is not really interested in killing, but will do so if faced by overwhelming numbers. He will get no help from the nobles or their bodyguards, who find the whole affair very amusing.

After the fight, or if a fight is avoided, the nobles leave the inn laughing very loudly and head off for another establishment. Anyone attempting to follow them will have to deal with their four bodyguards.

Inside the inn, the Characters are treated as heroes if they defeated Max, and do not pay for a drink for the rest of the evening. If they were defeated, the inn’s patrons gather round to commiserate with them. In either case, Max does not stay around. If victorious, he spits on his fallen opponents and stalks out looking even more dangerous than when he entered; if defeated, he slinks off into the night. If he was killed, a small group of locals sneak his body out of the inn in a blanket, and dump it into the river.

Vengeful Characters may decide to follow Max outside and finish the matter on the waterfront. He turns and faces any pursuers, with a sarcastic comment on their courage if he is outnumbered, and fights to the death using every dirty trick at his disposal. Killing Max in this way will not gain the adventurers any admiration; although Max was far from popular, this is just another dockside murder rather than the honourable defeat of a local bully.

@UUID[Actor.HL4OH7owREPpGyA0]{Max Ernst} - The Troublemaker

@UUID[Actor.G7YJHGe4JkHvcNja]{Jacob} and @UUID[Actor.bur6uaXdENjetLwT]{George} - The Slumming Toffs

@UUID[Actor.ChApB7ffcJyqNbC6]{Arwin}, @UUID[Actor.nQ9SiPe6AX2a2mHg]{Frank}, @UUID[Actor.kcWh61fvE7EppOox]{Gorrof}, @UUID[Actor.c1cOIarsrRIv93Ny]{Miltrud} - Bodyguards

@UUID[Actor.qgX6quFe4KUCZDW3]{Dockland Drinkers} - The Regulars

@UUID[Actor.xtI7Yjr7qZmNKh3c]{Una Mühlmauer} - The Landlady

Bolts In The Dark

Leaving the inn, @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} leads the Characters to his barge. Along the way, the party becomes aware it is being followed. Any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent notices this first; others clearly hear the sound of footsteps with a successful Easy (+40) Perception Test a few Rounds later. The Characters are being followed by the two cultists from the square, who in turn are being followed by @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}.

This episode is not intended to make sense to the Players. Having prevented the ‘magister impedimentae’ from making contact with the Purple Hand’s Altdorf cell by misdirecting the two cultists when the coach arrived, the bounty hunter has decided to kill the cultists. 

He also intends to scare his true quarry — Kastor Lieberung, or the Character he has mistaken for the Chaos cultist — and drive the party away from Altdorf and on towards @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, where his trap awaits and the ‘magister impedimentae’ can hopefully be separated from the rest of the group.

The Characters will probably react to being followed, and may make a plan such as lying in wait for the cultists or trying to lose them down an alley.

If they lie in wait, they see the two cultists suddenly cut down as a crossbow bolt slams into the back of one, and, as the other turns, another bolt thuds into his throat. The cultists die instantly and Adolphus — whom the Characters cannot see from their position — slips quietly away into the night. The Characters may be able to determine the rough direction from which the fatal bolts came, but there is no trail for them to follow and they cannot catch up to the unseen assassin.

Unless they botch a crucial dice roll, if the Characters choose to lose the cultists in the alleys, they have little trouble doing so. When the Chaos cultists realise they have lost the ‘magister’ and his party, they head for Josef ’s boat, the Berebeli — Josef is well-known on the docks and the cultists have identified him as the ‘magister’s friend’. When the adventurers finally reach the barge they find the two bodies of the cultists slumped by the gangplank, with wounds in their back and neck that a successful Challenging (+0) Perception or Average Ranged (+20) Test will reveal were made by crossbow bolts. Economical by nature, Adolphus retrieved his bolts after killing the cultists.

If the adventurers ignore their followers or fail to notice them, they can simply go to the boat. The cultists will follow them, only to be shot from the shadows just as the last of the Characters sets foot on deck. They will not be able to tell exactly where the bolts came from, and have no realistic chance of picking up the bounty hunter’s trail.

A search of the cultists’ bodies will yield two @UUID[Compendium.wfrp4e-core.items.ahlxlfIl8xUhBkic]{daggers} and @Credit[3ss19bp mode=split]{3/19}. They carry no identification other than a small tattoo on the right breast, depicting a purple hand. These tattoos are not discovered unless the adventurers do a very thorough search — and an unpleasant one, as the personal hygiene of both cultists leaves a great deal to be desired!

" + }, + "Welcome To Altdorf, Herr Lieberung": { + "name": "Welcome To Altdorf, Herr Lieberung", + "text": "

Amid the bustle of the square, two men approach the Characters. They look no different from anyone else in the crowd, but they act strangely. While one watches the crowd, the other scratches his left ear with the little finger of his right hand. As he does so, he stares straight at the person he believes to be Kastor Lieberung. This action is repeated a number of times, each more pronounced than the last. This episode should be played for laughs, with the scratching routine becoming more and more exaggerated, and the two men looking more and more perturbed as the adventurers fail to respond as expected.

The two men are cultists, and both are aware of Lieberung’s mission. They have been instructed to make contact with him by their branch of the Purple Hand. They have the magister’s description, but have never met him. To identify themselves, they use one of the cult’s secret codes; the left ear scratched by the little finger of the right hand. 

The correct response to this secret code is a slight raising of the eyebrows and the brushing back of one’s hair with the left hand. If the adventurers try to approach them or call out to them, the cultists look worried and retreat. Something is obviously wrong — maybe they have met the wrong person? It is extremely unlikely the Characters will provide the correct counter-signal, but if they do, it simply adds to the comic misunderstanding.

The Bounty Hunter

After a few failed attempts to elicit the right response, the cultists’ expressions suddenly change from confusion to relief. They hurry over to where a stocky man stands near a doorway to a house. They follow him through the door, which is shut behind them too quickly for the Characters to follow. The man is @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter.

It is important that the Characters see Adolphus at this point, and he appears whether or not the party tries talking to the cultists. The bounty hunter has been watching the square for Kastor’s arrival. Adolphus has seen the cultists attempting to make contact. Having some knowledge of the Purple Hand and its codes, Kuftsos gave the cultists the correct counter-signal when the Characters were looking away from him, and the cultists have fallen for his deception. He then leads them away, but not before recognising the Character who is masquerading as Kastor Lieberung.

Options: Keeping Adolphus out of Reach

Experienced players may pull out all the stops in their efforts to track down Adolphus, and their efforts may threaten to derail the adventure unless you handle them carefully.

Instead of simply saying, ‘He gets away,’ you should be prepared to roll some dice. Let the Players come up with any plans they can devise, but remember that Adolphus is experienced and capable, and knows how to evade pursuers. He also knows the areas in Altdorf (and Weissbruck, later in the adventure) where the Characters encounter him, and has already plotted out escape routes before they become aware of him.

He watches the party from the shadows, and is careful never to be seen. When the Characters do spot him, he knows right away and slips into the shadows or through a crowded tavern. The Characters have no time to ready spells or missile weapons before he is gone, and have little chance of catching up to him once he makes his escape. There is no harm in letting them try, perhaps with an Athletics or Perception Test or two, but they stand almost no chance of success.

If, through outrageous luck or spectacular planning, the Characters do manage to catch the bounty hunter, you still have options. Adolphus will do everything in his power to escape and he has some skills that help. If he cannot escape, then you must make sure he is not working alone, and has a partner who is watching from the shadows, ready to take up the investigation (using the same Character Profile as @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus}). 

Indeed, the partner may kill Adolphus with a crossbow bolt from the shadows to keep him from falling into the power of cultists of Chaos, or Adolphus may use a poison capsule he has hidden in a false tooth, and choose to kill himself rather than submitting to capture. Adolphus believes he is dealing with senior members of a vicious and diabolical cult, and he would sooner die than fall into their hands.

" + }, + "Options: A Different Adolphus": { + "name": "Options: A Different Adolphus", + "text": "

Veteran Players will doubtless be expecting Adolphus the bounty hunter to be exactly as written — which offers you a perfect opportunity to surprise and confuse such presumptious folk by giving Adolphus a completely different set of motivations. Here are three such suggestions, but feel free to expand upon these as you prefer.

Gathering Intelligence

Instead of killing or capturing ‘Kastor Lieberung’ at the earliest opportunity, Adolphus is playing a longer game. By following the supposed magister impedimentae and watching who he meets, the bounty hunter may be able to identify dozens of Purple Hand cultists, allowing him to report back to his employer the full extent of the Chaos cult’s influence.

Therefore, after identifying the double in Altdorf, Adolphus simply watches and waits. He is not afraid of losing the magister’s trail, because Adolphus knows he will head toward Bögenhafen; along the way, Adolphus takes the opportunity to kill any cultists he sees interacting with the double Character.

Sooner or later, Adolphus realises the double Character is not the true magister impedimentae: the confused looks with which they meet cult signs and other attempts at communication make this obvious. Even so, the double can still be useful as bait. As the cultists increase their efforts to make contact with the magister and find out what is going on — and, ultimately, decide that he has gone rogue and try to kill him — the cult exposes more and more of its members.

Adolphus tries to keep the double Character alive as long as possible without tipping his own hand, firing bolts from the shadows and arranging diversions and traps that lead cultists away from the party at crucial moments. In the end, though, he cares only that the double Character is useful.

A Trail of Bodies

Adolphus leaves dead Purple Hand cultists in his wake wherever he goes — which is to say, wherever the double Character goes. Soon, the cult leadership concludes that the magister has gone rogue and has started killing his former allies, and it responds by hiring assassins to stop him.

Adolphus is deliberately stirring up distrust in order to destabilise the cult’s power structure and weaken it from within. He does not care for the double beyond the fact that the Character draws even more cultists into the open, each less friendly than the last. Soon, these are more senior cult members rather than low-ranking messengers, so the double’s usefulness increases — but so does the difficulty of keeping the Character alive.

Innocent Souls

To reverse Adolphus’s role completely, the bounty hunter is a true champion of truth and justice, which is one of the reasons he was hired in the first place: he is less likely to become corrupted as he hunts the Purple Hand. Already troubled by the deception he practised in order to lead the magister to Bögenhafen, he is horrified when he finally learns the real cultist is dead. He is disgusted by the fact that an innocent soul — greedy, perhaps; less than honest, certainly; but still fundamentally innocent — is the target of increasingly aggressive Purple Hand agents on account of his own ruse. Bound by a sense of shame or a code of secrecy, he vows never to reveal himself or the truth to the hapless Characters, but to follow, observe, and protect without giving himself away. Eventually, depending upon how the Characters resolve the troubles in Bögenhafen, he may step from the shadows to suggest an alliance. Otherwise, Adolphus only reveals his true nature if the Characters manage to capture or corner him.

The Ubersreik Connection

Adolphus is working for Lady @UUID[Compendium.wfrp4e-rnhd.actors.hcAF95tFaOdoZoeF]{Emmanuelle Nacht}, the current de facto ruler of Ubersreik, and a woman with reasons to hate the Purple Hand. Instead of seeking to kill Kastor Lieberung, Adolphus has been charged to capture the magister impedimentae and bring him to Ubersreik to face Nacht.

If you choose to do this, have Adolphus trail the Characters everywhere they go, a constant shadow to their every deed. Instead of personally ambushing the Characters in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}, he sends his thugs to do it. He also gives them explicit instructions not to harm the double Character. Adolphus plans to whittle down the magister impedimentae’s allies before making his move. Similarly, Adolphus won’t personally attack the Characters in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}. Instead, he again sends minions to do this on his behalf, also with the intent of weakening what he believes are the magister impedimentae’s allies.

Adolphus makes his real move after the conclusion of Shadows Over Bögenhafen. He plans to capture Lieberung and any of his remaining allies, then drag them to Ubersreik to face his employer.

Assuming he’s successful, Nacht will quickly uncover the truth if the Characters are open, which potentially secures a powerful ally for the future. Even better, now the Characters are in Ubersreik,  you have the opportunity to play through parts of the WFRP Starter Set, or some of the Ubersreik Adventures, before heading off to start Death on the Reik.

" + } + } + }, + "Chapter 6 - The Schaffenfest": { + "name": "Chapter 6 - The Schaffenfest", + "pages": { + "Resolution": { + "name": "Resolution", + "text": "

Rewards

As well as XP for good roleplaying and fun times at the end of your gaming session, XP should be awarded for the following:

  • @Exp[5,Faced ‘Crusher’ Braugen]{5 points for facing ‘Crusher’ Braugen}

  • @Exp[10,Defeated ‘Crusher’ Braugen]{10 points for defeating ‘Crusher’ Braugen}

  • @Exp[5,Got your fortune told by ‘Mystic’ Megret]{5 points for having your fortune told by ‘Mystic’ Megret}

  • @Exp[10,Freed Gottri Gurnisson]{10 points for freeing Gottri Gurnisson}

  • @Exp[5,Recaptured the Goblin when it initially attempts escape]{5–10 points for recapturing the Goblin when it initially attempts escape}

  • @Exp[5,Dealt with a difficult Random Event]{5–10 points for dealing with a difficult Random Event}

  • @Exp[10,Agreed to track down the Mutant Goblin.]{10 points for agreeing to track down the Mutant Goblin.}

As always, if you wish to grant an award for other feats, use the listed XP amounts above as a guideline.

" + }, + "Rumours": { + "name": "Rumours", + "text": "

These rumours should be used in the same fashion as @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.LwuezrkCidrmlovt]{Rumours in Chapter 1}, but represent new gossip that has arisen since the party left Altdorf. Take note of the last rumour, because it’s huge, and it’s everywhere.

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    Don’t buy any horses from the Schaffenfest. The Watch stopped a drover from Averland trying to sell a mare with nine eyes blistered in her mouth! She’s now hanging from the East Gate.
    This rumour helps set the scene in the Empire; you can decide whether it is true or not, and whether it was the mare or the drover who was hanged

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    The Countess of Nuln’s niece had a wizard murder a love-rival at a Black Powder Week party a few weeks ago. But that’s typical for Nuln, I hear.
    Partially true. For more on @UUID[Compendium.wfrp4e-rnhd.actors.J8AHNs6dcy40mhXr]{Gravin Maria Ulrike}, the Countess’s niece, see Rough Nights & Hard Days.

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  • The river Bögen is plagued by mutants. Three barges were sunk on the stretch from Castle Grauenburg in the last month. The graf needs to invest more in riverwardens! True, as the Characters will find out at the start of the next part of The Enemy Within, Death on the Reik.
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    There's a tale that a twin-tailed comet was spotted above Lachenbad, but seen nowhere else.
    This rumour sets the scene for the Empire and the End Times, where portentous events are becoming more commonplace.

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    The Duke of Midwald was found swinging from the High Oak of Bluttal, his eyes pecked free by ravens. His people hung him for having Ulrican sympathies after he returned from Altdorf with three new wolfhounds.
    This rumour sets the scene of current events in the Empire; you decide whether it is true or not.

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    The Emperor has turned his back on the Colleges of Magic, that’s why he commissioned the Imperial Engineers School to build his new messenger towers. It’s about time the Emperor saw sense and got rid of those witches!
    Partially true, as becomes clear in the next part of The Enemy Within, Death on the Reik.

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    My cousin recently returned from Altdorf with black hair. But it was always blonde before that. She swears I’m lying, but I’m not!
    Possibly true. Something is very wrong in Altdorf, and things do change there, as explained in @UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.wX5IMaLeqiDVU8NR#adventuring-in-the-capital]{Adventuring In The Capital}.

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    The hamlet of Stust was overrun by mutants and beastmen from the forests. All that remains are piles of skulls and broken bones.
    This rumour is for setting the scene; you can decide whether it is true or not. It probably is.

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    @UUID[Actor.LG5qATEIFPE9bezB]{Councillor Teugen} only attends guild meetings in the evenings. He’s had the entire Merchants’ Guild timetables reorganised to his nocturnal preferences.
    This rumour is common across Bögenhafen, but like most rumours regarding Teugen, it somewhat misses the mark.

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    The mists down the Bögen are getting worse. Mark my words, that means trouble!
    Probably true. The mists on the Bögen are heavier every year, and trouble is indeed coming to Bögenhafen.

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    The sewers of Bögenhafen are no longer patrolled! What is the town council doing? Things live down there now!
    This rumour is all too true. The Ordo Septenarius does what it can to ensure its activities below Bögenhafen remain unobserved.

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    Father Huss, a bear of a Sigmarite from the north, passed through Bögenhafen last month and demanded entrance to the High Temple of Sigmar. Who ever heard of a northern Sigmarite? Of course, he was turned away!
    Partially true. Father Luthor Huss, a Sigmarite, did pass through Bögenhafen recently, and he is from the north. However, the assumption that he was turned away is simple prejudice.

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    If you see a crow, you take it down and nail it to a crow post! Crows are the eyes of the Dark Gods, don’t you know. But don’t get them mixed up with ravens. You don’t want to attract Morr’s attention!
    This rumour sets the scene; you decide the truth of it.

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    I saw a whole regiment of those Trott mercenaries marching south towards Schrabwald. There must be trouble brewing in the Vorbergland.
    True. There is trouble brewing in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{the Vorbergland}. A recent alliance between House Trott and House Jungfreud has resulted in a significant military build-up near Ubersreik. For more on this, refer to the Ubersreik Almanacs and the WFRP Starter Set.

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  • The Emperor has issued a new edict declaring that there are no Mutants in the Empire. The practice of exiling or slaughtering those unfortunate enough to carry some sort of physical deformity purely because of their appearance is henceforth illegal and punishable by death. This rumour is, somewhat unbelievably, entirely true. It hits Bögenhafen the same day as the Characters arrive, and is the talk of every tavern and beer tent. The reasons why the Emperor would allow such an edict are explained in the last instalment of The Enemy Within, Empire in Ruins, and cause significant political upheaval everywhere.
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" + }, + "Optional Encounters": { + "name": "Optional Encounters", + "text": "

The optional encounters described here can be used as you see fit for your version of the Schaffenfest, and can be presented in any order. It is not necessary to use them all, and many work as well within the town as at the fair, so can be used later. Any encounters you decide not to use can easily be recycled into any town-based adventure.

Medicine Shows

There are several Medicine Shows dotted around the Schaffenfest. A blend of sideshow and stall, most are run by charlatans whose only concern is to make money by selling some worthless concoction as a panacea. Among the wares advertised by these rogues are, ‘Doctor Zeuss’s Wonder Tonic’, ‘Rare Elven Spirit Water’, and ‘Genuine Norscan Silver Talismans’. 

The properties claimed for these products are many and varied, such as ‘...cures colic, rheumatics, warts, and bad breath’, or ‘keeps out the cold, evil spirits, and the neighbour’s cat...’ and so on. As far as these disreputable types go, the precise nature of the product, and the asking price (typically [[/r 2d10]] shillings), are left to your discretion. 

Elvyra Kleinestun

There is one stall, owned by @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}, where real herbal remedies can be acquired. The fact that most of them are useless unless applied by a Character with Heal Skill is beside the point! 

Any Character with Lore (Herbs or Plants), Trade (Apothecary or Herbalist) or any other Skill you deem relevant, realises her sales pitch isn’t nonsense, and can immediately identify her herbs as genuine.

@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra} is delighted to meet any Character who ‘knows their herbs from cowdung’. Although her goods sell for twice the normal price, she can be bargained down using the Haggle Skill. 

If she takes to the Characters, Elvyra suggests that if any of them ever wants to take up some ‘serious pharmaceutical studies’, they should visit her home in Weissbruck, where she can provide tuition. 

If that holds no interest to them, she says the Characters would be welcome to visit her anyway whenever they happen to be passing through the town. 

The party will have the opportunity to do just that, and to help her out of a tricky situation, in the next instalment of the campaign: Death on the Reik. Because of this, it is worth ensuring the Characters meet @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra}. She is a good friend to have at the fair, especially if — or, more likely, when — one or more Characters needs medical attention. 

@UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}

Fortune Tellers

Clairvoyants, palmists, and self-proclaimed prophets generally set up shop in small, dimly-lit tents to tell fortunes for a small fee, generally between @Pay[5bp]{5}–@Pay[16bp]{16d}. The price varies not only from fortune teller to fortune teller, but also according to the fortune teller’s estimation of how much the customer can be persuaded to part with. The fortune telling may be done in a number of ways, including palmistry, cards, dice, crystal balls, tea leaves and more. Most fortune tellers employ a number of these methods, each with their corresponding props. Standard predictions concern meeting tall, dark strangers or going on long journeys, but a ‘genuine’ fortune teller may provide a Character with some useful information.

Mystic Megret

@UUID[Actor.dmmVkC0VqXRKmwrG]{‘Mystic Megret’} has been peering into the future all her life. Her prognostications, whilst not always immediately decipherable, even to herself, are almost always true. Having the party encounter her bright-red and yellow tent provides you with an opportunity to sow various hints and clues about what is going on in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}. Depending on when the Characters hear them, Megret’s pronouncements may be useful, or they may simply help to build atmosphere. They likely mean nothing at the time, but when they come true the Characters, and the Players, are left with an uneasy feeling. The following are some of Megret’s sample predictions. Do not give them all at once, but allow the Characters to come back for more whenever they like, either as a group or individually.

@UUID[Actor.dmmVkC0VqXRKmwrG]{Megret See}

  • I see a dark place. A narrow place, with water. There is death there.
    This refers to the sewer where @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}’s body @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#gottris-corpse]{will be dumped}.

  • Beware of a big man, a rich man. He will bring much danger.
    This is a reference to @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}.

  • I see a dark man. He is not what he seems.
    This refers to @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, the Daemon summoned by Teugen.

  • The sign of the rose is red, dripping blood.
    A red rose, stylised into a cross, is the badge of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#teugen]{House of Teugen}.

  • I see seven men, and two. One of the two will destroy the others, and many more besides.
    The ‘seven men’ are the members of the Inner Council of the Ordo Septenarius. The ‘two’ are @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}.

    This final prediction should not be given until the adventurers have returned from the sewers after discovering @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson’s} body.

  • The great killed the small, and the highest serve the lowest. You are in great danger. The Eye is upon you.
    This is a cryptic reference to the fact that @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} killed @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri the Dwarf}, and that the ruling classes of @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} are unwitting pawns of a Greater Daemon of the Chaos God Tzeentch.

Like her father before her, Megret is highly skilled at her profession. She could prove to be a useful mentor if there are any Characters looking to become mystics. Of course, if your party includes such a Character, Megret knows this already, and introduces herself.

Random Events

Either use any event listed here when you feel it is most appropriate, or randomly roll on the @Table[optional-encounters-schaffenfest]{Optional Encounters} table whenever the Characters are  wandering the fair and little else is happening. If an event needs an NPC, use the generic Fairgoers Characteristics, listed as either @UUID[Actor.URUKE96IWJonCwms]{Burgher}, @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasant}, @UUID[Actor.1gfSvtfgnizGaXWB]{Rogue}, or @UUID[Actor.eR95rwLF0gZUgRQs]{Warrior}.

Accusation

A stallholder or other fairgoer accuses a Character of theft and raises a hue and cry; all NPCs in the immediate area (@UUID[Actor.URUKE96IWJonCwms]{Burghers}) attempt to hold the Characters until a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives to arrest them. There has obviously been some mistake, and provided the Characters do not try to prove their innocence by fighting the Watch, they are eventually released. However, the patrol @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} is still going to take some convincing.

Arrest

The Characters see someone being dragged off by a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol}, loudly claiming to be innocent. You may like to provide further clues as to the accused’s innocence or guilt. If this event is run after the @UUID[Compendium.wfrp4e-core.items.KEEmMZK5mpcoRU69]{Thief} event, the NPC could well be the same one. What action the Characters take, if any, is up to them.

Beer Tent

This location is an improvised tavern, where fairgoers refresh themselves, exchange gossip, and generally take a break from the hubbub. As the day wears on, these places gradually fill up and the customers become rowdier. There is a [[/r 1d10]]{10%} chance of a brawl being in progress in any beer tent that the Characters pass (see the @UUID[.KrRntV6J4kytBcjR#brawl]{Brawl} event). The most talked about rumour is the @UUID[.BYIYCOy1Yvf8irO8]{Mutant Edict}.

Beggar

The Characters are accosted by a beggar (Rogue) who asks, pitifully, whether anyone can spare a few pennies. If Characters give the beggar any money, there is a [[/r 1d10]]{50%} chance that another beggar accosts them during the course of the next three encounters. 

If the Characters do not provide any coin, there is a [[/r 1d10]]{50%} chance the beggar will follow them for [[/r 1d10]] minutes, shouting abuse.

Bigotry

A crowd of drunken yokels (Peasants) picks on the Characters. The reason why is up to you. It may be because they are from out of town, or because they have an Elf, Dwarf, Halfling, spellcaster or some other easy object of bigotry with them. 

There are [[/gmr 1d10+10]] yokels, who become increasingly offensive, possibly even throwing rotten fruit or worse. If a fight breaks out, a four-man @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives within [[/gmr 1d10]] Rounds, arresting everyone involved in the brawl.

Bodyguard

One of the Characters is shouldered aside by a bodyguard (@UUID[Actor.eR95rwLF0gZUgRQs]{Warrior}) accompanying one of the town’s nobles or merchants around the fair (Burgher). 

If a fight breaks out, the noble or merchant attempts to use his influence to pin all the blame on the Characters when a  @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives after [[/gmr 1d10]] Rounds. 

A successful Opposed Charm Test against the town dignitary convinces the Watch that the Characters were the victims. Clearly the patrol recognises the bodyguard as a well-known troublemaker, for all he is let off with just a caution.

Brawl

The adventurers come across a brawl in progress. Select the participants or roll [[/gmr 1d10]] to discover who is involved on the table below.

A four-person @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives in [[/gmr 1d10]] Rounds to arrest as many of the participants as possible. In the confusion it is highly likely that one or more innocent bystanders (including one or more Characters) are arrested as well, and dragged to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}.

[[/r 1d10]] RollBrawl is between: 
1-5Members of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters’} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores’} Guilds (@UUID[Actor.URUKE96IWJonCwms]{Burghers} against more Burghers)
6-7Townspeople and visiting farmers (@UUID[Actor.URUKE96IWJonCwms]{Burghers} and @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasants})
8-9[[/r 1d10]] locals (@UUID[Actor.URUKE96IWJonCwms]{Burghers} or @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasants}) beating up an Elf
10Off-duty mercenaries (@UUID[Actor.eR95rwLF0gZUgRQs]{Warriors}) and locals (@UUID[Actor.URUKE96IWJonCwms]{Burghers} or @UUID[Actor.eiV1ZJa609c5w3Z3]{Peasants}

Bunko Artist

In an improvised side-stall, the Characters notice what appears to be a straightforward game of chance. In fact, the game is being run by a charlatan (@UUID[Actor.1gfSvtfgnizGaXWB]{Rogue}). 

A combination of sleight of hand, rigged props, and bluffing makes it virtually impossible for the bunko artist to lose. If any Character decides to take up the challenge, they are permitted a Very Hard (−30) Perception Test to spot how the game  is rigged.

Favourite games include telling which of three shells or cups covers a coin or ball, trying to draw certain cards from a deck (for example: each one higher than the last, all of different suits, etc.), or trying to throw rope or wooden quoits over prizes which are fractionally wider than the quoits.

Entertainer

One or more entertainers (@UUID[Actor.URUKE96IWJonCwms]{Townsmen}) have set up an impromptu sideshow and are busking. Typical sideshows include troupes of actors and mime artists, entertainers with performing animals, escapologists, fire eaters, jugglers, and comics. The precise nature of the sideshow is left for you to decide.

Escaped Livestock

Some livestock have escaped from the market and are stampeding through the crowd.

The animal comes charging from an unexpected direction, and attacks one random Character, who also receives a @Condition[Surprised] Condition. The animals are somewhat maddened, and charge right by unless the Characters tackle them, perhaps with use of the Animal Training or Charm Animal Skills. If any of the animals are safely captured, the owner thanks those responsible and offers a @Credit[10bp mode=split]{10bp} reward. If any animals are killed, the owners (@UUID[Actor.URUKE96IWJonCwms]{Burghers}) expect to be paid for their loss, and summon the @UUID[Actor.nCzNGuS22drsDAIe]{Schaffenfest Watch} if this cannot be settled amicably. The Watch, if summoned, escort everyone to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court} so a fair judgement can be resolved.

[[/gmr 1d10]]Livestock
1-5@UUID[Actor.KxYyRAicno7YtmVR]{Sheep}
6-7@UUID[Actor.Y8rPjEHnWmPLyo0I]{Cow}
8-9@UUID[Actor.CTE9Gs7ZibYYv2f0]{Goat}
10@UUID[Actor.43DTVruW8MPuRui4]{Boar}

Fair Games

The Schaffenfest hosts various simple sporting events, most of which are sponsored by local taverns and inns who offer prizes of beer and wine to the winners. The events, which include flat races, anchor rolling, greased pole climbing, hammer throwing, tug o’war, and as many more as you care to create, are not centrally organised, so have no fixed location. As the Characters are making their way through the fair, it is common for an event organiser to call out for participants. Do they join in?

  • Flat Race: Perform an Extended Average (+20) Athletics Test, and add your Movement to the SL to create a Total each Round. The first to reach the target of +15 SL wins.

  • Anchor Rolling: Perform a Futile (−40) Strength Test. Success flips the enormous anchor once. An Impressive Failure (−4 SL) or worse gives you a @Condition[Fatigued] Condition. If you have more Fatigued Conditions than your Toughness Bonus, you collapse. A hearty drink or half an hour’s rest removes the Fatigued Conditions. The first to flip the anchor three times wins.

  • Greased Pole Climbing: Perform an Extended Futile (−40) Climb Test. The first to +8 SL wins.

  • Hammer Throwing: Perform an Average (+20) Ranged (Throw) Test and add your Strength Bonus to the SL to determine how far you have thrown the hammer. The Character with the highest total throws farthest and wins. Each Character has 3 attempts.

  • Tug o’ War: Two teams of four, six, or eight pull on opposite ends of a rope in a test of strength. Every team member rolls an Easy (+40) Strength Test and they add their SLs together for a team total. The team with the highest SL total wins the bout.

Further, if you have Rough Nights & Hard Days, there is also @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.IEIxf2v9QunTVQ2f]{Dwile Flonking} and @UUID[Compendium.wfrp4e-middenheim.scenes.QcGj1gJ11g6rSAnd]{Middenball} on offer, as well as any other pub games you would like to add.

Mercenaries

The Characters encounter a group of [[/gmr 1d10+1]] mercenaries (@UUID[Actor.eR95rwLF0gZUgRQs]{Warriors}) who have accompanied a merchant to the town. They are off-duty, drunk, and looking for trouble. They start by hurling abuse at the Characters. If a fight breaks out, a four-man @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} arrives [[/gmr 1d10]] Rounds later to arrest all those involved in the brawl.

Vendors

Throughout the fair there are numerous small-time hawkers (@UUID[Actor.URUKE96IWJonCwms]{Burgher}), some wandering about with trays of goods around their necks, others tending small stalls. Most of these are locals who view the Schaffenfest as an opportunity to fleece the many visitors to the town. Most of the items for sale are either worthless rubbish or some sort of food (pies, sweetmeats, and similar). Prices are usually between @Pay[5bp]{5d} and @Pay[2ss]{2 shilllings}. 

Goods will generally cost double their listed price since everyone takes advantage of the fair to raise their prices. However, these prices may be reduced with use of the Haggle Skill.

Thief

This event may be presented in one of two ways. Either the Characters see a pickpocket (@UUID[Actor.1gfSvtfgnizGaXWB]{Rogue}) robbing a wealthy citizen (@UUID[Actor.URUKE96IWJonCwms]{Burgher}), or a pickpocket attempts to rob one of the party. In the former case, the Characters may attempt to apprehend the thief themselves, or raise a hue and cry that draws a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} in [[/gmr 1d10]] Rounds. 

If one of the party is targeted, you should choose the victim randomly unless one of the Characters has been conspicuously throwing money about. If the thief makes a successful Opposed Sleight of Hand/Perception Test, the victim does not notice the loss for [[/gmr 2d10]] Rounds.

Watch Patrol

The adventurers pass a four-man patrol from the @UUID[Actor.nCzNGuS22drsDAIe]{Schaffenfest Watch}. It is their duty to patrol the fairground, keeping order and watching out for thieves and other undesirables. If the Characters behave suspiciously in any way they may be stopped and questioned, and if they cause any trouble they will be arrested.

" + }, + "Primary Locations": { + "name": "Primary Locations", + "text": "

The Schaffenfest has an enormous array of different attractions for the Characters to visit. The following are the most important locations to the adventure and the fair, but you should feel free to expand upon these as will be most appreciated by your group. 

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Perhaps there is a big top where the famous Cuppolalinni Family Circus astounds the gathered crowds? Or maybe two Myrmidian nuns put on an astonishing display of martial skills to attract new members to their order? Or perhaps Empress Edna, one of the great comic operas of Guillibert and Solomon, echoes across the Schaffenfest from the Admiral’s Crew, a choir of entertainers from Altdorf ? It’s up to you.

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Wrestling Ring

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A @UUID[Actor.akfYzVvdVRvSjl6q]{garishly dressed entertainer} stands in front of a roped-off area, inviting hopeful contenders from the crowd to fight a tattooed, and clearly exhausted, champion for a potential purse of @Credit[4gc]{4 Crowns}. 

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‘Step right this way and make yourself two crowns! That's right, two whole crowns for no more than a few minutes’ mild exertion! All you need do is last three minutes in the ring with my champion! Two crowns if you last three minutes, four if you defeat the champion within that time! You, there! You look fast on your feet! Do you think you could stay out of trouble for three minutes? It’s not that long, you know! And you! Yes, you! Why don't you show your friends just how strong you are? Just a two-shilling entrance fee and he’s all yours!’

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‘Come along, friends, who’ll take him on? Just a two-shilling investment, and you could have it back 20 or 40 times over in just three minutes! Why, if I were a moneylender, I’d get locked up for charging interest like that!’

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If no one shows any interest, someone in the crowd pushes a Character forward and calls out, ‘I’ll have a go!’ Everyone, of course, thinks it was the pushed Character who called out, and the cheering crowds may be impossible to deny.

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A successful Intuition Test notes the exhausted appearance of the champion is part of the show; after all, if the champion appears too tough, there would be fewer willing challengers.

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@UUID[Actor.akfYzVvdVRvSjl6q]{Klaus Schattiger}

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@UUID[Actor.UH2gt20wqUGGNAyU]{'Crusher' Braugen}

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If a bout is entered (costing @Pay[2ss]{2 shillings}), it takes 18 Rounds for 3 minutes to pass. The only Melee Skill allowed is Melee (Brawling). The @UUID[Actor.UH2gt20wqUGGNAyU]{champion}, circles the challenger warily for the first few Rounds, building Advantage using his Intuition Skill if not attacked. He feigns less skill than he has to avoid discouraging further challengers, so for the first 12 Rounds, if he wins any Round, he counts as scoring only +0 SL regardless of how well he wins. After Round 12, he hits hard, seeking to take his opponent out. The first Character to lose all Wounds loses.

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    @UUID[Actor.akfYzVvdVRvSjl6q]{Klaus Schattiger}’s champion, @UUID[Actor.UH2gt20wqUGGNAyU]{'Crusher' Braugen}, twisted his ankle in his last bout, so he needs a new champion for the rest of the day. This could be a good earner for a Warrior Character. To simulate the day’s work in the ring, perform 5 Opposed Melee (Brawling) Tests against a Melee (Brawling) of 40. Total the SL of each Test. If the Total is +0 SL or more, the Character earns 1 + SL shillings. If the total is −0 SL or fewer, then the Character owes Klaus [[/r 1d10]] shillings to cover the day’s losses. Regardless of the performance, the Character also loses [[/r 1d10]] – SL Wounds (minimum of 1), and must pass a Challenging (+0) Endurance Test or gain +1 @Condition[Fatigued] Condition, plus a further +1 Fatigued Condition per –2 SL scored on this Test.

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  • Rosa Blatt, owner of the Bögen Beer Tent, is scared. @UUID[Actor.UH2gt20wqUGGNAyU]{'Crusher' Braugen} has been drinking all day in her tent, and for the last three hours has been scowling at her. She approaches the Characters with the promise of free beer for a day if they can remove the intimidating wrestler. Actually, ‘Crusher’ is smitten with Rosa. He earlier pretended to twist his ankle so he could visit her and offer a flower to express his admiration. But, crippled with self-doubt and fear, he instead drank all day, crushed his flower, and glowered. 'Crusher' responds very poorly to threats, but is receptive to simple understanding. If a Character can somehow organise a date between him and Rosa, he cries tears of simple joy, and agrees to throw a fight the following day.
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Livestock Market

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The northern section of the Schaffenfest is dominated by a sprawling livestock market. Its thick air is alive with the sounds and smells of thousands of beasts and their busy handlers. It consists of two wide auction rings for larger animals, dozens of secondary rings for smaller and more specialist animals, and an uncounted number of well-guarded livestock pens. All farm animals are available, but sheep, cattle, horses, pigs, and poultry are most common, with donkeys, cats, dogs, and occasionally rarer creatures also on offer.

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On the first two days, the auction rings host the Grand Parade, where animals are trooped out by the owners to be judged. The best animals win ribbons for ‘Champions’ (best animal of each sex within a breed), ‘Primes’ (best example of a breed), ‘Prizes’ (best example of each animal), and the ‘King’ and ‘Queen’ (best animal of each sex). Possibly for historic reasons, most Kings and Queens of Schaffenfest are sheep. Having an animal win a ribbon can change a farmer’s fortunes, for prize animals earn many times their standard price when sold. Because of this, the competition is fierce.

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At midnight on day two, as gathered merchants hold their breath in anticipation and tax inspectors look on with arms folded, loud bells ring and ‘Geltgrubetag’ begins with a roar of bids and counterbids. For the next 24 hours, all livestock sales are tax-free. Folk travel far to benefit from this unique offer, which only applies to domesticated stock physically in the market. In recent years, the day of frenzied commerce has become somewhat of a spectator sport, with folk gathering to watch traders do everything they can to push as many sales through as possible, ferrying animals at speed as the Duke of Saponatheim’s agents ensure all trades are conducted legally.

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The auction rings are bustling on all three days as stock is brought from the pens and paraded round under the farmers’ and buyers’ critical eyes. But they are always busiest on Geltgrubestag when the stock is actually sold.

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    An almighty screech pierces the air from the livestock market, followed by a terrible racket as disturbed animals panic in their pens and worried farmers flee. If investigated, the Characters find a flapping, distressed Hippogriff caged beside the poultry pens. Not far from it, frowning Gordi Widdensehen, a local monster-hunter of some repute, is being lectured by a tax inspector. ‘No, Herr Widdensehen, don’t matter what you say, this ain’t no giant chicken. And it certainly ain’t no “domesticated animal”. You can sell it on Geltgrubetag all you want, but you will be paying tax if you do!’

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  • Aberich the @UUID[Actor.KxYyRAicno7YtmVR]{sheep}, a Hopfberg Longhorn owned by Nanci Alschwartz, is almost certain to be crowned King of Schaffenfest. Talya Schwering, owner of Jeph the @UUID[Actor.KxYyRAicno7YtmVR]{sheep}, a Vorbergland Longwool, is willing to pay to make sure that doesn’t happen. After all, if Jeph is crowned, he will be worth ten times what he was before. Maybe twenty! Will any Characters be willing to club Aberich to death for @Credit[2gc mode=split]{2 GC}? And, should they manage to do the dark deed, how will they react when Jeph doesn’t win the ribbon, and Talya can’t afford to pay?
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Jousting Lists

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The more respectable elements of the town are gathered at the Jousting Lists, where preparations are being made for a three-day tourney focusing on jousting, although there is a Grand Mêlée on day three. There are various groups of people discussing the finer points of the sport in a pseudo-sophisticated manner, and any ‘commoners’ interrupting (likely including the Characters) are greeted with frosty looks. A royal pavilion, packed with nobles from across Reikland, is set up against the town wall before a long wooden barrier with a clump of circular tents at either end. Opposite the pavilion are wooden stands from which commoners can spectate. Various knights, squires, and men-at-arms are readying themselves among the tents, and two mounted knights are tilting at each other.

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The joust is between the extended retinue of Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim}, the local liege lord of this part of the Reikland, and that of Grand Duke Leopold of Middenland, who is visiting the Reikland with a significant group of retainers. It is not an open contest, so outside challengers are not welcome. Squires seeking employment with one of the knights receive a patronising rebuttal. Characters who stray from the commoner stands and are not obviously from the upper classes find themselves repeatedly moved on by the @UUID[Actor.nCzNGuS22drsDAIe]{Town Watch}, @UUID[Actor.eR95rwLF0gZUgRQs]{soldiers}, or household guards, and are insulted by drunken young rakes as well. If the Characters respond in kind, they will find themselves arrested. 

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If you want more information about the core Characters in House Saponatheim, refer to @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim} and Rough Nights & Hard Days.

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    Primus von Bildhofen is terrified. He does not want to joust, no matter what his father, Grand Duke Leopold, demands. When a servant reports she’s spotted someone who could almost be Primus’s double, physically, a brilliant idea springs to mind: Primus could send the Character jousting in his place! After all, his armour is fully enclosed, so no one would ever know his duplicity. Really, what could possibly go wrong?

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  • A fine feast is being prepared by the royal pavilion to celebrate Grand Duke Leopold’s presence in Bögenhafen. When the Characters note a Saponatheim servant acting suspiciously, then clearly pouring something into the gilded punch bowl, do they do anything?
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Festival Court and Stocks

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The Festival Court is a large tent with the town’s coat of arms hanging outside. It is set up for the duration of the Schaffenfest to hear grievances that arise during the fair, and administer justice on the spot. Two Bögenhafen State Army halberdiers flank the entrance. They have orders only to admit those who have an interest in a particular case — generally the plaintiff, the defendant, and any witnesses. 

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Inside the tent are two more halberdiers and Chief Magistrate @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}, who hears a constant stream of petty cases all day. If the Characters happen to listen in to any of them, improvise any details required, perhaps using the @UUID[.KrRntV6J4kytBcjR#random-events]{Random Encounters} as inspiration.

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@UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}

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Any Character accused of a crime, rightly or wrongly, is dragged to the Festival Court to be tried. The accused can either make a Challenging (+0) Charm Test or an Easy (+40) Lore (Law) Test to explain their side of the case, which is one step harder if the Character resisted arrest. The plaintiff then Opposes this with the same Test options. Richter will then make a judgement by making a Challenging (+0) Intuition Test. The winner of the Opposed Test between the defendant and plaintiff can then modify Richter’s final SL either up or down with their SL. If Richter ends up with a success (0+ SL), he determines the truth of what happened and makes the appropriate judgement. If Richter fails his Test, he instead gets the judgement wrong. 

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Any Character found guilty of a crime is fined a sum between 1 and 20 Shillings, according to the nature of the crime. Characters who are unable to pay their fines are placed in one of the two sets of stocks until nightfall or until the stocks are needed for another prisoner — a period of [[/gmroll 1d10]] hours. Any Characters in the stocks are pelted with rotten fruit and worse, thrown by a small but enthusiastic crowd of urchins. The Character must pass a Very Easy (+60) Endurance Test every hour. The first failed Test gives the Character +1 @Condition[Fatigued] Condition that is removed by a good night’s sleep in a bed. Any further failed Tests result in the loss of 1 Wound. 

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    As the Characters pass the Festival Court, a Halfling darts by and runs into the crowd. ‘Stop him!’ yells a soldier as he trips over his halberd and lands face-first in the mud. The Halfling — ‘Innocent’ Lowhaven — has Movement 3 with Athletics 39. If the Characters pursue him, use the Pursuit rules and set the initial Distance to 2. If caught, Innocent immediately gives up. If the Characters refuse his bribe of @Pay[6ss]{6 shillings} to forget they saw him, he returns to the court with no complaint. ‘Me, I’m Innocent, guv! An’ I never tell a lie.’ Richter supplies a reward of 1 shilling for his capture. Smiling, Innocent then remarks that, ‘I will not forget, or forgive, your part in this, mate!’

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    Ere, mate, have you got any spare crap? We’ve run out for throwin’ at the criminibles. We ain’t got money or anyfin, but we’ll use it well!’ The enterprising urchins aim to sell any offerings the Characters provide for @Pay[1bp]{1d} to anyone looking to pelt those in the stocks.

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Key Scene: The Drunken Dwarf

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Passing by the stocks outside the Festival Court, the Characters find one of the two sets of stocks occupied by @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}, a somewhat inebriated Dwarf. A small group of urchins taunts the unfortunate captive, throwing rotten fruit and various other objects at him.

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If anyone comes within earshot, Gottri begs pathetically to be lent the @Pay[2ss]{2 shillings} he needs to pay his fine and be released. If any Character pays his fine, he will fawn drunkenly over his deliverer in a most embarrassing manner, swearing friendship for life and telling all and sundry what a good friend he  has found.

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After a little while, though, he turns the conversation to his favourite topic: drink and how he might come by the next one. Play this role to the hilt, stressing how crude, embarrassing, and foul-smelling the Dwarf is, and generally making the Characters regret having paid his fine. 

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Those who join Gottri for a drink and try to learn his story, braving the hostile stares and muttered comments of everyone else in the beer tent, may learn that he was expelled from the Dwarven Engineers’ Guild for some invention that he cannot explain coherently, and that he has been drowing his sorrows ever since.

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@UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}

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The only way the Characters can rid themselves of Gottri is to give him enough money to buy himself a drink. If any Character does this (for any reason), the Dwarf immediately heads for the nearest beer tent without a thank-you, his face a fixed mix of determination and sadness. 

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Later, there is a [[/r 1d100]]{20%} chance that Gottri is drinking his way through any beer tent the Characters encounter after the Dwarf is freed from the stocks, and a cumulative 10% chance that he is back in the stocks whenever they pass the Festival Court again.

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The Characters probably end up giving Gottri a small amount of money to buy a drink just to be rid of him. If they should decide to keep Gottri with them, you should arrange for him to slip off unseen towards the end of the day, since he appears later in the adventure in @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#gottris-corpse]{quite different circumstances}.

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Options: The Lucky Dwarf!

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Players who know of @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri’s} fate may decide to spend a lot of time with Gottri, either to keep him safe or to try to learn who is going to murder him and later dump his body in the sewers. Gideon later chooses Gottri as a sacrifice to summon the Guardian Daemon because the Dwarf is alone and friendless, and will not be missed. However, if Gideon sees the Characters watching over the Dwarf, it picks another victim, meaning a different body is discovered later.

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Doctor Malthusius's Zoocopeia

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A semi-circular rope enclosure stands against the town wall marking out the edges of Doctor Malthusius’s Zoocopeia. At the back are two wagons, one of which has a banner on the side proclaiming ‘Doctor Malthusius’s Zoocopeia! Strange creatures from all korners of the worlde! The marvellous, the bizarre, the disgusting. Brought to you at enormous ekspense! No other like it in the worlde!’ The other wagon is a flatbed with a pile of stout wooden cages on it, all covered in oiled tarpaulins. Odd sounds come from within. Leaning against it are stacked a variety of signs for advertising the show, which will presumably be staked around the ring of rope.

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When the Characters first pass Doctor Malthusius’s Zoocopeia, it is closed. The good doctor is inside his wagon, making preparations. His companion, the seedy-looking Dwarf named @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni}, is checking the cages. If any come too close, Grunni shoos them away: ‘Oi! We ain’t bloody started yet. Come back in an hour. The Doctor will see you then!’

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    Grunni is hiring folk to wander the Schaffenfest holding a sign stating: ‘Doctor Malthusius’s Zoocopeia. Come see the bottomless maw!’ He will pay @Pay[1ss]{1 shilling} if the sign is carried for the day.

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    Witch Hunter Alprecht Kassel is in town and is interested in the Zoocopeia. He wants to know if @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} has captured any Mutants and kept them, a crime punishable by death. To find out, Kassel will hire folk less likely to raise suspicion than himself to investigate the travelling show. And if Mutants are found, Kassel intends to use the intelligence to blackmail Malthusius into joining his cause as one of the Silver Spires, a secretive cult dedicated to Tzeentch.

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Key Scene: The Runaway Goblin

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The Characters’ attention is drawn by the swelling crowds of excited onlookers, and the thunderous tones of the show-owner who is busily drumming up a crowd.

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‘Roll up, roll up,’ he cries, ‘ln just one hour you will witness the most original and astounding display of zoological curiosities ever placed on exhibition in the entire length and breadth of our glorious Empire!’

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‘Welcome to Doctor Malthusius’s Zoocopeia! Gathered together for your education, entertainment, and edification from the far corners of the known world at incalculable expense! The unusual! The bizarre! Yes, even the faintly disgusting! You will never see its like again, my friends, not if you live to see a thousand years!’

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If the Characters elbow their way to the front of the crowd, they see most of the cages are covered with tarpaulins. A strange creature that appears to be a small, three-legged @UUID[Actor.ofriuk4J7tV25DRG]{Goblin} peers out of a cage. It is huddled miserably in a corner, arms folded, tethered to a stake by a chain attached to an iron collar. While @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} is gathering his grinning crowd, Grunni skulks around the cages, preparing for the show to begin. The Goblin, upon seeing the approaching Dwarf, panics, and yanks hard at the iron collar about its neck, desperate to get away. And then the collar snaps…

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@UUID[Actor.kQyaJB0lSLQ2NLu8]{Hans Pfliefer}

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@UUID[Actor.hbVvPCmCGOAshxs9]{Grunni}

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@UUID[Actor.ofriuk4J7tV25DRG]{Mutant Goblin}

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Having broken the poorly forged iron collar, the skinny @UUID[Actor.ofriuk4J7tV25DRG]{Goblin} squeezes through the bars of its cage, and is off. As the crowd gasps and screams, the panicking creature runs straight at the Characters, who may make a Challenging (+0) Melee (Brawling) Test to catch it. If the Goblin evades the Characters, it is captured by other members of the crowd.

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In either case, @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} is extremely grateful for the help in recovering his exhibit, and gives each Character (plus any members of the crowd who assisted) @Credit[1ss mode=each]{1 shilling} each, inviting all to watch his show for free. 

\n

Once everyone is calmed, @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} starts takes the @Pay[1ss]{1-shilling} entry fee as he lets the excited folk into the roped ring. Once everyone is in, Doctor Malthusius checks the crowd for Witch Hunters. Once happy, he takes centre stage as Grunni brings forth various oddities and curiosities for his audience to view. He shows an array of extraordinary creatures, including ‘the Horrendously Hairy Horror of Hochland!’ (a long-haired ape bought in Marienburg), ‘the Dastardly One-eyed Dog of Diesdorf!’ (an actual Mutant with a single eye in its forehead, and quite illegal), ‘the Immeasurable Maw of the Middle Mountains’ (a relatively small Squig), and ‘the Ghastly Three-Legged Goblin of the Grissenwald!’

\n

As @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} leads the @UUID[Actor.ofriuk4J7tV25DRG]{Goblin} out, it suddenly turns, bites his hand, and makes another break for freedom. The crowd panics, getting in the way and effectively preventing any Character from pursuing the Goblin before it vanishes into a small hole in the town wall behind Malthusius where an iron grating has rusted away to nothing. The Characters have no realistic chance of preventing this escape.

\n

Soon, a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} of State Soldiers arrives to determine the cause of the disturbance. By the time it arrives, @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} has already returned most of Mathusius’s exhibits to their cages; besides the Goblin, of course. If the Characters don’t volunteer what happened, Malthusius steps forward and theatrically explains the most recent events, carefully avoiding any  mention of the Goblin being a Mutant. ‘Of course, my exhibits sometimes get out of hand. But we are very careful that all our displays are completely legal. ‘Tis naught more than a Goblin, fine sirs!’ If the Characters mention the extra leg, the soldiers frown, and Malthusius grins as innocently as he possibly can.

\n

Realising that it’s more than they can handle, the soldiers soon escort @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius}, @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni}, and the Characters to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}, where Magistrate @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter} hears their reports. Doctor Malthusius immediately offers the Characters a reward of @Credit[5gc mode=split]{5 crowns} for the safe return of the Goblin, saying that he is ‘a concerned member of the citizenship, and it is important I play my part in securing this menace!’ Richter nods, impressed with such civic talk, and also offers the Characters the same amount from the town’s purse for clearing the Goblin out of the sewers. He also adds, if the Characters captured the Goblin once before, that ‘Since you have caught it previously, it should not be too onerous a task.’  By the time the case has been heard, and a course of action has been decided upon, it is nearly dark and the fair will be closing for the night. If the Characters accept the job, they are offered accommodation at the town’s expense at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.F90QVpybJBI8at4x]{Journey's End Inn}, a comfortable inn near the East Gate.

\n

Once the Characters drop their baggage at the inn, they are expected to start work immediately. @UUID[Actor.P3HlNMK6rubzDoxM]{Richter} only delays the search if one or more of them is wounded and needs a night’s rest to recover. Only thin Characters with the @UUID[Compendium.wfrp4e-core.items.TaYriYcJkFuIdBKp]{Contortionist} Talent can enter the sewers by the route used by the Goblin, and they cannot carry any trappings with them if they do this. Other Characters are led to a manhole cover and let down into the sewers from there (Point A on the @UUID[Scene.o2rtweOR2Yq5q797]{sewer map})

" + }, + "The Schaffenfest": { + "name": "The Schaffenfest", + "text": "

Our Heroes, having found the inheritance was a sham, likely need some cheering up. Fortunately, one of the Reikland’s largest festivals is happening just a stone’s throw away:  the Schaffenfest!

\n

Visiting The Schaffenfest

\n

Every spring, folk from across the Reikland flock to Bögenhafen for @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. As well as the extensive livestock market, there are scores of stalls and sideshows of all kinds, making the three-day fair a great attraction and a highlight of the town’s calendar. The area between the East Gate and Postern Gate is crowded with livestock pens, market stalls, and sideshows of every description, and the air rings with the cries of entertainers and hawkers. 

\n

Whether or not the Characters go in search of the lawyers’ office first, they will likely want to visit the Schaffenfest. Josef lets them know that he will be there to attend to his business. Although the Characters may plan to seek their fortunes elsewhere, they are stuck in Bögenhafen for at least a day or two, and the fair is a good way to pass time while they arrange new transport. Besides, everyone also knows a fair is a good place to find employment. A pouch of coins from an odd job bodyguarding or delivering goods helps finance travel plans. If they are particularly lucky they may come across a local noble who is planning an expedition like the one they missed in Altdorf. All things considered, there is no reason to be anywhere else.  Josef (or any passer-by) can give directions to the Schaffenfest: 

\n

Turn left on to the Hafenstrasse and keep goin’ straight on to the East Gate. You can’t miss it!’ The streets are decorated with coloured bunting, and the main flow of the crowds is eastwards to the fair. The party is soon surrounded by happy, laughing festival-goers, all eager to enjoy what the Schaffenfest has to offer.

\n
\n

Running the Schaffenfest

\n

The Characters can roam the Schaffenfest at their own pace, exploring the fair’s attractions and getting into various kinds of trouble depending upon how they react to the fair’s many attractions. In the midst of doing this, there are two Key Scenes that must happen for the adventure to proceed, preferably in the following order.

\n
    \n
  1. \n

    @UUID[.bJXsdQq1rSN5tfqd#key-scene:-the-drunken-dwarf]{Key Scene: The Drunken Dwarf} — The Characters notice the drunken Dwarf in the stocks outside the @UUID[.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{Festival Court}

    \n
  2. \n
  3. \n

    Key Scene: The Runaway Goblin — The Characters witness the escape of a three-legged Mutant Goblin from @UUID[.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Doctor Malthusius’s Zoocopeia}.

    \n
  4. \n
\n

The party can wander the Schaffenfest freely, enjoying one of the best festivals the Empire has to offer. To help you bring it to life, this chapter presents a selection of @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR]{Optional Encounters} to use as you wish, and also describes five @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd]{Primary Locations} representing places important to the adventure or the festival. Included in the Primary Locations are the two Key Scenes you must present for the adventure to progress. Each Primary Location also offers two optional encounters you can use as you see fit. 

\n

Your task in this part of the adventure is to bring the noisy, crowded, bustling fairground to life as the Characters explore the stalls and sideshows, interacting with the events and interesting NPCs, just as people do at a real fair. Describe the atmosphere, including the great mixture of folk brushing shoulders with each other, from dirty beggars to well-dressed artisans, from brightly-clothed entertainers to sombre-looking watchmen — the entire spectrum of Bögenhafen’s populace is represented. There are labourers singing loudly and out of tune (having over-indulged themselves at one of the beer tents), babies crying, pedlars hawking their wares, all interwoven with the general hubbub of people enjoying themselves.

\n

The Watch

\n

@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest} is too large for the @UUID[Actor.nCzNGuS22drsDAIe]{Bögenhafen Watch} to patrol alone, so many temporary recruits are drafted in to support the State Army soldiers that keep the peace. Because of this, very few are actually good at their job.

\n

The response to someone calling out for the Watch is slow during the busy fair, so it normally takes 2 to 20 ([[/gmroll 2d10]]) minutes for a patrol to arrive. Profiles for the Watch:

\n
\n

@UUID[Actor.4RZRWe2dSK8hA9OZ]{Bögenhafen Watch Recruits}     @UUID[Actor.nCzNGuS22drsDAIe]{Bögenhafen Watchman}     @UUID[Actor.opX8C6mLOuvFvV0B]{Bögenhafen Watch Sergeant}.

\n

Arrested!

\n

If any of the party are stopped under suspicious circumstances, arrest can be avoided with a Simple Challenging (+0) Charm Test. Alternatively, Characters can bribe the Watch. The price of their cooperation usually varies from 2 to 20 Silver ([[/gmroll 2d10]]), depending on the nature of the party’s indiscretion. If a patrol leader cannot be swayed (or bribed), the Characters are arrested.

\n

Should the Characters resist arrest with violence, the Watch respond in kind. Such behaviour is clear proof of guilt, and there is no point risking injury to valuable watchmen by attempting to take the offenders alive. The Watch use whistles to summon reinforcements, and the Characters may find themselves outnumbered unless they are able to flee the situation.

\n

You’re Nicked, Sunshine!

\n

Those arrested in the Schaffenfest are subject to a different @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{legal procedure} from the rest of the town. Because the fair is largely composed of travelling people, it can be difficult to obtain witnesses, so a special @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court} is convened to deal swiftly with all disputes and petty crimes arising from the fair. For the course of this adventure, the sitting magistrate is Chief Magistrate @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}. This court is somewhat more lenient than the normal court, and hands out judgement and punishments on the spot.

" + } + } + }, + "All Roads Lead To Bögenhafen": { + "name": "All Roads Lead To Bögenhafen", + "pages": { + "Town Troublemakers": { + "name": "Town Troublemakers", + "text": "

Artisans

\n

A wide range of artisans ply their trade across the Empire, with their numbers and variety in direct proportion to a town’s size. A small town or large village may only be home to a blacksmith and a cartwright, while a great city will have countless skilled artisans working at all kinds of crafts and trades in sufficient numbers to form guilds.

\n

Artisans encountered in the streets of a town will normally be apprentices engaged in some errand for their masters: taking a finished job to a customer, delivering a bill for payment, going to a supplier for materials or tools, or the like. Some apprentices may be willing to stop and talk to out-of-town vagrants, such as the Characters. Some may be grateful for assistance, especially in the form of a tough-looking Character or two standing behind them as they submit a fourth or fifth demand for payment to a notoriously difficult customer.

\n

Able enough to earn money and young enough not to worry about spending it, apprentices can also be encountered in a town’s middle-ranking hostelries during the evening. Their acquaintance is worth cultivating if the Characters want to know anything about the town’s geography, points of interest, news, rumours, and scandals. For the price of an evening’s drinking, all sorts of information become available. It has to be said that the rumours and anecdotes become noticeably wilder and less reliable as the evening wears on and the ale-kegs grow lighter!

\n
\n

@UUID[Actor.LEKJvbtCrgsEDQsD]{Brokur Zindrisson}

\n

Bawds

\n

Wherever there are people looking for a good time, there are bawds prepared to show them where to go. Some loiter outside taverns, houses of ill repute, or other seedy places of entertainment, calling out enticements. Others wait in taverns for a likely-looking group of ‘pigeons’, and then talk them into accepting their services as a guide to the local nightlife. In both cases, bawds receive a commission for every customer they lead to a particular establishment, which means that despite their frequent and passionate protestations to the contrary, they are far from unbiased. 

\n

If the Characters can convince a bawd that they are not mere pigeons, they may be able to gain valuable insights into the town’s more questionable establishments and those who frequent them. Since the bawd’s business requires frequent contact with any local underworld, information and introductions may be obtained in that direction as well. The two things a bawd cannot stand, though, are blackmailers and informers. They make trouble, ruin everyone’s fun, and scare off valuable customers. The Characters must be very careful to avoid looking like blackmailers or informers, since most bawds know people. In particular, they know local ‘businessmen’ who will cheerfully nail someone to a door, or dump them in the river with a bag of bricks round their neck…

\n
\n

@UUID[Actor.2Et5azUrUpUxP1p0]{Pompai Ricolma}

\n

Beggars

\n

Beggars are a common sight in the Empire’s towns and cities. Sadly, they are so common that many people do not even notice them. This makes them very useful as scouts and lookouts, and many are employed in just that capacity by local criminal organisations.

\n

The best begging spots, called ‘pitches’, are jealously guarded. Vicious fights have been known to break out when a newcomer tries to take over a pitch from an established beggar. A beggar with a regular pitch, who is not too far gone with drink and weirdroot, can be a very affordable and almost undetectable way of keeping watch on a particular location, day and night. 

\n

Of course, a beggar who has an existing arrangement with an underworld contact or another party will certainly mention any approach by the Characters to their employer. This can lead to a visit from several racketeers or other people, wanting to know exactly why the Characters are interested in a particular person or location. If the explanations aren’t to the enforcers’ liking, they will be very ready to see the Characters as rivals or opponents, to be dealt with harshly.

\n
\n

@UUID[Actor.P5AOetcGkogVwKy3]{Sonny Rags}

\n

Bunko Artists

\n

Operating on street corners or at fairs, bunko artists are a class of charlatans who specialise in sleight of hand. They set up easy-looking challenges involving, say, a pea under one of three cups, or a queen with two lower-value cards, and let customers, or ‘marks’, win money from them once or twice before raising both the odds and the difficulty. Most people walk away after a couple of losses, and the bunko artist relies on an enticing patter and a high turnover to make a steady income. Fools are even better, though.

\n

It takes an Opposed Perception/Sleight of Hand Test to see how the trick is pulled off. Characters can try to play bunko artists at their own game, but a knowledgeable mark will be quickly spotted. At this point the game may end, or a nod may be given to a nearby heavy-set acquaintance. Bunko artists aren’t there to gamble fairly. They usually operate under a ‘licence’ from the local crime boss. They hand over a portion of their earnings for a loosely-defined degree of ‘protection’. Unlicensed bunko artists are usually dealt with quickly and harshly. It’s not easy to earn a living as a bunko artist after being relieved of fingers or thumbs.

\n
\n

@UUID[Actor.zcxwSeGtRGFus2MA]{Heinrich 'The Grouch' Marken}

\n

Labourers

\n

Any town or city has a constant need for unskilled labour. There are always bricks and building stones to be moved, cargoes to be loaded and unloaded, and so on. Without significant trade or craft skills, labourers are usually among a town’s lowest-paid workers, but their work takes them all over.  As long as they have a suitable excuse, they can pass without comment between the homes of the nobility as readily as they can between back street shacks.

\n

Many labourers work in gangs of 4–12 individuals, led by a ‘ganger’ who finds work, makes deals, and doles out pay. The better gangs have long-established relations with the town’s guild and merchant houses. They’re employed regularly, paid a little over the odds, and entrusted with a wide range of jobs. Others are little more than thugs for hire, as happy breaking legs as loading barges, and have criminal ties. When not working, most labourers can be encountered in a town’s cheaper hostelries. Every gang has its ‘local’, and seldom bothers to drink anywhere else. Their neighbours tend to give them a wide berth, and for good or ill, can readily direct folks their way as they are  easy to find. Most will talk to anyone as long as the ale keeps flowing, but unusual or suspicious questions are always referred to the ganger, who tends to be the most intelligent and worldly-wise of the group.

\n
\n

@UUID[Actor.V6dEzlg1P6ONi0hN]{Albert Pförtner}

\n

Lawbreakers

\n

In many ways, towns and cities are a lawbreaker’s natural environment, and many different kinds of thieves each have their own style of theft. Pickpockets use Sleight of Hand to relieve their targets of purses, jewellery, and other small items. A successful Opposed Perception/Sleight of Hand Test is needed to detect the theft, and even then, the pickpocket has probably already passed the loot off to an accomplice who is rapidly leaving the vicinity. Burglars are adept at picking locks as well as forcing doors and windows open, relying on their Pick Lock Skill and their Break and Enter Talent. Cat burglars are also adept at climbing and may have some acrobatic skills. Footpads are less subtle, using padded shoes (+10 to Stealth Tests) to follow potential victims without being heard, and then attacking from ambush to relieve them of their valuables. Smash-and-grab artists rely on speed, breaking shop windows to seize whatever they can and fleeing before anyone can give chase. Talents like Flee! and Fleet Footed are their main strengths.

\n

Most, if not all, lawbreakers who live in a town or city are members of a local criminal organisation headed by a crime lord. They may be given jobs by the organisation from time to time, and they usually hand over a cut of anything they make as ‘taxes’ or ‘membership fees'. They are likely to report any unauthorised larceny by the Characters, leading to an uncomfortable meeting with ‘the management’. If the Characters attack a lawbreaker or cross them in any other way, they are certain to make a complaint and ‘steps will be taken’ as the opportunity arises.

\n
\n

@UUID[Actor.2vtOixDMZLdjBsfl]{Alette Zimmermann}

\n

Merchants

\n

Most merchants that one may encounter in town are small independent traders operating market stalls or clerks working for a larger merchant house. Market traders seldom leave their stalls, except to have a drink at a tavern near the market on the way home at night, but merchants’ clerks can be encountered in the streets at almost any time of day, carrying messages and going about other errands. They tend to gather in ‘merchant’ taverns in the evening, and much like Artisans can readily be plied with drink for useful information about their town. 

\n

Senior merchants can usually be seen in their offices, by appointment, unless one of the Characters is noble, famous, or otherwise able to impress them with a high Status. If the Characters can gain access to the Merchants’ Guild or one of the town’s more exclusive private clubs, they may also be able to arrange a meeting there. Depending on the size of the town, a friendly merchant may be willing to provide introductions to the senior members of other guilds, members of the city council, or even the local nobility.

\n
\n

@UUID[Actor.pWkIMUHUq1B28AK8]{Keiti Ouala}

\n

Racketeers

\n

No matter who a town’s ruler may be, it’s frequently the local crime lord who rules the streets. In the larger cities, years, or even decades of conflict between criminal organisations have led to the creation of defined territories. Violations of agreed borders is tantamount to an act of war in the underworld. Outsiders, such as travelling Rogue Characters, are expected to make their presence known to the leaders of the local underworld immediately upon arrival. Failure in this shows no ‘respect’, drawing instant and severe punishment. If they report their presence, and are open about their intentions, they will get to keep their limbs, though they will likely be charged for the right to operate in the town. The charge can take the form of a monetary payment, or it might be a task set by the crime lord. Such a task will not be an easy one. If it were, the job would already have been done by ‘regulars.’ It might involve a strike against a rival crime lord, with the Characters used for plausible deniability — all without their knowledge, of course.

\n

Depending on the size of the town, the local crime boss will be a Gang Boss or Crime Lord. Lesser racketeers are more commonly encountered: they may decide to relieve the Characters of their valuables, or the party might stumble upon them doing the same to a friend or acquaintance. The landlord of the inn where the Characters are staying might be having trouble keeping up with the ‘protection’ payments demanded by a local crime boss. Worse still, the publican may be caught between two gangs, facing demands from both because the inn sits between territories. Alternatively, the valuable object of the Characters’ current quest may have caught the interest of a local criminal gang as well: when the Characters reach the object’s hiding place, they find it gone.

\n
\n

@UUID[Actor.v1hWfoqq7pozMhz4]{Konrad Brecht}

\n

Servants

\n

Servants throng the streets of a town or city, carrying out all manner of errands: stable-boys fetching hay for horses; valets and ladies’ maids delivering messages on behalf of their employers or accompanying them on social visits; boot-boys and scullery maids shopping for household supplies; and so on.

\n
\n

If the Characters can strike up a conversation with a servant, they may be able to learn much about the household where they work, and perhaps gain introductions to servants in other houses. Most servants are also well acquainted with local tradesmen and craftsmen, and may be willing to introduce those who befriend them. There is often an intricate network of friendships between servants, despite their masters being social rivals or even outright enemies. 

\n

A discontented servant may decide to run away and join the vagrant Characters, with or without asking first, while a romantically inclined one may fall in love with one of the ‘adventurers’, enchanted by the ‘glamour’ and ‘freedom’ of the road. Of course, they know nothing about adventuring beyond what they have read in cheap pfennig dreadfuls or seen in sensationalist theatres. While such a devoted follower can be very useful in some ways, they can also be a great inconvenience.

\n
\n

@UUID[Actor.owPpfFkBmg5Pgnes]{Reynald Verstand}

" + }, + "All Roads Lead To Bögenhafen": { + "name": "All Roads Lead To Bögenhafen", + "text": "

Whether you open the Enemy Within Campaign with the events presented in Enemy in Shadows, embrace an anarchical flight on a stolen coach, or design your own structure, there are two essential plot points that must be addressed: 

  • One of the Characters bears a remarkable resemblance to a prominent member of a Chaos cult.

  • They are all (sooner or later) headed to Bögenhafen. 

As an early adventure in one of the most famous RPG campaigns, it’s possible that one or more of your Players will have heard the title ‘Shadows Over Bögenhafen’. They may wonder why they are leaving Altdorf, the Empire’s wondrous capital , for a trade town on the Reik (albeit a prominent one).

Whatever set up you go with, don’t hide that they’re ultimately headed to Bögenhafen: embrace it. Ask them why their Characters might want to go to Bögenhafen, and suggest various reasons that will appeal to them individually. Even if your Players are rolling with the classic plot and one of their Characters does indeed willingly attempt to take the place of the late magister impedimentae, have them come up with their own reasons why a trip to Bögenhafen sounds like a fine idea.

Supporting Cast

This section details 16 colourful NPCs, and gives suggestions for their uses along the road to Bögenhafen or once the Characters have reached the town. Some work best as alternatives for other 17 colourful NPCs already in Enemy in Shadows. Others help to showcase interesting aspects of the Empire, reinforcing the feeling that the Characters’ story is one of countless in a diverse and crowded world. A few are intended to help troubleshoot various problems that groups may face due to their composition, or pull them back onto the critical path of Enemy in Shadows. Some are here just to cause more grief for groups that deserve it (which, frankly, is all of them). They are broken into two groups, @UUID[JournalEntry.UvLra86Mr3grVstE.JournalEntryPage.yeJPsx2kYucqODzN]{Road Riffraff} and @UUID[JournalEntry.UvLra86Mr3grVstE.JournalEntryPage.G9MK38M69rVeXrtu]{Town Troublemakers}; however, feel free to use some, all, or none, of the road folks in town or vice-versa as you see fit.

Alternate Enemy in Shadows Beginning — In Media Flee!

Enemy in Shadows begins with the supposition that the Characters are leaving Delbren, headed for Altdorf for reasons of their own, travelling via the Middenheim-Altdorf road...

With this alternate beginning, the Characters start the adventure already fleeing for their lives in a stolen coach! Immediately ask where everyone is sitting in (or upon) the careening coach, and who is driving. The driver must make a Challening (+0) Drive Test. If the Test fails, dole out a few Wounds due to the coach smashing into trees as it hurtles down the road. Then swiftly relate how they were all having a quiet drink in a coaching inn when a large group of Road Wardens (3 times the number of Characters) led by either @UUID[Actor.zUdDzylJB5OJF4NC]{Road Sergeant Maiers} (for a brand-new group) or @UUID[Actor.oyhVNP71N7JhdYLp]{Captain Steele} (if your group already has a few adventures under their belts) entered the inn carrying a 'Wanted!' notice that they double-checked before surveying the room. The Road Warden leader then levelled an accusing finger at one of the Characters and announced, ‘Kastor Lieberung! You are wanted for crimes against the Empire! ’

An Easy (+40) Perception Test relates that the picture on the 'Wanted!' notice did indeed look exactly like the Character the Road Warden leader accused. Before the stunned Characters could even react, several seemingly innocuous bar patrons drew daggers and hurled themselves upon the Road Wardens, with a few immediately going down as they were viciously stabbed to death. 

One of the patrons yelled to the Characters, ‘We are with you magister, flee Herr Lieberung! ’ If they ask if there was anything strange about the patron, note that he did have an odd tattoo – a purple hand – on his forearm. After that, the Road Wardens were, to put it mildly, highly unlikely to listen to any protestations of innocence.

Once the Characters have a chance to gather their wits, let them make any reasonable plans, but strongly suggest that their absolute best bet is to hide out someplace, anyplace, where they won’t stand out for a time. In fact, there is a massive fair called @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest} happening in the trade town, @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, in a few days. An excellent place to lose oneself amidst the huge crowds...

The party soon discovers that they are being dogged by the survivours of the canny crew of Road Wardens and their leader (or indeed, the cultists), who are somehow one step ahead of the Characters wherever they journey to — except Bögenhafen. This offers the opportunity for a long running group of antagonists for the Characters to flee from, and eventually overcome.

This is an especially fun alternate beginning for groups already familiar with the Enemy Within campaign. After all, they more or less know the group is headed to Bögenhafen. It is also a useful variant if you feel that your Players will all be hesitant to wilfully take the place of Kastor Lieberung. If such is the case, pick a good sport; they’re in for a world of unrequited trouble.

 

" + }, + "Road Riffraff": { + "name": "Road Riffraff", + "text": "

Bounty Hunters

Bounty hunters travel widely in the course of their work, as wanted criminals do not tend to stay in one place too long. A bounty hunter who is in pursuit of a suspect may stop and question travellers coming in the opposite direction, eager for any clue as to the miscreant’s whereabouts and travel plans. If the bounty hunter is not currently involved in a case, the Characters might be asked about the nearby towns and cities, and the job prospects to be found. A bounty hunter will usually be well-disposed toward any Character who appears to have a military or law enforcement background, with a +10 Fellowship bonus in any initial exchange.

Not all bounty hunters pursue wanted criminals. When someone from a noble family goes missing the family will quite often turn to a bounty hunter, and indeed some specialise in this line of work. They can be looking for someone who has been kidnapped for ransom, run afoul of a press-gang, or run away to avoid an unwelcome marriage or to pursue an unsuitable match. Crime doesn’t have to be involved.

Active bounty hunters quite often travel with a retinue of hired ‘deputies’, who can range from former road wardens, soldiers, and watchmen to hired thugs. If the Characters are at a loose end, they might be able to find temporary work with a bounty hunter who needs assistants. Further, there are no licenses needed for, nor guilds that govern bounty hunting, so often there is little difference between the hunter and the hunted. Indeed, many outlaws try their hand at hunting the bounties of fellow vagabonds, though this rarely ends well for anyone.

@UUID[Actor.cmLwczXnX2dsUWj0]{Anke Dorflinger}

Everybody's Going to the Fair

Regardless of how your adventure commences, the Characters should soon realise that everyone around them is either talking about the @UUID[JournalEntry.MB5a0zBGJcZhEYUI]{Schaffenfest}, headed to the Schaffenfest, or wishes that they were going to the Schaffenfest. It’s the highlight of the year for farmers and merchants throughout the Reikland. The tax-free money (see @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#livestock-market]{Livestock Market}) to be made selling live-stock at the fair allows for rare profit, enough to last through the inevitable bad times. For everyone else, the Schaffenfest is a grand party. Normally taciturn or grim-faced NPCs, such as suspicious @UUID[JournalEntry.t3btEsGyiZjofqZ8]{Road Wardens} or Watch members, should immediately break into unexpected smiles and good cheer if the Characters mention they are headed to the Schaffenfest. Hilarious tales about ‘ chasing the greased pig’ and ‘enough ale to blind a Dwarf’ should abound; the Schaffenfest is on everyone’s lips, a default fallback topic of NPC conversation that will make your Old World feel alive and naturally interesting. 

Entertainers

Strolling entertainers travel the Old World, from town to town and fair to fair. They vary from lone minstrels, travelling on foot and cadging rides when the opportunity arises, to whole troupes of players, accompanied by stagehands and carters, travelling in a caravan of coaches and wagons loaded with scenery, props, and costumes.

Talented Characters who impress a troupe’s manager with their skills may be offered a place for the next engagement on a trial basis, especially if the troupe has recently suffered losses due to bandits, Beastmen, an attack of ‘artistic integrity’, or an offer of more money from the competition. The same holds true for artisan types with skills the troupe can use, such as driving, carpentry, painting, and sewing. Many starry-eyed youngsters, bored with their small lives, dream of running away and joining a troupe of entertainers. Those who do often find their life as hard and uncertain as any other occupation.

Outsiders wherever they go, travelling entertainers are generally regarded with distrust: as vagabonds, thieves, seducers of virtue, and worse. Often this reputation is rightly deserved. The Characters, outsiders themselves through their choice to become travelling adventurers, may sympathise, and might, perhaps, find themselves in a position to rescue entertainers from an angry mob of villagers.

@UUID[Actor.GOkATzhToAOw28wy]{Pandora Lostpocket}

Gamblers

Gamblers know when to hold ’em and know when to fold ’em. The longer-lived ones also know when a sharp exit is required. Leaving an inn or a town before a winning streak attracts too much bad blood, they move on to the next stop, and a new flock of sheep waiting to be shorn. Gamblers can be solitary types, although a few work in crews of two or three, running rigged games or ‘short cons’ on locals as they pass through. If the last stop was profitable, gamblers travel by coach; if not, they may be on foot. Regardless, they will usually be well-dressed and well-spoken: it’s so much easier to part people from money when you’re polite.

As well as an ‘honest’ game of chance, a gambler can be a valuable informant on the subject of their most recent stop. One does not become a successful gambler without being a good judge of people, and the Characters might purchase some useful insights for the cost of a few coins or a hot meal. Alternatively, gamblers are always willing to trade in exchange for helping them out of a jam, or as the result of some good Fellowship Tests. Most gamblers are charlatans. Though not all gamblers are crooked, all of them know how to be, and all know how to spot a crooked game when they encounter one. Those met in towns or cities might be charlatans, but as members of the local entertainment demi-monde, they may well be bawds.

@UUID[Actor.Akw4KEOxJei6b0Hf]{Wolmar Rotte}

Highwaymen

‘So you got robbed, then? Was it a highwayman?’ 

‘A highwayman? Never. I can only afford to be robbed by bandits.’

– Old Coachman’s Joke

Highwaymen regard themselves as the aristocracy of rural crime, romantic ‘knights of the road’ depicted as heroes in the purple prose of a certain sort of playwright and pamphleteer. Although some nobles, including a few bored and reckless ladies, take to highway robbery as sport, the majority of highwaymen are of lower birth. Many have some military background, usually in the cavalry, and most affect the rank of captain or higher, regardless of any real rank, along with a professional nickname. There’s fame to think of, so a name, a good name, is all part of the mystique. 

Noble highwaymen tend to follow the popular ‘highwayman image’, riding midnight-black stallions and wearing silk masks, swirling black cloaks, and three-cornered hats whose size and magnificence are a matter of pride and competition. They have a habit of heaping extravagant compliments on any attractive individuals they rob, some of whom have found their jewellery anonymously returned at the next inn. Some only rob those who, in their opinion, need a lesson: the arrogant merchant or petty noble who ill-treats inn staff and others, or who fails to live up to the highwayman’s lofty ideals of good conduct, will find themselves relieved of a substantial weight of coin.

The common variety of highwayman (in both senses) is less romantic and more brutal, ignoring the traditional challenge, ‘Your money or your life’, callously taking both. No witnesses, all the money. It is very hard to succeed as a highwayman without associates along the road, especially at coaching inns. A network of local informants keeps tabs on rich-looking travellers and the forces of the law. Some are in the highwayman’s debt while others, often youths with little knowledge of the world beyond romantic ideas of adventure, have been seduced by the highwayman’s glamour. While many highwaymen are former cavalrymen, there are lone outlaws, road wardens gone bad, or robbers who followed other Careers. All are capable horsemen, and those who favour the highwayman’s romantic image are usually well trained in the use of rapier and pistol.

@UUID[Actor.BcIxWkR7esu5IMLm]{Maria Braund}

Nobles

Nobles are nearly always accompanied by at least one servant, and high-ranking or self-important nobles never travel without a considerable retinue of bodyguards, advisors, lawyers, and other domestic staff, plus at least one baggage-cart behind the noble’s coach. Some younger and lower-ranking nobles, such as Lady @UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf}, will occasionally take public coaches, but only when the family cannot, or will not, provide them with a coach of their own. Forced onto a public coach, nobles are normally quite bitter about it, and seldom hesitate to take out their bad temper on their fellow passengers.

A travelling noble always commandeers the best room in any inn, and reserves the adjoining ones for their closer servants and advisors. Where possible, a noble party will try to take over the entire inn, closing it to all other travellers. They take all the best food and drink, complain about everything and everyone, and expect everybody — even fellow guests, whom they refuse to distinguish from the inn’s staff — to be at their beck and call. 

In addition, many younger nobles, especially groups of young noblemen, seem addicted to drunken vandalism and all kinds of misbehaviour. While this type is encountered more commonly in towns and cities, such a group of privileged rowdies may also be encountered on their way to a wedding, hunting party, or other event.

Some travellers pander to the whims of nobility, and endure their orders and complaints in the hope of some monetary largesse. Such hopes almost always end in disappointment as most nobles carry very little cash. Money is vulgar, and nobles insist that any bills are submitted to their family’s home for payment. Depending on the family, payment can take months, even years, always assuming that it ever comes. The rich do not remain rich by throwing their money around, but position and title demands that they live as though they do.

Even so, making the acquaintance of a noble can be useful for a group of adventurers. Successful Charm Tests count for a great deal, and depending on their social status, the Characters might be seen as jolly good fellows or colourful acquaintances. Either of these outcomes might earn them an invitation to come along with the nobles to whatever event they are attending. Other, more practical help, will also earn a noble’s self-satisfied gratitude. For all their servants, bodyguards, and prestige, it is not uncommon for a lone nobleman, or a small group, to enrage the locals so thoroughly that they find themselves in a sticky situation. These problem moments range from the outraged, blunderbuss-wielding father of a local beauty, to the surviving staff and fellow guests of an inn who completely fail to see any humour in the way an entire building got itself burnt down, taking everyone’s possessions with it. However, this kind of gratitude is likely to be short-lived, and may turn to distrust and hatred of ‘oiks’ who know too much.

@UUID[Actor.tkPSxxoJo9JM2i8T]{Eberhart von Durbheim}

Outlaws

Those familiar with the Empire’s roads and forests are careful to make a distinction between bandits and outlaws. Writers of popular plays and romances are even more careful. Outlaws, they maintain, are motivated by a good cause, or at least a sense of justice. They rob the rich to feed the poor, or to weaken an unjust local lord. Bandits, on the other hand, are motivated only by money. To the victims of either sort, the distinction is often a fine one. Whether this distinction is one of fact or fantasy is up for debate. To the Characters, outlaws offer more potential than bandits. The Characters might join their cause, or at least assist with one or two ‘jobs’. If the interests of the two groups align (as they may in Death on the Reik), they can achieve more together than either group could accomplish alone. 

As might be expected, neither outlaws nor bandits advertise their presence on, or near, roads. In most cases, no one suspects their presence until a signal is given and the band moves to block the road before and behind its chosen target. They rely on clever planning and the element of surprise rather than brute force, although some claim that this is a further distinction between outlaws and bandits. Outlaws are supposed to be clever, according to the playwrights.

Both groups cultivate local contacts, although people cooperate with bandits more out of fear than love, and are more likely to betray them to a party that looks strong and resourceful enough to see them off. Outlaw contacts are more loyal, and if they sense that the Characters may be sympathetic to their cause or useful in some way, then they will do their best to engineer a meeting. This might involve a kidnapping into the forest or a small band of outlaws entering the Characters’ rooms while they sleep to take them by surprise. Local nobles often offer rewards for both kinds of lawbreaker, and have been known to employ groups of wandering adventurers to destroy outlaw bands who are too popular or too righteous.

@UUID[Actor.THyBXZJeWrMWsOjJ]{Rembrandt Haube}

Pedlars

Most pedlars have a regular route, which takes them round a number of villages before returning to a town to purchase stock and rest. They are encountered more commonly on minor roads and tracks rather than on great highways, and stay the night at village inns or at customers’ houses rather than expensive coaching inns. Most travel on foot, their wares in a heavy pack, but the more successful pedlars drive a small cart pulled by a horse or donkey, and have a larger selection of goods.

Pedlars rarely carry anything of great value or rarity. Their trade is in small essentials — pins, needles, small tools, buttons, and the like — carried to rural communities who haven’t the time for a trip into a town. They almost never have any items rarer than Common, and their prices are usually 10% above those in the Consumer Guide. This 10% is the price of convenience; goods are brought directly to the people, and the pedlar makes their living on that margin. Less scrupulous pedlars will further shuffle these numbers around, justifying it to themselves with assumptions about a peasant’s counting ability.

Good pedlars pay attention to their customers’ needs; thus, many are very knowledgeable about people and goings-on in all the settlements along their route. They are also welcome almost everywhere because they bring news and gossip. If approached in the right way, a pedlar can tell the Characters who is ‘carrying on’ with whom, the underhand dealings of a local lord, whether Beastmen or other threats have been sighted recently, and all kinds of other useful information. They are also a useful source of common trappings, clothing, and ammunition, though rarely weapons, armour, or perishable goods. They may buy items from the Characters, if they think they can sell them along their route. Starting offers will be around 60% of the item’s price, but can be bargained up to 90% for items in demand.

@UUID[Actor.1h2eSRt6aRo25Eu3]{Delberz Trötte}

Rustlers

Some rural criminals specialise in stealing livestock from farms and selling them at a market where no one will know the goods are stolen. When encountered on the road, rustlers look like any other farmer driving stock to market. What might tip off Characters is the presence of a prize bull, a creature rarely sold off, or some other suspect item for sale. These details will likely only be noticeable by Characters in the Villager Class.

Rustlers mostly keep to themselves, and seldom remain in one area for long. This means that they know little local news and gossip. More than one gang of rustlers has been caught thanks to their atypical accents, or ignorance of local customs. To a farming family, the return of stolen livestock can make the difference between ruin and prosperity. Although they can seldom give large material rewards, the Characters can earn many farmers’ gratitude for life, and become local heroes if they manage to bring a rustling gang to justice.

@UUID[Actor.bemI8rGjEeeIrKvI]{Wilhelm Kind}

" + } + } + }, + "The Empire's Roads and Highways": { + "name": "The Empire's Roads and Highways", + "pages": { + "The Highways": { + "name": "The Highways", + "text": "

Known for its majestic capital and major cities with striking architecture and intricate canals, the variable quality of the Empire’s roads and highways is in stark contrast. A few days of bad weather can turn a firm, smooth highway into an almost impassable morass. While some effort is made to keep the Empire’s great highways open, the smaller roads - some little better than dirt tracks at the best of times - are often merely a collection of puddles and mud.

The busiest overland routes are the roads from @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf} to @UUID[Compendium.wfrp4e-middenheim.scenes.FNJfuhwFCDRu6nfu]{Middenheim}, the Old Forest Road leading from Wurtbad to Middenheim, and the routes over the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains} into Bretonnia. Beyond these, countless miles of lesser roads link cities, towns, and villages together, running through the deep forests and across hills and plains. 

The Highways

The state of the Empire’s highway system owes much to Emperor Wilhelm the Wise. Having heard of the extraordinary delivery speeds offered by the Ostland Checkpoint Service used along the Kislev Verge and into the Northern Marches, Wilhelm decided to duplicate the system across the Empire. In a decree of 2453, a system of Imperial messengers was created to carry news rapidly between all of the Empire’s great cities, especially in times of war, to complement the Imperial Post. By commandeering fresh horses from coaching inns along the way, a messenger could travel from Kislev’s borders to Altdorf  in 6 days, and from the notorious Black Fire Pass in just 11 days. 

The 2453 decree demanded the Prime Estates set aside cavalry from the State Regiments they were obliged to raise. Naturally, the nobility of the Empire immediately looked for exemptions, and many simply ignored the ‘demand’. However, as the scheme was sensible and costs were low, many nobles provided patrols for their local area. 

The decree also laid down standards for the size and quality of the Empire’s arterial highways. The rulers of each province were made responsible for the maintenance of all important highways that passed through their lands.

According to Wilhelm’s decree, an Imperial Highway must be 20 ft wide (enough to permit two wagons to pass comfortably) and constructed of hard, crushed stone tamped down to provide a firm surface. It must also be constructed with a camber, allowing rain to wash away to either side. The roads that run alongside the great rivers, such as the Talabheim to Altdorf road, are designated Imperial highways, but because the river takes the bulk of heavy traffic, they tend not to be maintained to a high standard. Often, the road is of ‘highway quality’ for a few miles beyond the city but becomes a major road after that. 

Major Roads

Major roads are maintained by the communities they serve, often funded by tolls or taxes on goods passing particular spots. Those closest to a town or city are the best maintained, 8–12 ft wide with occasional wider spots where traffic in opposite directions can pass. Further from the nearest town, their chipped-stone or gravel surfaces turn to dirt and they become narrower, with the vegetation to either side growing inward.

Minor Roads

Minor roads are often little more than dirt tracks, only kept free of vegetation by the passing of wheels, feet, and hooves. They follow the ‘path of least resistance’, wandering around hills and other obstacles. Often these were little more than game trails or footpaths before being given the grand title of ‘road’.

" + }, + "Coaching Houses": { + "name": "Coaching Houses", + "text": "

The Empire’s roads are well served by numerous coaching houses: companies that own coaches, employ coachmen, and set consistent routes of travel. Each coaching house runs regular services between the cities, which are a reliable means of travel.

Other coaching houses of the Empire include:

  • Ratchett Lines of Altdorf

  • Cartak Lines of Altdorf

  • Red Arrow Coaches of Averheim

  • @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.MomqBNXC7pOwzeue]{Castle Rock Coaches} of Middenheim

  • @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.XBcLusDXubtdSScC]{Wolf Runner Coaches} of Middenheim

  • Cannon Ball Express of Nuln

  • Imperial Expressways of Nuln

  • Tunnelway Coaches of Talabheim

There are also hundreds of smaller coach lines and independent operators that run between the Empire’s towns and villages.

Four Seasons Coaches

Four Seasons is rapidly expanding its operations, now serving all of the Empire's major cities. The line is also establishing a chain of exclusive coaching inns along the main routes. Four Seasons coaches still call at the independent coaching inns, but it is only a matter of time before they open their own inns and threaten the livelihoods of the independents.

Castle Rock Coaches

Castle Rock Coaches is fighting hard to keep its share of the capital route as Four Seasons expands. It has made arrangements with many independent coaching inns, and has blocked the efforts of Four Seasons to take control of several inns between Altdorf and Middenheim.

In addition to competing with Four Seasons on the Altdorf-Middenheim route, Castle Rock runs services from Middenheim to Marienburg along the Great North Road, up the Old Forest Road to Salzenmund, south to Talabheim, and east via Wolfenburg and Hergig to Kislev.

Ratchett Lines

Ratchett Lines is a smaller operation. An older outfit than @UUID[.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons}, some nobles prefer Ratchett because of its history and it is considered a more respectable way to travel.

Unchanged in design for decades, the Ratchett Lines coaches seem old-fashioned and a little shabby when compared with their modern competitors. Though the success of other coaching houses pressure the old guard, their employees pride themselves on the quality of their service; indeed, prices are 10% higher as Ratchett Lines seeks to position itself as an exclusive and upper-class carrier. Its coaches operate on a charter basis: coaches engaged by noble passengers leave as soon as possible, regardless of the hour, while others leave only when all the seats are taken.

In theory, Ratchett runs regular services from @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ZjjxA8CwgMLUI0Dp]{Altdorf} to all of the Empire’s major cities in addition to its private charters, but increasing competition has led the company to rely on its private business and its long-standing links with the nobility. Its successful regular routes include a weekly service to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} then over the Axe Bite Pass to Montfort in Bretonnia.

Coaching Inns

Coaching inns are spread out along all major highways, and in towns along the way. They are often spaced about 30 miles apart, which is about half a day’s travel by coach or horseback, or, for the hardy, a full day’s travel on foot in reasonable weather.

The @UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.U1AyyYhJ5Oqyb6VP]{Coach and Horses} is a typical Imperial coaching inn. It can be used as a model for any others the Characters may visit on their travels. A similar example, the Pouncing Pegasus, can be found in Buildings of the Reikland available from Cubicle 7’s webstore. Because all coaching inns have to serve the same functions, they tend to be similar. Local variations exist in food, drink, cleanliness, and most noticeably in pricing and hospitality.

Adventure Hook

A Coach Too Far

After finding the dual fortunes of a broken-down coach and its meek, wealthy, easily-done-away-with occupants, an enterprising gang of semi-literate bandits have invested in a new money-making scheme. By renovating the vehicle and cobbling together a close approximation of the @UUID[.R2BCxi4CJH4hUrru#ratchett-lines]{Ratchett Lines’ } heraldry and uniforms, the gang have created the perfect honeypot. Passengers pay to ride, are driven far from the safety of society, then robbed blind by these false coachmen as they draw their weapons whilst the coach is moving. Thus far the ‘Ratchid Lynes’ coach has remained profitable and undetected by the law, but they are becoming more daring, and anyone with a basic education or inquiring eye could rumble these cutthroats.

As the gang intend to take the entirety of every customer’s coin purse partway through the journey, they can offer dirt cheap prices to ride — perfect for any cash-strapped party. The ‘Ratchid Lynes’ could replace the coachmen at the start of Enemy in Shadows, particularly if you’re keen on running some swashbuckling swordplay on top of a moving coach!

" + } + } + }, + "The Empire": { + "name": "The Empire", + "pages": { + "Sigmar's Realm": { + "name": "Sigmar's Realm", + "text": "

The Empire is a patchwork of Electoral Provinces, each a mighty realm ruled by an Elector. These Electoral Provinces, in turn, are divided into scores of ‘Prime Estates’, a collective name for the many counties, duchies, marches, baronies, and more ruled by the vassals of an Elector Count. Most Prime Estates are, again, split into many smaller provinces called ‘Fiefs’, and these too may be divided up again into smaller baronies, protectorates, territories, or similar. The Reikland is the richest and arguably most powerful of all the ancient Electoral Provinces.

This exceedingly complex, overlapping tangle of territories forms a social pyramid of borders, titles, oaths, and responsibilities. It preoccupies the many thousands of Noble Houses that span the Empire, from the tiny number of Royal Houses ruling the Electoral Provinces at the top, to the uncounted Minor Houses ruling the smallest mile-wide protectorates at the bottom. Knowing one’s place in the tangle, and its privileges, is vital to anyone with any pretensions of nobility.

The Electoral Provinces

The Electoral Provinces are the realms within the Empire whose rulers are responsible for electing a new Emperor when the incumbent dies or abdicates. 

Historically, there is considerable rivalry and tension between Electoral Provinces. Fortunately for the unity of the Empire, these ambitions have been suppressed in recent decades. The memory of centuries of bitter civil war ensures most political machinations are conducted discreetly.

The rulers of the Electoral Provinces are effectively sovereigns in their own realms, meaning they are largely able to exercise their authority as they see fit within the boundaries of their domains without needing to ask the Emperor’s permission. Some are more independent than others, thanks to special privileges granted by previous Emperors. For example, the City States of Middenheim and Talabheim send no taxes to the Imperial coffers, and only have to supply troops during times of war when all the other provinces have been exhausted.

The style of government also varies between the Electoral Provinces. Talabecland, for example, is rigidly autocratic, while Sudenland has many democratic institutions. However, these variations usually have little meaning for the average citizen of the Empire. No matter where you go, the rich are still rich and the poor do all the work.

All of the Electoral Provinces are ruled by either Elector Counts or Electors.

The Elector Counts

The Elector Counts hold the most powerful titles in the Empire. Each rules a vast ‘grand province’, and is responsible for electing a new Emperor when the incumbent dies or abdicates. Their titles are incredibly old, dating back to the Time of Sigmar over two millennia ago. All Elector Counts and their immediate descendants for up to three generations are considered to be of royal blood, and this ranks their Noble House above all others as a Royal House. The ancient title also grants them the right to wield a Runefang, one of the magical swords forged for the greatest tribal chieftains during the Time of Sigmar. Historically, especially during the Dark Ages when the Empire collapsed, it was said a Noble House could not claim to be a Royal House without a Runefang, meaning wars over their ownership were frequent and bitter.

The Electors

Down through the centuries, there have also been other provincial rulers granted a right to vote for the next Emperor. This right has been granted by Emperors in the past for various political or social reasons, but is not linked to a royal title or the right to claim a Runefang. Currently, the Empire only has one Electoral Province ruled by an Elector: the Grand County of Mootland. This means the Elder of the Moot has an Electoral Vote, but no attendant royal or noble privileges.

The Provinces

There are also many lesser, non-Electoral Provinces. The rulers of these Provinces are not considered to have royal blood but are important for historical, political, religious, or societal reasons. As a result, non-Electors often rival, or nearly equal, the less powerful Electors.

Provincial rulers are responsible first to their liege, the relevant Elector above them, and secondly to the Emperor. They appeal directly to their Elector, not the Emperor, for justice if they feel wronged. Equally, if Emperor Karl-Franz wishes to find fault with the behaviour of Chancellor Dachs of Ostermark, he first raises the matter with Grand Duke Gustav of Talabecland who had better do something about the Emperor’s concerns. These non-Electoral Provinces, being under an Elector, are effectively covered by the same immunities and exemptions as the ‘parent’ Electoral Province. This need not be a bad thing.

Just to add to the confusion, some of the Provinces are also ruled directly by an Elector Count.

The Current Electoral Provinces

In the year 2512 the Electoral Provinces are:

  • The Grand County of Averland 

  • The Grand Duchy of Middenheim 

  • The Grand Duchy of Middenland 

  • The Grand County of Mootland 

  • The Grand County of Nuln

  • The Grand Princedom of Ostland 

  • The Grand Princedom of Reikland 

  • The Grand County of Stirland 

  • The Grand Barony of Sudenland 

  • The Grand Duchy of Talabheim 

  • The Grand Duchy of Talabecland

Adventure Hook

A Fang in Her Side

If a Runefang were to be lost, such a scandal would be kept secret. The Elector who owned it would pay handsomely for its return. At least, that’s what Roberta P. Wildschwein believes. After buying Beast Slayer from a disgraced former member of the Reiksguard, Roberta plans to return it and retire on the fortune she’s sure to be owed.

The ‘Runefang’ has a short, strangely undulating blade, and a faintly glowing, almost eye-like stone set in the crossguard. The charlatan who sold Roberta the blade felt he should offload it quickly after pilfering it from a quiet fellow wearing purple pantaloons, and rightly so; @UUID[JournalEntry.IZVgB7zmTm4rK2yJ.JournalEntryPage.f3Bwsago4tWE1n6Z]{the Purple Hand} are already searching for the blade, and mean to dispatch anyone who knows of it. Roberta might need some help.

The Prime Estates

The Prime Estates are ruled by the vassals of the Electoral Provinces and Provinces. Whether the land is a duchy, march, league, county, palatinate, barony, or something else, its ruler is considered one of the most important nobles in the Empire, and can vote in the Prime Estate Diet. Most Prime Estates are split into many smaller fiefs.

The Prime Estates of each Electoral Province or Province go by different names, and are ruled in different ways. For example, in the Reikland the Prime Estates are known as the Reikland Estates, and they are granted many rights to restrict the authority of the Prince of Reikland, their Elector Count (see @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#the-reikland-estates]{The Reikland Estates}). However, the Middenheim Prime Estates do not have the same powers. Instead, Grand Duke @UUID[Compendium.wfrp4e-pbtt.actors.czIY275tUC4VGDWp]{Boris Todbringer} has absolute authority by law, and cannot be overruled or legally opposed by his vassals, no matter the insult or injury he causes.

Fiefs

A fief is ruled by a Noble House that has not sworn loyalty directly to its Elector Count, but to a lesser noble, perhaps a ruler of a Prime Estate. However, that doesn’t mean such nobles wield any lesser power in their personal domains. Indeed, minor fiefdoms are some of the most autocratic regions in the Empire, where peasants are little better than slaves and the crack of the whip is an everyday occurrence.

The Current Provinces

  • The Provinces in the Empire of 2512 IC are:

  • The Princedom of Altdorf, attached to Reikland

  • The Princedom of Averheim, attached to Averland

  • The Princedom of Carroburg, attached to Middenland

  • The Protectorate of Drakwald, attached to Middenland

  • The Arch-duchy of Dunkelkoste, attached to Talabecland

  • The Barony of Hochland, attached to Talabheim 0 The Barony of Nordland, attached to Middenheim

  • The Northern March, attached to Ostland

  • The League of Ostermark, attached to Talabecland

  • The County of Sylvania, attached to Stirland

  • The Arch-duchy of Upper Teufel, attached to Reikland

  • The March of Vennland, attached to Sudenland

  • The Westenmark, attached to Middenheim

  • The County of Wissenland, attached to Nuln

  • The Princedom of Wurtbad, attached to Stirland

Adventure Hook

Sow Havoc, Reap Rewards?

Duke Lumpo Hohenheim ‘The Sloppy’ succumbed to the black plague only four months ago, but already his 18-year-old heir Duke Roricus Hohenheim tires of leigedom. The young Duke despises the town of Beckol in particular, full as it is with whiny merchants making daily requests of their liege-lord — any distraction from hunting with his squires catches Roricus’s ire, but his obligation to listen to the middle classes has proved the only responsibility that is impossible to dodge.

On hearing of the Characters, the Duke hatches a plan: hire these ne’er-do-wells to raise havoc in Beckol until the overly dependent merchants cough up for a charter to become a Freistadt. He issues orders to his guards to let the Characters do as they please, expecting a real crime spree to spur the petulant merchants. Of course, Roricus has no intention of paying the Characters, and cares little about any cult activity they may discover during their rampage through the merchant houses.

" + }, + "Ruling The Empire": { + "name": "Ruling The Empire", + "text": "

In theory, the Emperor has absolute control over every aspect of the Empire. However, in practice, his power is limited by a range of special privileges granted to various individuals and Imperial offices by the edicts of his predecessors. Emperors find it very difficult to revoke these grants, much as they might want to see them gone.

The Emperor

The office of Emperor is maintained out of a strong national sense of historical necessity and for religious reasons. The last time the Empire lacked a recognised Emperor, it was almost wiped out during the Great War Against Chaos. Seeing that as just another sign that an Emperor is always needed, the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.OclFlDGI5fC9ygoP]{Cult of Sigmar} believes that ‘Sigmar’s Heir’ should always lead the Empire. They claim that Sigmar’s will is made manifest through an Emperor sitting on Sigmar’s throne, and strongly support its continued relevance.

Like all his predecessors, Emperor Karl-Franz swore an oath that he would ‘at all times govern and maintain the majesty of the Empire’, but this has been no easy task.

The Council of State

Broadly speaking, the Emperor has the power to set taxes, raise armies, and issue edicts. The Emperor appoints a Council of State to assist him in the day-to- day running of the Imperial court, and to advise him on matters financial, military, and beyond. The membership of this Council — which always includes the @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist}, the head of the Cult of Sigmar — is usually selected from the families of the most ancient lineage. As such, it changes very infrequently.

The Council has no constitutional authority, but its members still wield considerable power since they control access to the Emperor. Whenever they manage to agree, they can exercise unparalleled influence on him. The @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Grand Theogonist}, who is arguably the most powerful individual in the Empire, is usually behind the Council’s more urgent recommendations.

Emperor Mattheus II, the grandfather of Karl-Franz I and a strong believer in democratic principles, attempted to draw up an Imperial Constitution based around the Council. This aroused the suspicion of the Elector Counts and the Council of State, and the idea was quietly abandoned. It takes a strong Emperor indeed to go against a united Council of State.

The Council meets (at least) monthly in the Matteus-Ferrand Chamber of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.44n0CpZHJpQKvWOw]{Volkshall} in Altdorf, though it is a rare day when more than three members sit simultaneously. When more are present it’s almost always in response to a momentous 

The Current Council of State

In the time of Enemy in Shadows, the Council of State has been largely unchanged since Emperor Karl-Franz first rose to power a decade ago. Its members are old, powerful, and used to wielding absolute authority. Like his father before him, Emperor Karl-Franz grants each of his councillors a broad-reaching ‘portfolio’, an official title, and allows them to wield the full authority of the Emperor in their area of control. The current councillors are:

  • Grand Theogonist @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Yorri XV} of the Cult of Sigmar. He is granted the title of High Confessor and his portfolio covers all Matters Spiritual.

  • Baroness Lotte Hochsvoll is the High Chancellor of the Fisc. Her portfolio covers Matters Material.

  • Grey Guardian @UUID[Compendium.wfrp4e-empire-ruins.actors.1Fw8roY9zezj0jAn]{Immanuel-Ferrand Holswig-Schliestein} is High Chancellor of the Realm. His portfolio covers Matters Temporal: this is code for saying he’s the Imperial Spymaster.

  • Supreme Patriarch @UUID[Compendium.wfrp4e-altdorf.actors.wkR7O1KYE9qaXntF]{Thyrus Gormann} is High Wizard. As might be expected, his portfolio covers Matters Magickal.

  • Duchess Ullana Velten is High Chamberlain of the Seal. Her portfolio covers Matters Ambassadorial, effectively foreign affairs.

  • Reiksmarshall @UUID[Compendium.wfrp4e-altdorf.actors.YA2Wi0B3FBO4qMGS]{Kurt Helborg} is High Fieldmarshal. His portfolio covers Matters Martial.

  • Lector Agatha @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.sVFygKRicWFw6BsT#sample-reikland-estate]{Böhrn} of the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.9bWE0Ayt5XGQf50r]{Cult of Verena} is the Supreme High Law Lord. She deals with Matters Legal.

  • Countess Talene Feuerbach is High Chamberlain of the Palace. Her portfolio involves Matters Imperial. This means she runs all Imperial holdings.

Adventure Hook

The Bloody Hood

The infamously tight-fisted Gottfried, baron of Ranachfels, has placed an unheard-of bounty of 40 gold crowns on the head of an infamous local outlaw known only as the Bloody Hood. In response — and much to the amusement of the populace of the barony — the Bloody Hood has posted their own bounty of 100 crowns for Gottfried’s head! 

Unknown to most, the Bloody Hood is in actuality the Baroness Melusine Hedwig Strockblitz, and merely wants to collect the taxes she believes she is owed, as Gottfried continuously claims taxes from the town of Moerfort on the border between their two baronies. Neither noble is above using any underhanded tactics to get their way, including hiring a band of out-of-town Characters used to getting blood on their hands.

" + }, + "Taxes And Revenue": { + "name": "Taxes And Revenue", + "text": "

Taxes may be levied at a variety of levels. The Emperor sets taxes to maintain his court and finance his armies. Provincial rulers set taxes to maintain their courts and armies, as well as to build roads, canals and other public infrastructure projects. Town councils set taxes to maintain their State Armies in order to post a Watch and train local road warden patrols, and cover the costs of things like town walls, municipal buildings and services, and the many monuments and statues along the Empire's roads.

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Not surprisingly, the list of things that can be taxed is endless. In most Prime Estates, households are expected to pay an annual poll tax of at least 10 shillings per Doomed family member. This is anyone who is at least 10 years old and has been Doomed by a Doomsayer of Morr, thus granting the right to work as an adult. Tolls are charged for the use of roads and river locks. Gate taxes are charged on all non-residents entering and leaving towns. Merchants are taxed on merchandise sold. The list goes on and on.  Simply: whatever the activity, there is almost certainly a tax on it. Since it is reckoned that only the unpropertied, non-guild, working class actually pays all the taxes imposed upon them, the burden on the poor is unbelievably great. Nobles pay hardly any taxes at all, and chartered exemptions free many towns and guilds from specific taxes. This is generally why the Elector Counts and local liege lords are forced to have new taxes devised so frequently, so that they have some money.

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In fact, there are so many provinces, cities, individuals, and offices with exemptions from taxation, and the requirement to supply troops, that there have been long periods when the defence of the Empire was severely compromised. Emperor Karl-Franz, like many of his predecessors, has instructed his treasury officials to invent new taxes to raise money, and then been forced to grant exemptions as interest groups united to defy him. As new taxes are devised every month, charlatans and con artists travel from place to place, collecting taxes that the Emperor has not actually imposed… yet.

" + }, + "Imperial Plenipotentiaries": { + "name": "Imperial Plenipotentiaries", + "text": "

From time to time, the Emperor also appoints special representatives in the provinces and towns. Officially known as Imperial Plenipotentiaries, these are usually loyal servants sent to look after the Emperor’s interests and keep tabs on his so-called servants. They may also be ambitious or dangerous nobles sent to quiet backwaters to keep them away from the capital and the centre of power.

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Whatever the reason behind their appointment, Imperial Plenipotentiaries are widely regarded as little more than court favourites, and few accord them much real respect. Nobles and town councils cooperate with Plenipotentiaries because of their Imperial commission, but are generally sullen and deeply resentful during any encounter with these ‘jumped-up lap-dogs’.

" + }, + "Towns": { + "name": "Towns", + "text": "

As far as many people in the Empire are concerned, the most important type of government with a direct bearing on their daily lives is the nearest town. This is the place where taxes are collected, military service is rendered, trials held, and merchandise sold. The exact governmental structure varies from town to town: some have autocratic governors appointed by the provincial ruler; some have elected councils; some have @UUID[JournalEntry.Zt9cBtaoKEL2kjPF.JournalEntryPage.3P8zPUpg3HqowmDZ]{Imperial Plenipotentiaries}, the Emperor’s direct representatives; and a few seem to muddle along with no obvious administration at all.

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Lords and Freistadts

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Most towns are ruled by a liege lord, either the overall ruler of the Province or a lesser noble sworn to the service of that ruler. Some are Freistadts or ‘free towns’ that hold a charter from an Elector Count or the Emperor and answer only to them. 

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@UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.9WswKDPgqHAo8AcB]{Kemperbad} in the Reikland is one of the largest Freistadts and, like most free towns, it is ruled by a council drawn from the senior members of the town’s guilds and cults. Prosperous towns pay well for a charter, and many cash-strapped rulers have taken advantage of this easy source of funds.

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Independent towns can be a thorn in the flesh of all higher authorities, since a noble’s agents cannot normally collect taxes or raise troops from them, depending upon the charter’s terms. Local nobles are always looking for an excuse to have a town’s charter revoked and have themselves installed as its rulers.

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In the past, some free towns have been known to be powerful enough to wage war against Provincial rulers, and powerful enough to be worth a private war waged by a would-be ruler. Following a disastrous harvest, the Freistadt of Streissen suffered from bread riots in the year Karl-Franz ascended the throne. Grand Countess Ludmila of Averland made it quite clear that she would only send her troops to keep the peace after the town’s government agreed to pass all its privileges and authority to her. The massacre that accompanied her takeover is one of the more infamous chapters of recent history.

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The Hinterland

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Whatever its form of government, a town’s authority rarely ends at its walls. Usually, all farms and villages within a radius of some 10–20 miles look to the town for protection. In return, they are subject to its laws and taxes, though ancient borders and rivalries between Noble Houses frequently interfere with this arrangement.

" + }, + "The Guilds": { + "name": "The Guilds", + "text": "

Alongside the Emperor, the Electors, and the free towns, the fourth power in the Empire is the guilds. In all towns, the guilds are among the most important institutions. They normally have a monopoly on the relevant trades they control, and membership of the town guild is compulsory for anyone wishing to ply a trade there. In return, the ordinary guild member gains a powerful voice, which town councils and liege lords ignore at their peril. When a large job needs to be undertaken, particularly one commissioned by the town council, or by another guild, it’s traditional for an approach to be made to the relevant guild rather than an individual craftsman. The guild negotiates the cost and rates of pay, and parcels out the work among its members on a sub-contractor basis.

Types of Guilds

There are guilds for just about every trade, craft, and profession imaginable. The Craft Guilds (Metalworkers, Carpenters, Cartwrights, Masons, Jewellers, Tailors, and the like) control standards of workmanship. Every apprentice is examined by a guild official before being granted journeyman status, with the right to work without a master. The craft guilds also require that any craftsman claiming to have served an apprenticeship elsewhere must present them with testimonials and letters of introduction from any previous guilds they had joined. 

The Labour Guilds (for example, Labourers, Teamsters, and Stevedores) are not so strict in their requirements, since the same standards of craftsmanship do not apply to their work. However, they do keep close control of their members’ activities and protect their labour monopolies ruthlessly.

The Merchants’ Guild works in much the same way as a Craft Guild, overseeing apprenticeships and so on, but its members are free to seek business as they please. The majority of mercantile operations are family-based, and outside these families new guild members are not encouraged. Occasionally, the guild may intervene when competition or disputes between members threaten its unity or reputation but, by and large, the Merchants’ Guild is content to let members conduct business as they see fit.

All guild members pay an annual membership fee, which helps to maintain the guilds’ premises. These range from lavish town-houses to well  concealed, rambling hideaways, to small rooms at the back of an artisan’s shop. Apprentices must pay a fee in order to be examined by a guild official before progressing to full membership and being allowed to ply their trade in a town. In some places, members of craft guilds are also expected to do one day’s work per year for the guild, for which they are not paid.

Those foolish enough to operate without the backing of a guild can expect all kinds of trouble: a verbal warning, followed by threats of physical violence — which are swiftly carried out if the person concerned continues to be recalcitrant.

Guild Structure

The internal structure of guilds varies enormously across the Empire, although most of those in the Reikland follow the same basic pattern, with minor variations. A Guild Council made up of a dozen or so of the guild’s most senior members elects a Guildmaster, who chairs regular Council meetings that make all policy decisions from setting membership fees to holding ad hoc trials for those who transgress guild laws. Vacant places on the Council are very rare, and usually only arise following a member’s death. The surviving members meet in closed session to fill the empty seat by invitation.

In small towns and villages, there might not be enough members to justify such a formal structure, and in many such cases a town or city guild will extend its control to cover the nearby villages.

The guilds’ collective power is subtle, yet potent. Since they are the representatives of skilled labour and moneyed wealth, they have managed to change the will of the Emperor, provincial rulers, and town authorities on many occasions. Guilds have been known to become involved in riots, revolts, and strikes as more blatant manifestations of their strength, and it is widely recognised that there is a struggle for power between the rural propertied interests represented by the nobility, the urban oligarchies who run the towns, and the guilds who control labour and trade. This struggle becomes especially fierce when the guilds are excluded from offices and privileges granted to the former two groups.

Adventure Hook

Innovative Levying

Mathilda Wolfenbüttel has a good thing going; turn up at a town, invent a new tax, collect as much coin as she can, and be on her way before anyone sees through the scam. After a narrow escape from the Finsterbad watch, she’s enjoying her spoils at @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{the Schaffenfest}. She’s looking to hire an unsuspecting group of toughs to watch her back while she conducts her ‘legitimate services to the Empire’ in Bögenhafen.

Strike Action in Bögenhafen

A guild strike can be a practically useful tool in a GM’s toolbox. As well as adding verisimilitude and colour to your campaign, a strike can control pacing, lock off locations, and create new opportunities for adventure. Below are some examples of a strike in Enemy in Shadows.

The Stevedores’ Guild is holding a strike in Bögenhafen seeking higher pay. Some ambitious Teamsters have seen this as an easy opportunity to make some quick cash, and have volunteered their services. This slight against the Stevedores pushes the high tensions between the guilds to breaking point. The strike erupts into a riotous brawl (likely started by members of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.4WTjKs1h4QLj5G90]{The Bloody Nose}) between striking Stevedores and opportunistic Teamsters.

The strike and the ensuing riot stretch across the entirety of the Bögenseite, preventing anyone from going about their regular business — including the Ordo Septenarius, potentially delaying the ritual and affording the Characters a bit more time to prevent an apocalyptic scenario.

With no end to the riot in sight, many parties are interested in breaking the strike and returning to a profitable normality in Bögenhafen. Gurney Dumkopf, head of the Stevedores’ Guild, is probably more amused than worried by the situation, but knows not to bite the hand that feeds. After a brief and somewhat threatening visit from Teugen, he will try to call off the strike. Unfortunately, his guild has grown beyond the reach of his well-muscled arms, and he needs the Characters’ help to de-escalate the situation.

The Ordo Septenarius have a pressing urgency to stop the strike (particularly @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}) as the Characters may well be aware. Teugen or Steinhäger may even send one of their many servants to requisition aid; whether or not this is a trap is up to you.

Alternatively the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild} could be striking due to the stench of the Bögen — @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#gottris-corpse]{Gottri’s corpse} has clogged a sewage line, and a group of enterprising Characters could be paid to remove it — or another guild entirely could be striking. A powerful guild can field a small army of protesters, so feel free to play up the disruption this may cause to daily life in Bogenhafen.

" + }, + "People": { + "name": "People", + "text": "

Common Folk

It’s wrong to suppose that the Empire is teeming with plate-clad aristocrats. The vast majority of the populace are poor, simple folk. While the towns and cities have growing artisan and merchant classes, those who bear the brunt of taxation, and those who die in droves in times of war, are the peasants.

Noble Houses

The Empire’s nobility ranges from the mighty Imperial House Holswig-Schliestein to the many lowly Lesser Houses comprising the baronets and knights found on every estate. The importance and wealth attached to apparently similar titles varies greatly. For example, the Countess of Averland rules a vast area lying between the river Aver, the Upper Reik, and the Black Mountains, while the Countess of Bylor rules a Sylvanian bog in Eastern Stirland that would barely support half of a poor baronet of the Reikland. This diversity is noticeable in the wealth of the more important families, particularly among the Royal Houses who hold Electoral positions. The members of the wealthy families are always recognisable by their rich robes and glittering jewels. It’s a popular saying that, on a moonless night, the sparkling Imperial Court at Altdorf can be seen as far away as Nuln. In contrast, the nobles of the eastern Empire often have difficulty convincing visitors that they are, in fact, of noble blood.

Titles

The Emperor is known as His Imperial Majesty, the Emperor Karl-Franz I. Rulers of Principalities are styled as Princes or Princesses, while rulers of Duchies are known as Dukes or Duchesses. Rulers of Counties are known as Counts or Countesses, and rulers of Baronies are known as Barons or Baronesses, as are heirs to Counties and Duchies. Rulers of Marches (borderlands) are called Margraves. Heirs to Baronies are known as Baronets, and heirs to Principalities known as Crown Princes. The ruler of the League of Ostermark is known as the Chancellor.

However, local customs ensure that no two parts of the Empire have a consistent standard, and that there are many more titles than the few already listed. In Nordland, heirs to coastal estates are titled Master or Mistress. Down the Reik, many Prime Estates are ruled by Reikgrafs and Reikgravins. In many parts of the Empire, ‘Hochadel’ Noble Houses, those who have been counted as noble for over 1,000 years, use the title graf and gravin rather than duke and duchess or count and countess; that said, in Middenland they prefer the title grafina to gravin, which they see as somewhat effete.

In general, the prefix ‘Grand’ signifies that the title holder is also an Elector — thus Emperor Karl-Franz is also the Grand Prince of the Reikland. However, not all rulers choose to use it: Graf @UUID[Compendium.wfrp4e-empire-ruins.actors.czIY275tUC4VGDWp]{Boris Todbringer} of Middenheim, for example, is not styled ‘Grand Graf ’ or ‘Grand Duke’ largely because he doesn’t like the way either title sounds. Instead, he is universally known as ‘the Graf ’.

" + }, + "Law In The Empire": { + "name": "Law In The Empire", + "text": "

The various law enforcement agencies have more than enough to keep them busy. Most of those needed are provided by the State Army, such as road wardens, the local town and city Watches, and similar. These institutions often operate on the principle of a suspect being guilty until proven innocent. People, especially rootless adventurers with no local ties, must be very careful when dealing with the law. Even if they are innocent, failing to show proper respect to law officers, or doing anything that law officers might find even mildly irritating, is a sure way to get arrested.

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Characters who are actually guilty need to tread even more cautiously, as might expect. If the crime is a trivial one, bribery is a possibility. This is often presented as payment of an on-the-spot ‘fine’. However, if a bribe attempt fails, things become a lot worse. More serious crimes such as theft, breaking and entering, and so on, often (not always) end in a trial before the nearest magistrate. If a Character resists arrest, the law enforcers are quite likely to feel entitled to dispense justice on the spot, which usually ends with burial in an unmarked grave. Crimes such as murder, armed robbery and horse-stealing are regarded as so heinous that the arresting party is actually expected to deal with the criminal on the spot.

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Arrested Characters may, or may not, be tried according to their apparent social position and the evidence against them. Unless there is incontrovertible evidence against a noble or wealthy merchant, these people rarely come to trial, as a few well-placed Crowns are sufficient to have proceedings dropped. The very poor tend not to reach court either: they languish in prison for years or end up in a penal colony breaking up rocks to repair the roads. Occasionally one of the poor will be placed on trial to take the rap for a guilty noble who has bribed away their transgressions. Additionally, the nobility may only be judged by their direct liege lords, whoever they may be, subject to the specific laws of their respective province. Breach of this provision is likely to end in embarrassment at best, and war at worst, so it’s rare that members of the nobility are held to account for their actions.

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It’s usually the not-quite-so-rich who end up in court, faced with a fair assortment of charges added after the original arrest and detention. It’s customary to add as many charges as possible to the main one, to cover any previously unsolved crimes.

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Characters brought to trial are likely to face prolonged and costly proceedings. Regardless of the evidence, Characters without substantial funds or a public reputation are likely to be found guilty unless there is another suspect available, preferably one of lesser social standing. Trouble definitely rolls downhill.

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Depending on the nature of the crime, the verdict will usually be execution or a long period of incarceration. Occasionally, poor and innocent Characters do go free, but more often than not they end up being punished for crimes they did not commit. 

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The laughably unsanitary conditions prisoners are subjected to make jailbreaks uncommon. Those cunning few that dare to escape capture are either mercilessly pursued, or announced dead and quietly forgotten to preserve the reputation of the local watch. If your Characters end up on the wrong side of a set of prison bars and you want to give them a way out, look to @UUID[Actor.JOvvyUSDLR5XkN9R]{Thug} for an unscrupulous inmate to help get your adventure back on track. 

" + }, + "The Electors": { + "name": "The Electors", + "text": "

The real power in the Empire is in the hands of the Electors. Just to complicate matters, the Emperor is an Elector in his own right. The Electors are the rulers of powerful realms or powerful religions within the Empire. Even so, their most jealously guarded power is their right to choose a successor when an Emperor dies. An election is a cut-throat affair as each Elector puts forward a candidate who will advance their personal interests, in some cases little more than a puppet. Despite this politicking, some truly great Emperors have been elected. An equal number have been compromise candidates, people of modest ability whose main quality was being inoffensive

As history shows, there is much rivalry between the Elector Counts of the grand provinces. Similarly, there is contention between the two religious cults with Electoral votes: the Cult of Sigmar and the Cult of Ulric. The Cult of Sigmar is based in Altdorf and powerful in the south. The Cult ofUlric is based in Middenheim and popular in the north. The Grand Theogonist Yorri XV of the Cult of Sigmar can be said to have tipped the balance in his favour by getting two of his subordinates appointed as Electors, while the Cult of Ulric is represented only by Ar-Ulric, a title meaning ‘Son of Ulric’.

Although the Electors spend much of their time jockeying for position among themselves, they often show a united front to the Emperor, the independent towns, and the guilds — all of whom they wish to control as much as possible. Since the power of an Elector derives from lordship over a grand province, the title is hereditary.

The Current Electors

In 2512 IC, the time of the Enemy in Shadows, the Electors are as follows. By the end of the Enemy Within campaign, the ruling families, and the lands they rule, will change significantly.

  1. Emperor Karl-Franz I of House Holswig-Schliestein, Elector Count, Grand Prince of the Reikland, Prince of Altdorf, Count of the West March, and Sigmar’s Chosen, is based in Altdorf. He is 35; his heir to Reikland is his sister’s eldest son, Crown Prince Wolfgang of House Holswig-Abenauer, 19. His heir to Altdorf is his son, Crown Prince Luitpold, 16. Luitpold used to be heir to Reikland, but was recently disinherited from the title for reasons unknown, and then banished to the West March.

  2. @UUID[Compendium.wfrp4e-rnhd.actors.CcqiAghkzgp9u1In]{Emmanuelle II of House Liebwitz}, Grand Countess of Nuln and an Elector Countess, is based in Nuln. She is 27. She has no publicly named heir, fuelling rumours that she has at least one secret child hidden away.

  3. @UUID[Compendium.wfrp4e-pbtt.actors.czIY275tUC4VGDWp]{Boris X} of House Todbringer, Grand Duke of Middenheim, Elector Count, also has the title ‘Ban-Ulric’ meaning ‘beloved of Ulric’, and is based in Middenheim. He is 57; his named heir is his sickly oldest son, @UUID[Compendium.wfrp4e-pbtt.actors.dfVVZJ41NVDpWkNy]{Baron Stefan}, 40.

  4. Hans-Hals I of House Tasseninck, aged 62, is Grand Prince of Ostland, an Elector Count, Prince of Wolfenburg, and Graf of Tasseninck. His named heir is his only son, the wildly charismatic Crown Prince Hergard, 32, a man known for his deep passions.

  5. Elise IX, 31, of House Krieglitz-Untern, Grand Duchess of Talabheim, Elector Countess, and ‘Luddataal’ — ‘Chosen of Taal’ — is based in Talabheim. She has no publicly named heir after a recent family tragedy left her childless.

  6. Leopold I of House Bildhofen, Grand Duke of Middenland, Elector Count, and Prince of Carroburg, is based in Carroburg. Aged 46; his named heir is his younger brother, Baron Siegfried. He has five legitimate children of his own, but all are disinherited until they can succeed in ‘impressing him’. His eldest child, Primus, is @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#jousting-lists]{never likely to do this}.

  7. Gustav XI of House Krieglitz, Grand Duke of Talabecland, Elector Count, Count of Krieglitz, and ‘Grátaal’ — ‘Beloved of Taal’ —  is based in Castle Schloss, just outside the town of Herzig. Aged 22; he has no publicly named heir due to a ‘dispute of lineage’ concerning his younger brother, Gunter, lodged by their uncle, Count Ottlin of Gehrandt.

  8. Etelka III of House Toppenheimer, Grand Baroness of Sudenland, Elector Countess, Baroness of Pfieldorf, and Baroness of Geschberg, is based in Pfeildorf. Aged 51; her named heir is her adopted son, Baron Olaf Sektliebe, a source of much consternation amongst her 12 children.

  9. Alberich V of House Haupt-Anderssen, Grand Duke of Stirland, Elector Count, and Prince of Wurtbad, is based in Wurtbad. Aged 15; he has no publicly named heir after his younger brother, Rudolph, was disinherited in 2511 IC by Alberich’s Regent, Stirmarshal Haygich. 

  10. Ludmila I of House Alptraum, Grand Countess of Averland, Elector Countess, Princess of Averheim, Countess of Gaital is based in Averheim. Aged 77; her named heir is her eldest daughter, Baroness Marlene, 51.

  11. Elder Hisme Stoutheart of the Grand County of the Mootland is based in Eicheschatten. Aged 124; he not only represents the Mootland, but also all Halflings in the Empire.

  12. Grand Theogonist @UUID[Compendium.wfrp4e-empire-ruins.actors.6vITnrER3XMTsMGS]{Yorri XV} of the Cult of Sigmar, Theogonist of the Empire, Arch Lector of the West, Lector of Reikland, High Priest of Sigmar is based in Altdorf, and is aged 56.

  13. Arch Lector Aglim of the East for the Cult of Sigmar, Lector of Talabecland, and High Priest of Talabheim, is based in Talabheim, and is aged 70.

  14. Arch Lector Kaslain of the South for the Cult of Sigmar, Lector of Wissenland, High Priest of Nuln, is based in Nuln, and is aged 62.

  15. @UUID[Compendium.wfrp4e-pbtt.actors.VqvKKvGm7y1XzDUe]{Ar-Ulric Jarrick Valgeir} of the Cult of Ulric, 48, is based in Middenheim.

" + }, + "The Empire": { + "name": "The Empire", + "text": "

@UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD]{Glorious Reikland} of the WFRP rulebook includes a detailed description of the Reikland, where the events of this part of the Enemy Within campaign take place. While the glorious Reikland is the default home of WFRP characters, they may also have some knowledge of the wider Empire. As they travel, they will also hear news and rumours concerning places and people beyond the Reikland. This chapter gives a brief summary of the Empire, its ‘great and good’, and the workings of the Imperial system.

" + } + } + }, + "Chapter 9 - The Darkest Hour": { + "name": "Chapter 9 - The Darkest Hour", + "pages": { + "Murder Most Foul": { + "name": "Murder Most Foul", + "text": "

When the Characters reach @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.cWjJmWZCPdvvyHKg]{Magirius’s house}, the door is opened by Gideon, still appearing as the ‘servant’ who delivered the message. No matter how quickly the Characters travelled to the house, the servant arrives  before them. 

\n

The servant confirms that @UUID[Actor.7rE1jYAeMNKfrgcQ]{Councillor Magirius} is expecting the Characters, and shows them to his study, knocking on one of the heavy oak doors and motioning them to enter.

\n

At first glance, the study appears to be deserted. It is dominated by a huge oak desk, and a heavy wooden chair is overturned behind it. Under the desk, and only visible from behind it, lies the body of @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}. His throat has been cut, and a widening pool of blood soaks into the carpet.

\n

As the Characters look at the body, they notice traces of drying blood on the side of the desk — a last, desperate message from @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, scrawled in his own blood as he lay dying. 

\n

The message consists of the letters ‘WHSE’ and a number: a 1, followed by a digit that trails off and might be a 3 or a 7. A search of the desk’s drawers turns up nothing of interest, apart from a silver letter-opener (value 15 shillings). Searching Magirius’s body yields a purse containing @Credit[4gc17ss mode=split]{4GC 17/–} and two gold rings, worth 3GC and 5GC.

\n

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} was trying to tell the Characters that the ritual will take place in @UUID[Scene.clYfG9LmEw1J5Kmo]{Warehouse 13}. If the Players have difficulty interpreting the message, allow each Character an Average (+20) Intelligence Test. If none of the Characters succeed, any citizen they ask knows that ‘WHSE’ is a standard abbreviation for ‘Warehouse’.

\n

While the Characters are pondering the meaning of the message, they hear a loud cry of, ‘Help! Help! Murder!’ from the front door of the house. Looking out of the window, they see a four-man Watch patrol running towards the house. At the same instant, the servant appears in the room, apparently out of thin air — Gideon has called the Watch, and is returning to gloat over the Characters’ imminent arrest.

\n
\n

You know,’ the Daemon says, in a multi-toned, resonant voice that is spine-quiveringly unnatural, ‘you really should have minded your own business.’ It vanishes again, casting @UUID[Compendium.wfrp4e-core.items.2ccKksxXFIMD2YLs]{Shroud of Invisibility}, but its deep, many-throated, mocking laughter continues for a few moments after it has disappeared. 

\n

Note: because of the @UUID[Compendium.wfrp4e-eis.items.c3T3NCS9SPDdEQyy]{Ring of Opsianon} that Gideon wears, its Spells cannot be dispelled.

\n

You should make it clear to the Players that all the evidence suggests that the Characters have murdered Magirius, and  that the Watch will probably not be impressed by tales of vanishing servants and Daemons. The Characters’ best hope lies in a swift exit.

\n

If the Characters insist on staying and facing the Watch, they are arrested and imprisoned in the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.Z3QGbxxJlrP3lm7q]{Watch Barracks} awaiting trial. No one believes the truth, and in due course they are found guilty of Magirius’s murder and sentenced to hang. Assuming Bögenhafen still exists, that is.

\n
\n

Options: The Nerve That Failed

\n
\n

Veteran players may recall that @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} is the member of the Ordo’s Inner Council whose nerve fails, and who tells them everything before being horribly murdered. They may also remember that the party will be framed for his murder by Gideon, who visits them posing as a servant. Knowing those facts, it’s easy to derail the adventure at this crucial juncture. You can ensure this doesn’t happen with either of the following changes.

\n

Greed Will Out

\n

Magirius is made of sterner stuff than in the original adventure. His nerve does not break, and he instead remains loyal to Teugen and the Ordo. 

\n

Under cover of a promised confession, he lures the Characters to the new temple, where the entire strength of the Ordo Septenarius lies in wait — Teugen, Gideon, the other members of the Inner Council, and the 42 regular members — ready to overpower the Characters, strip them of all equipment, and keep them bound until the evening of the ritual. Then, the party will form the sacrifice.

\n

The Evil Villain Revisited

\n

As explained before, Magirius could be the head of the Ordo instead of Teugen. In that case, it might be Teugen whose nerve fails, and who tries to warn the Characters. If you are feeling kind, he might succeed; otherwise, Magirius lures the party to a secluded location with the promise of a confession, leaving Teugen’s mutilated body there. Once the Characters have arrived, he sends a Watch patrol to investigate a reported scuffle at that spot.

\n
\n

Framed!

\n

Imprisoned and faced with certain death, the Characters are sure to look for a way out of their predicament. The door to the cell is firmly locked and attempts to break it down will only bring the jailor and members of the Watch. A successful Average (+20) Perception Test (multiple attempts are possible, if required) reveals a Thieves’ sign carved into a slab of stone at the base of one of the walls. A Character with Secret Signs (Thief) recognises it as the mark for ‘escape’. 

\n

The slab can be removed easily and reveals a crawl space behind, wide enough for one Character at a time. After a few yards, this leads to another tunnel giving access to the town’s sewers. From the sewers, the Characters may escape into the town, free but bereft of weapons, armour, or any other trappings.

\n

Fleeing the House

\n

It is likely that the Characters try to escape rather than face the Watch. The watchmen are coming in through the front of the building, but the party can reach the back door and escape into the garden.

\n

The Characters should all be able to get away from the Watch, but don’t let the Players know this. You should run this incident in detail, Round by Round, so that the Players think their Characters will be captured unless they make it over the wall in time. The Watch spend about 10 Rounds searching the house before they notice the Characters escaping over the wall. They then charge out after the party. You should build up the tension by telling the Players that their Characters hear noises from inside the house, and then a cry of, ‘In the garden! Quick – they're escaping!’ followed a few Rounds later by the watchmen beginning to come out of the house. The Players should become genuinely worried as their Characters scrabble at the wall, and the first watchman on the scene should miss the last Character over the wall by a matter of inches.

\n

The wall around the house is 10ft high, and not very easy to climb. It takes a Difficult (−10) Climb Test to reach the top. Any Characters reaching the top can help the stragglers over, providing @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{Assistance}. If any Climb Test rolls an Impressive Failure (−4), not only has the Character failed to get over the wall, but any Character on the wall helping is dragged off unless Challenging (+0) Athletics is passed. Characters pulled from the wall @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall} 3 yards.

\n

On the other side of the wall, there is a drop of 3 yards to the street. Characters jumping from the top of the wall have to make a jump of 3 yards, while those who hang at arms’ length from the top of the wall make a jump of 1 yard.

" + }, + "The Darkest Hour": { + "name": "The Darkest Hour", + "text": "

Our Heroes put together the last pieces of their investigation, and find themselves hot on the heels of an evil wizard. However, the Characters are framed for murder and soon the entire town is chasing them. Can our Heroes avoid being arrested and disrupt the wizard’s plans? Or will a gate open to the  Realm of Chaos, destroying Bögenhafen and changing the Empire forever?

\n

Unleashing the Ritual

\n

This chapter covers the events of the day of the ritual. These are in addition to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7]{events} in the last chapter. You should be careful with your timing so those events do not clash with the ones described here. 

\n

You can delay unleashing the events of this chapter if you feel the Characters need more time to make further investigations. But, from this point on, you should be building up the pace towards the climax. Once the events of this chapter are set in motion, it is important that the ritual takes place that  evening so that the climax of the adventure occurs near or around midnight.

\n
\n

Meanwhile, Elsewhere

\n

The previous evening, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} told the Inner Council that the ritual would take place at a new location, which was to be revealed at a future time. He also revealed that arrangements had been made to obtain a suitable victim for a sacrifice to consecrate the new temple. Magirius is appalled at this new revelation, and coupled with a very disturbing letter that he found in Teugen’s office, he decided to leave the Ordo. However, Magirius is no actor, and Teugen and Gideon are aware of his disaffection. They have decided to use him to dispose of the Characters. Or, at least, to keep them out of the way while final preparations are made for the ritual…

\n
\n

An Unexpected Visit

\n

In the morning of the day of the ritual, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} seeks the Characters out. He looks pale and worried — a marked contrast from his appearance at the Golden Trout. He insists on being taken to a place where they will not be disturbed or overheard, and only then does he reveal the cause of his agitation.

\n
\n

‘When Teugen came to us from Nuln, he told us that, with our help, his sorcery could influence the economy of the Empire. Bögenhafen would become great again — greater even than Marienburg — and we would all become rich beyond our wildest dreams. That is why the Ordo Septenarius was established, and the lower ranks are no more than a smokescreen.

\n

‘Everything was going according to Teugen’s plans until you discovered the temple under the Steinhäger offices. I was instructed to reassure you — to make you go away, so that preparations for the ritual to make us all rich could carry on.

\n

‘The ritual will take place tonight. I don’t know where yet, but I will get word to you as soon as I can. Teugen said that a human sacrifice is necessary to prepare the new temple, and that was too much for me. I didn’t realise anyone would have to be killed. You must help me. Going to the authorities is useless as Teugen and the Inner Council control them all. You are my only hope.’

\n
\n

Magirius then gives the Characters the letter that had accompanied the scroll acquired by Teugen on the day of their arrival in Bögenhafen. Give the players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{Handout 10: Herzen's Letter}. Magirius then leaves, promising to contact them as soon as he finds out the new location of the ritual. He refuses to let the party accompany him as he dares not be seen with the Characters.

\n
\n

Handout 10: Herzen's Letter

\n

Black Peaks,

\n

Grissenwald,

\n

Near Nuln,

\n

 

\n

My Dear Friend,

\n

 

\n

Here is the scroll you require for the ritual you mentioned in your last letter. Do not forget that the temple for such an undertaking must be sanctified with fresh blood.

\n

As ever, I am filled with awe at the heights (or should I say depths) to which your learning now reaches. It seems like only yesterday that we two dilettantes begged tutelage of the High Master, and now you stand on the threshold of the abyss itself. If you manage to find the time to record your researches, do write with details of how the ritual progressed. Perhaps one day I, too, might follow in your illustrious footsteps.

\n

 

\n

Your friend,

\n

Etelka Herzen

\n
\n
\n

A Message

\n

In the late afternoon, a message is delivered to the Characters, wherever they happen to be in the town. The messenger is a servant in Magirius’s livery. He hands over a rolled-up piece of parchment bearing the town seal (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Idp1fbq6XbFcHRL4]{Handout 11: Magirius's Note}), and leaves without a word.

\n

Any Character who has spent any time in a Burgher career, or with any @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette} Talent knows that messengers and errand-boys generally hang around in the hope of a tip after delivering a message - the messenger's swift and silent departure seems odd. 

\n

The young servant is, in fact, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} in disguise. The Daemon killed Magirius when it realised that the merchant guildmaster’s nerve had broken and that he could no longer be trusted. It is attempting to frame the Characters for this murder, as they soon find out when they arrive at Magirius’s house (see @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.JW2bfqeUqXouuD8S]{Handout 10: Herzen's Letter} and @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Idp1fbq6XbFcHRL4]{Handout 11: Magirius's Note}) 

\n
\n

Handout 11: Magirius's Note

\n

From the Town Hall, Office of Councillor Magirius.

\n

 

\n

I must see you urgently. Please come to my house on the Adel Ring as soon as you are able.

\n

 

\n

Magirius

\n
" + }, + "Flaming Nuisance": { + "name": "Flaming Nuisance", + "text": "

As the Characters make their way across town, they see that there is a building on fire in one of the back-streets on the north side of the Bergstrasse, or at some other convenient location if the Players decide to avoid the Bergstrasse. It doesn’t matter precisely where this is, so long as it is on the Characters’ route to the Ostendamm. Unless the Players state that the party is deliberately giving that area a wide berth, they come round a corner and run straight into — one of themselves! 

The look-alike is pursued by an angry mob, and pushes past the Characters and disappears into an alley. The mob immediately starts to chase the party amid cries of, ‘Stop! Fire-raisers! String them up!’ There are dozens of townspeople giving chase, and it is clear that the Characters have no chance if they decide to fight their way out.

Obviously, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is the real firestarter. It has been trailing the party, and cast the @UUID[Compendium.wfrp4e-core.items.OcYPErjJzQKOX2aI]{Doppelganger} Spell to assume the form of one of them before setting the building on fire. It made sure the mob had a good look at its face, and then made straight for the Characters’ position. The party has to evade the mob before it can go any further. As with the Watch encounters, you should ensure that the Characters do eventually shake off any pursuit, but the Players should believe their Characters are in imminent danger of being lynched. Any Character stupid enough to stop and try to reason with the mob will be overpowered and strung up.

" + }, + "The Ostendamm": { + "name": "The Ostendamm", + "text": "

Eventually, the Characters should reach the Ostendamm. By the time they have evaded any pursuers and reached the docks, it will be sunset and Morrslieb is already high in the sky. As dusk falls, a green-lit mist creeps up from the river, thickening almost visibly as it moves over the docks. Soon, it is impossible to see the west bank of the river, and the Ostendamm stands in a sea of moon-lit mist almost 2ft deep.

\n

The Characters are likely interested in one of two locations on the Ostendamm: Warehouse 13 and Warehouse 17. If the Characters watch both warehouses, they soon realise that no activity is taking place at Warehouse 17, while several people are visiting Warehouse 13.

\n

Warehouse 17

\n

Warehouse 17 is closed up, and a faint, flickering light can be seen from inside. Over the warehouse, and those adjoining it, hangs the sign of an ear of corn held in a mailed fist — the sign of the Ruggbroder family.

\n

If the Characters enter the warehouse, they find it full of crates of bottled wine. The crates nearest the door have ‘Kronenwinzerei Altdorf ’ branded into the side. Having travelled to Bögenhafen with @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin}, the Characters recognise the wine as being from the cargo he carried to the town. The party has just had time to realise that the warehouse is absolutely full, and that there is no possible space that could be used for a ritual, before it finds itself faced with @UUID[Actor.4JYaYJqgsJMnTDe3]{Big Georg}, a night watchman, and two savage guard dogs, @UUID[Actor.JJ0JRl5cYTTf5qjf]{Kaden} & @UUID[Actor.okTRplvSsVqjWaJa]{Wrench}. The dogs attack immediately, and the watchman runs, shouting for the Watch. A four-man patrol will arrive on the scene in [[/gmr 1d10]] Rounds. If the Characters retreat, the night watchman calls the dogs off and closes up the warehouse again. He is concerned only with keeping the goods safe, and has no particular interest in bringing thieves to justice.

\n
\n
\n

@UUID[Actor.4JYaYJqgsJMnTDe3]{Georg Handelsson}

\n
\n
\n

@UUID[Actor.JJ0JRl5cYTTf5qjf]{Kaden} and @UUID[Actor.okTRplvSsVqjWaJa]{Wrench}

\n
\n
\n

Warehouse 13

\n

At dusk, @UUID[Scene.clYfG9LmEw1J5Kmo]{Warehouse 13} is quiet. Over the door hangs the rose-cross symbol of the Teugen family. The doors are not locked, and the Characters may look inside through the doors or through one of the barred windows that are set around the walls. An area at the front of the warehouse has been cleared, and crates are tightly packed in the rest of the warehouse. The crates are marked, ‘Silas Hillberry, Appleford,’ and contain bottled fruit.

\n

Hiding in the Warehouse

\n

If the Characters decide to hide in the warehouse and wait for something to happen, they will be able to find suitable hiding places amongst the crates. They can secure a reasonable view of the inside of the warehouse from their hiding-places, but you may call for an Average (+20) Stealth (Urban) Test from Characters who insist on moving about.

\n

Watching the Warehouse

\n

If the Characters choose to stay outside and watch from cover, they must find a suitable hiding-place. When anyone comes to the warehouse, they must each make an Easy (+40) Stealth (Urban) Test (it’s so easy because of the darkness, weird lighting from Morrslieb, and the mist); you should feel free to add any further modifiers that seem appropriate, depending on where the Characters choose to hide.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

As well as your usual XP award for good roleplaying, XP should be awarded for the following:

\n
    \n
  • \n

    @Exp[200,Prevented the ritual]{200 points + 1 Fate Point for preventing the ritual}

    \n
  • \n
  • \n

    @Exp[50,Survived the destruction of Bögenhafen]{50 points for surviving the destruction of Bögenhafen if the ritual is completed.}

    \n
  • \n
\n
\n

Options: How Much Corruption?

\n
\n

So, if a massive Greater Daemon of the God of Change and Mutation appears in your locale, it seems fair that Mutations, and a lot of them, will result. It is up to you exactly how many Tests against Major Exposure the Characters need to take. Perhaps when the Greater Daemon arises? Maybe another when its arm scoops past. And another when Morrsleib almost seems to fall from the sky in exultation? And don’t forget all the Moderate Exposures sourced from all the capering Daemons!

\n

However, a game where all the Characters mutate beyond playability is potentially anticlimactic and not terribly fun unless your Players like such endings. So, be judicious when asking for Tests to resist Corrupting Influences, be aware of how many Corruption points everyone has, remind the Players they can use Resilience points to avoid Mutation. You can always use NPC mutation to illustrate the insidious dangers of exposure to Chaos.

\n
\n

Aftermath

\n

If the ritual is stopped, the Characters have little choice but to leave Bögenhafen. Of course, if the ritual was successfully completed, the town will be destroyed and the Characters must flee for their lives along with the rest of the populace. Otherwise, thanks to @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, the Characters are wanted by the Watch for the murder of @UUID[Actor.7rE1jYAeMNKfrgcQ]{Freidrich Magirius}, and also for arson. 

\n

Further, if they attempted to halt the ritual and in the process killed @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}, @UUID[Actor.Coxv92EfL6VmlpCS]{Steinhäger}, or any of the other members of the Inner Council, they are soon wanted for their murders, too. Even if the warehouse catches fire and all the bodies are burnt, the disappearance of Teugen and company is still noted and the Characters are the obvious suspects. One way or another, it is time to leave town. 

\n

Probably as wanted criminals.

\n

Convincing the Authorities

\n

If Teugen fled Warehouse 13 during the ritual and was claimed by the burning Eye outside its walls, this terrible end was possibly witnessed by others in the town, perhaps including @UUID[Actor.pzFQiFUKm7yWhrsL]{Reiner Goertrin}, the Watch Captain, or one of his many representatives.

\n

Should Teugen’s inevitable downfall be seen by others, it is much easier for the Characters to convince the remaining authorities — and, more importantly, the Watch — of the whole story regarding the Daemon in the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} and horrific events that followed this discovery. 

\n

If this happens, the Characters are taken to the Watch barracks and interviewed by @UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin}. After listening to their story, he will let them go. He also suggests the Characters keep their mouths shut if they don’t want to be pursued by Witch Hunters. The Captain has decided to cover up Bögenhafen's shame.

\n

Of course, if the ritual was stopped in a manner that means the town remains largely unaware of the affair, the Characters will still be hunted as dangerous criminals.

\n

Fleeing Town

\n

Most likely, the Characters have defeated @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} and saved Bögenhafen, but are now on the run as wanted criminals.

\n

The Town Gates

\n

Attempts to exit through any of the town gates prove impossible unless the Characters come up with a good scheme. The Watch are searching for them and all gates are guarded by watchmen and State Army soldiers. To get through, the Characters might adopt a disguise or try bribery. However, the latter approach is expensive, as entire squads of watchmen and soldiers need to be bribed successfully.

\n

The River

\n

Escaping by river is possible if @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin} is still around. The Berebeli is being watched, but not carefully. Josef can move his barge to a suitable place where he can pick up the Characters. To keep the excitement high, a patrol of watchmen could appear and chase the party as it clambers aboard.

\n

Alternatively, the Characters may decide to steal a rowing boat or riverboat. This shouldn’t be too difficult, but there is always the chance that the owner is on board.

\n

The Crossed Pikes

\n

If the Characters have already made friends with @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, they may decide to go to him for help. Franz could put them up in @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} until the heat is off (one week). This costs @Pay[4gc]{4 GC} each, but after a week the Characters are able to slip out of the town without too much bother.

\n

Avoiding the Watch

\n

If you don’t want to extend this last part of the adventure, you could simply allow the Characters to slip out of town unnoticed. However, if they are blatant or stupid in their attempts to leave, you may like to have a Watch patrol chase them through the streets of Bögenhafen for a while.

\n

Trips on the Reik

\n

The campaign continues in the next part, Death On the Reik. The next stage of the campaign initally sees them head for @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} after securing a barge, possibly to visit the herbalist @UUID[Actor.KCOIIpZKbFIFW340]{Elvyra Kleinestun}. But there are many other reasons to head to the rivers.

\n
    \n
  • \n

    The Characters have the letter from @UUID[Compendium.wfrp4e-dotr.actors.wXB3Bam0z0kp45Ht]{Etelka Herzen}, pointing them toward Nuln and the Black Peaks.

    \n
  • \n
  • \n

    The bounty hunter @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} was active in both places, and the adventurers may want to know what he was up to. They may be able to track down his hired thugs @UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willi} in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}, or try to find his mysterious informant Q.F.

    \n
  • \n
  • \n

    Foolhardy Characters may choose to return to Altdorf despite probably being wanted there for the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.UjP1QeCJYk9OiCGz#murder-at-night]{murder of a young noble}, thinking they have a good chance of escaping detection in the teeming metropolis.  It is still the Empire’s capital, and its streets are said to be paved, if not with gold, then at least with golden opportunities.

    \n
  • \n
  • \n

    If the Characters are still on good terms with @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin}, they may decide to keep working as crew on the Berebeli while they decide on their next move. Having sold his cargo in Bögenhafen, Josef is heading back toward Weissbruck with a fresh cargo of local wine — or, if the worst has happened, a bargeload of terrified refugees.

    \n
  • \n
  • \n

    Having  hopefully  foiled a Chaos cult in Bögenhafen, the Characters may have decided to embrace their role in the fight against the enemy within, and decided to track down and destroy the cult of the @UUID[JournalEntry.IZVgB7zmTm4rK2yJ]{Purple Hand}. Its agents were last seen in Altdorf, making it the most logical place to pick up the cult’s trail.

    \n
  • \n
\n

Of course, Players are full of surprises, and the party may decide to go in the wrong direction. A rumour of black plague, backed up by an encounter with diseased refugees, should be enough to discourage that. 

\n

Whatever they choose to do, the Enemy in Shadows has been revealed, and this part of the campaign is concluded. The adventure continues in Death on the Reik!

\n
\n

Options: Recasting Gideon

\n
\nFor Grognard players, the inclusion of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} comes as no surprise. The obvious choice to subvert this expectation would be to have Gideon posing as someone else. Perhaps as @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, or @UUID[Actor.Coxv92EfL6VmlpCS]{Steinhäger}, or even @UUID[Actor.P3HlNMK6rubzDoxM]{Richter}, and have the Daemon work to the same end goal using a different form. A less obvious alternative would be to recast Gideon completely, perhaps as one of the most powerful Daemons from the Realms of Chaos…\n

The Changeling

\n

Instead of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} being a Herald of Tzeentch sent by a Greater Daemon to further its plans in the Reikland, it is actually the Changeling.

\n

The Changeling is an infamous Daemon that even the gods fear. It’s the embodiment of Tzeentch’s meddling psyche: a deceiver, a trickster, and an inveterate prankster. Most importantly, it can mirror the form of any entity completely, adopting mannerisms flawlessly, becoming others so perfectly that even the Dark Gods themselves are fooled. It is said there is only one form the Changeling cannot take, and that is Tzeentch itself.

\n

The Changeling is known for meddling with events of extraordinary significance. The opening of a rift into the Realms of Chaos in the heart of the Empire is exactly the sort of challenge it relishes.

\n

The impact of using the Changeling is relatively small until the very end. Gideon still shapeshifts, Teugen still aims to perform the ritual, and the Ordo are still in his thrall. But, come the climax, the Changeling reacts very differently to a mere Herald.

\n

If the ritual is disrupted, the Changeling is unfazed. The Daemon, amused to be defeated, sheds its @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} pretence and appears as a floating, cowled figure, its head hidden in shadow, its four gangly blue limbs wreathed in magic. It bows to the Characters, then the unblinking Eye in the copper circle, and then dances free, reshaping itself as required to withdraw, perhaps as a watchman, a noble, or as a crow, or maybe even one of the Characters. The party, no matter how resourceful, will not catch up with it. For the moment, it is gone.

\n

If the ritual is completed, Gideon no longer enters the pit with glee. Instead, it backs away slowly and begins to laugh, menacingly and with many voices. The Changeling then advises the Characters to flee if they have not done so already. ‘FOR HOW CAN YOU FIGHT IF YOU ARE DEAD?’ It then makes its own escape. It has no desire to have an audience with one of Tzeentch’s Greater Daemons. The last time the Changeling drew close to Tzeentch, it brought a gift of hair that it tricked from the sublime head of Slaanesh, but this time it has no offering, and an offering will be expected. The Changeling leaves to resolve this before it is noticed by the incoming Daemon.

\n

If you do decide to make @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} the Changeling, this option is discussed further in the Empire in Ruins Companion, where the Changeling’s potential impact on the end of the campaign is explored in more detail.

\n
" + }, + "One Thing After Another": { + "name": "One Thing After Another", + "text": "

Once the Characters are over the wall, they can make good their escape. You might like to draw out the agony by telling the Players that a few townspeople chase them after they escape from the grounds of Magirius’s house, but they should be able to shake off any pursuit after a few minutes’ hard running by twisting and turning through alleys and side streets, perhaps with some Athletics Tests thrown in for extra tension.

\n

Now the party must review its position and decide what to do next. As the Characters escaped over the wall, the watch officers got a clear view of them, and the party must assume the Watch is now hunting for it all over town. The Characters are quite well known by the authorities as a result of their investigations over the last few days, and there is little chance they will be able to bluff their way out if they are caught. 

\n

The party knows the ritual is to be held tonight in a warehouse, either Warehouse 13 or 17. It is beginning to get dark, and Morrslieb is rising full and large, casting its horrendous green light everywhere.

\n

The journey to @UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI]{The Ostendamm} can be made more eventful by having the Characters encounter @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrols} every so often. At this point, the party might decide that it is all too  much and make an attempt to leave town. Fortunately, this is easily avoided.

\n

You can channel the Characters towards the Ostendamm and the climax of the adventure by increasing the frequency of encounters with the Watch if they move towards the gates, and decreasing it as they move towards the docks. Any encounters with the Watch should be frightening rather than dangerous, and the Characters should be able to shake off any pursuit fairly easily, but do not let the Players know this. 

\n

Every time the Characters turn a corner while evading pursuit, you should have them make an Average (+20) Stealth (Urban) Test, based on the lowest score in the party; if the Test is failed, their pursuers are still on their tail, and are drawing ever closer. When a Test succeeds, the Characters manage to shake off the pursuit. The Players should be aware that the adventure is reaching its climax, and that there is no time to lose.

\n
\n

Options: Lunatic Mutants

\n
\n

With the unexpected news of the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{Mutant Edict} now widespread and the corrupting light of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.DiVj3o5EkDkj5oQ3]{Morrslieb} everywhere, you have an opportunity to make the chase scene through Bögenhafen significantly more horrific, should you so wish.

\n

As the Watch pursues the Characters through the town, the baleful light of skull-faced Morrslieb enacts a terrible change upon those below. Have the Characters escape Magirius’s house as normal, but play up the intensity of the horrendous, green luminescence of Morrslieb, and have even more glowing mist rise high from the Bögen. Every time the Characters step into the direct light of Morrslieb for any length of time, call for a Test to resist a @Corruption[minor]{Minor Exposure to Corruption}. Make it clear that Morrslieb’s light is dangerous, and feels very wrong. The streets are emptying of everyone bar fools and the Characters.

\n

Then, just as the party feels it may be escaping the Watch, have new animalistic howls of pursuit echo through the empty streets. It’s not just the Watch they now have to contend with, it’s the Mutant Watch! And if this horrific threat should catch up: ‘You’re the problem, mate, not us! You’re murderers! Ain’t no such thing as a mutant anymore! The Emperor has our backs!’

\n
" + }, + "The Appointed Time": { + "name": "The Appointed Time", + "text": "

This section details the course of events at @UUID[Scene.clYfG9LmEw1J5Kmo]{Warehouse 13}. These events only happen if the Characters do not intervene. Any actions they take will alter the course of events to a greater or lesser degree, so you should be prepared to adapt and improvise. You should also take into account what the Characters can see from wherever they are. Be careful to tell the Players only what their Characters can be expected to see.

Preparations

Shortly after dusk, a cart arrives from the Steinhäger offices bringing @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} and two labourers. It draws up outside Warehouse 13, and the three men unload a number of sacks containing the items removed from the Hidden Temple. The cart is driven away, leaving Steinhäger inside. He begins to prepare the temple, laying out the copper circle, marking an octagram on the floor in salt and placing the silver candlesticks at the corners.

After about half an hour, five carriages arrive within a quarter of an hour of each other. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} (wearing the face of ‘Teugen’s cousin’ again, so the Characters are unlikely to recognise it) get out of one carriage, which has the Teugen family’s rose-symbol on the doors. The passengers go into the warehouse, each carrying a small bundle (their robes), and the coaches drive back into the town. This is the Inner Council of the Ordo Septenarius. It has arrived for the ritual and spends the next half an hour robing and making other preparations. While this is going on, a dozen @UUID[Actor.JOvvyUSDLR5XkN9R]{thugs} from the Stevedores’ Guild unobtrusively ring the warehouse to make sure that those inside are not disturbed. 

@UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}

@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}

This is not immediately obvious in the green-tinged fog, and requires a successful Challenging (+0) Perception Test from outside the warehouse to spot it. At this point, Characters hiding outside the warehouse must make another Easy (+40) Stealth (Urban), modified as you feel is appropriate for where the Characters are hiding. The thugs clear the area of anyone they find.

The Dedication

Another half hour or so passes, and a cart arrives from the north of the town, coming out on to the Ostendamm between Warehouse 17 and the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters' Guild}. It pulls up outside Warehouse 13, and two men, thugs from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, unload a large, heavy sack and carry it into the warehouse.

The sack contains a young woman who has been ‘acquired’ for the sacrifice. Her blood will consecrate the warehouse for use as a temple. Any Characters outside the warehouse who make a successful Challenging (+0) Perception Test see the sack move as the semi-conscious woman struggles weakly. Having delivered the victim, the two men drive off, returning the way they came.

The victim is bound hand and foot and is laid in the middle of the octagram. The participants are now dressed in red robes with a seven-pointed star surrounding an animal head emblazoned on the chest. They wear tall, pointed head-dresses that hide their faces completely. They stand in a circle around the woman, chanting rhythmically as @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} draws a dagger. He passes the blade ceremoniously through the flames of the eight candles, and then stands over the woman, with the dagger raised high above his head. The chanting comes to an abrupt halt, and Teugen plunges the dagger into the woman’s chest. He then cuts her heart out, and sprinkles blood from it on the eight corners of the octagram, and on the points where any lines cross. Her heart is placed at the centre of the circle, and two of the cultists carry her body to one side, being careful not to disturb the octagram.

If this sacrifice is thwarted in any way, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} tries to capture one of the Characters to take the woman’s place or, failing this, he calls in one of the thugs from outside, who will be overpowered by the cultists and sacrificed.

Once the sacrifice has taken place, the makeshift temple is ready for use, and the ritual begins.

The Ritual

The ritual begins two hours before midnight. The seven members of the Inner Council (including one who has been drafted in from the lower echelons of the Ordo Septenarius as a replacement for Magirius) each stand at a point of the octagram around the copper circle, with Teugen in the middle, and @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} taking up the last spot.

The cultists raise a discordant chant. This continues, unless they are disturbed, throughout the ritual. Teugen stands with one foot on either side of the heart of the sacrificed woman, chanting in a counterpoint to the other cultists. There are several invocations and responses, and each cultist in turn then moves to the centre, kisses the first two fingers of their right hand, and touches them to the heart briefly, returning to the circle as the next cultist moves forward. The chant is maintained unbroken throughout.

After an hour and a half, Teugen then plucks a scroll free from his belt. He unrolls it, and the chant stops as he carefully reads it in a singsong voice. Neither the chant nor the words from the scroll are intelligible to a Character without the Language (Magick) Skill. A successful Impossible (−50) Language (Magick) Test reveals that there is a subtle undercurrent to the spell, cleverly hidden, that beseeches ‘Tchar’ to rip reality asunder ‘from the Crystal Labyrinth’, to ‘reign in the Mortal Realm’. 

@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} has not noticed this. It takes Teugen about half an hour to read the scroll. He pauses at several points to sketch mystical figures in the air with his hands, and the other participants chant responses to his invocations at various times. After about 20 minutes of this, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} enters the octagram. He takes the @UUID[Compendium.wfrp4e-eis.items.c3T3NCS9SPDdEQyy]{Ring of Opsianon} from its finger and gives it to Teugen, before taking up a position behind him. Note: once Gideon takes the ring off, it becomes subject to @UUID[Compendium.wfrp4e-core.items.Item.D0ImWEIMSDgElsnl]{Unstable} if he moves outside the circle. Teugen, still chanting, passes the ring through the flames of the candle at each corner of the octagram, and then returns to the centre, where he kisses the ring and places it on top of the heart. The cultists come into the centre one by one, and kiss the ring in turn as Teugen continues  to chant.

Suddenly, the tone of Teugen’s chanting changes. The cultists stand absolutely still in an attitude of rapt attention, and Gideon remains motionless behind Teugen. The ritual is nearing completion.

Foiling the Ritual

If not interrupted, the ritual finishes a few minutes before midnight. There are several ways the Characters can prevent this.

Attacking the Participants 

If the Characters are inside the warehouse already, they can attack at any time. Otherwise, they must fight their way in through the thugs stationed outside. The thugs are all round the warehouse, so the Characters encounter two thugs no matter which direction they approach from. Each Round after a fight breaks out, another thug arrives, until all 12 are on the scene. Every time that one of the thugs is killed or incapacitated, you should make a Cool Test for the others. Start the Difficulty at Very Easy (+60), and make it 1 step more difficult for every two thugs taken down. If any Test is failed, the remaining thugs flee.

Once the thugs are dealt with, the Characters are free to advance. They can storm into the warehouse through the front doors, or they can rip the thin wooden slats off the windows and fire missiles at the participants. The slats are backed with stout iron grilles that make it impossible to climb in through the windows, but it is possible to throw or fire missiles through the grilles with a penalty of −10 to any associated Ranged Test.

When the Characters attack, Teugen instructs the seven members of the Inner Council to stand back and avert their eyes. He casts @UUID[Compendium.wfrp4e-core.items.Rkg1tMICxdRsH1zB]{Bolt (Daemonology)} at any Characters who are Elves or who appear to be spellcasters. Gideon casts @UUID[Compendium.wfrp4e-core.items.xhGjRScyU149nK3i]{Treason of Tzeentch}. There is a 30% chance they cast their spells at the same Character.

Next, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} tears free of its Human disguise and appears in daemonic form, giving it @Fear[2]{Fear 2} against everyone except @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}. Each cultist must make a Challenging (+0) Cool Test. Those who fail have disobeyed Teugen’s instructions to look away, and must Test to resist the Fear 2.

@UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} next casts a Spell at any Characters who are still advancing, before closing for hand-to-hand combat. Gideon fights until the Characters are wiped out or beaten off, or until it is killed. Meanwhile, Teugen tries to rally the other cultists, using his Leadership Skill away from the scene of combat. Whenever the Characters seem to be gaining the upper hand, you should give the remaining cultists an Opposed Cool Test against Teugen’s Leadership Skill. Any cultist who fails the  Test flees.

Stealing or Destroying Vital Components

The following are vital to the ritual taking place.

  1. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}

  2. The seven members of the Inner Council

  3. The spell scroll, which Teugen carries on his belt

  4. The @UUID[Compendium.wfrp4e-eis.items.c3T3NCS9SPDdEQyy]{Ring of Opsianon}

  5. The Ordo’s copper circle, or any piece of it

  6. Eight silver candlesticks holding black candles

  7. An octagram marked on the floor of a sanctified temple with salt

If the Characters are able to steal or destroy any of these things, the ritual fails. This includes extinguishing the candles or stopping the sanctification of the new temple by rescuing the woman. If the Characters took the silver candlesticks from the Hidden Temple earlier in the adventure, they have been replaced. A replacement has also been drafted in for Magirius, and if any other member of the Inner Council has been killed or severely injured earlier in the adventure, a similar replacement is swiftly arranged to bring the numbers up to the needed seven.

Delaying the Ritual

Once started, the ritual must be completed before midnight, so any delay of more than 10 Turns is fatal. Teugen still tries to conduct the ritual, but midnight strikes before it is completed.

Other Means

The Characters may try to disrupt the ritual by other means, such as setting fire to the warehouse. It is not possible to cover every contingency here, but you should be able to tell, using common sense and the information in this chapter, what the outcome of a particular attempt is.

The Ritual Disrupted

As soon as it becomes apparent that the ritual cannot be completed for any reason, Teugen breaks down completely, and runs screaming and raving into the night. When the bell in the temple of Sigmar strikes midnight, a cloud of thick, foul-smelling pink and blue smoke gathers around him. There is a shattering scream, and when the smoke clears, as abruptly as it appeared, there is no trace of him. Every Character  who witnesses this must make a Difficult (−10) Cool Test to resist @Terror[2]{Terror 2}.

If midnight strikes and the ritual is still in progress, everything comes to an abrupt halt as the bell is heard tolling the hour. Tongues of roiling pink and blue fire lick from the octagram. From its depths, an enormous unblinking Eye, fringed with scintillating feathers, coiled through with every conceivable colour, forms. 

Any witnesses must make a Hard (−20) Cool Test to resist @Terror[3]{Terror 3}. Teugen screams and begs for more time, but a disembodied, many-toned voice sounds — more in people’s minds than in the air — deep and high, terrible and mellifluous, and so very cold.

‘I claim your soul. It was always mine; but you were more useful when you believed you could save it. Now you are needed for other matters.’ 

Teugen screams as he bursts into multicoloured fire. The cultists, appalled, scatter, tripping over themselves, terrified beyond rational thought. As this happens, Gideon desperately snatches up the scroll and begins to read from it, taking up where Teugen left off. For the first time, its voice is strained, and it stumbles over phrases as it rushes to complete the invocation. When Teugen has burned away, the giant burning eye turns to Gideon. The disembodied voice sounds again.

‘There is no portal. You have failed. Return to me.’ 

Gideon is then forced to his daemonic form (if it has not changed already) and begins to burn in coruscating flames. It howls and writhes in unspeakable agony, then burns away. Every Character who witnesses this must make a Difficult (−10) Cool Test to resist @Terror[2]{Terror 2}. The great Eye in the octogram then looks to the Character that appears like Kastor Lieberung (if still alive — if not, choose a different Character). The Eye pauses. The Character is frozen in place. Then the eye burns away.

Any Character within 99 yards of the Eye must Test for a @Corruption[major]{Major Exposure to Corruption.}

The Ritual Completed

If the Characters fail in their attempts to stop the ritual, or do not attempt to do so, you have two options: either you fudge things so that the ritual is halted anyway, or you have the gate open.

If you feel the Characters were only prevented from stopping the ritual by bad luck or force of circumstances, you may decide to have circumstance work in their favour, so that the final completion of the ritual is prevented by a chance event. For example, a rat scurries across the warehouse floor and breaks the salt pentagram, or one of the participants panics at the last minute and runs screaming into the night. However, this may prove to be something of an anticlimax, especially if the Characters conclude that everything would have turned out for the best regardless of their actions. So, you may well decide that the worst should happen, even if the Characters deserve better.

If, on the other hand, the Characters had ample opportunity to stop the ritual but failed to do so, you should not shrink from inflicting the full consequences. The Greater Daemon of Tzeentch responsible for the events in Bögenhafen exults as a Chaos Gate opens in the Empire. Bögenhafen is doomed, and the Characters must run for their lives. 

This option is extremely dangerous and could lead to the entire party being wiped out if the Characters do not move swiftly enough, but it also provides an exciting climax to the adventure.

Apocalypse

If the ritual is completed before midnight, a gate to Tzeentch’s Crystal Labyrinth in the Realms of Chaos yawns open. The area within the copper circle suddenly falls inwards, and Teugen and the members of the Inner Council tumble into the pit, their screams an eternal reminder of their foolishness as they fall into infinity. Gideon resumes its Daemon form (if it has not done so already) and jumps into the pit with a delighted squeal. Any Character witnessing the opening of the pit must make a Challenging (+0) Cool Test to resist @Terror[2]{Terror 2}.

For a few minutes, everything is still. The inside of the pit is totally black: not even the sides can be seen. Any Character who looks into the pit will see a pulsating multicoloured light in the distance, drawing rapidly closer. With alarming speed, a boiling mass of primal Chaos speeds towards the new Chaos Gate.

Any Character who sees it coming must make a Very Hard (−30) Cool Test to resist @Terror[4]{Terror 4}. A cacophony of howls, bellows and ear-splitting shrieks erupts from the pit — until it is almost unbearable. A roaring fountain of pink fire follows, shattering the roof of the warehouse and pouring high into the night sky over the town. Falling droplets of fire hit the ground smoking and sizzling. Anywhere a droplet lands a twisted, unnatural Daemon forms. 

The pit slowly widens, expanding some 10ft per minute until it occupies the whole site of the town. The pit swallows people, animals, and buildings, and the stream of pink fire spews into the sky unabated.

Slowly, a great, winged shape wreathed in blue fire takes form atop the pink fountain of Chaos — it has impossibly long arms and two scintillating, avian heads, both of which scream with a chorus of uncounted millions of damned souls. This is the chosen form of an exultant Greater Daemon sent by the Chaos God Tzeentch as it manifests in the Mortal Realm. Its arms, each blistered with burnt-yellow eyes, reach down again and again to the streets, scooping up handfuls of fleeing people and shoveling them into its hungry, gaping maws. 

This is, obviously, terrifying. All Characters must make an Impossible (−50) Cool Test to resist @Terror[5]{Terror 5}.

Meanwhile, Daemons run gibbering through the streets, harrying the streams of refugees like wild dogs chasing a herd of sheep. The stragglers and the hindmost are brought down and torn limb from limb in an orgy of feeding.

If the Characters are to have any chance of surviving, they must flee. Immediately. If they do leave quickly, they may be able to get clear of the town before the pit swallows everyone, and the sky fills with shoals of screaming Daemons. You should play out the party’s flight in full, keeping careful track of its position on the town map. Once the pink fire erupts, roll [[/r 1d10]] every Round. On a roll of a 9, a droplet lands near the Characters and they are faced with one of Tzeentch’s Horrors.

As well as the danger from these Daemons, the Characters must contend with the fleeing, panicking crowds. The main streets become impassable almost immediately, and other streets and alleys quickly become choked with the desperate and the doomed. Characters trying to force their way through the crowds must perform an Opposed Strength Test against Strength 50. If successful, some progress is made through the throngs. If failed, the Character loses 1 Wound in the crush, not modified by Toughness Bonus or APs. On an Impressive Failure (−4 SL), 2 Wounds are lost instead. This Test needs to be repeated until the Characters are free of the crowds, either because they have escaped them, or because they are scooped up to feed a hungry Greater Daemon.

You could introduce random encounters and situations to add colour to the Characters’ flight. What these should be is entirely up to you, but here are some suggestions.

  • Panicked horsemen come hurtling towards the Characters, knocking down everyone in their way.

  • A regiment of soldiers and watchmen, some 40 strong, forces its way through the crowds, heading for the Ostendamm to fight this menace as best it can. They call for all able-bodied citizens to take up weapons and follow.

  • The Greater Daemon’s massive hand reaches down, close to the Characters, and scoops up a score or more folk, shovelling them into its great, gaping maw.

  • A manhole opens and people pour into the sewers to escape the onslaught of Chaos. The sewers may be safer than the streets, or they may already be full of the fire-spawned Daemons.

  • A Light wizard stands on a rooftop. A crackling shaft of white energy shoots towards the shape forming above the gate, but dissipates harmlessly in front of it. The Greater Daemon pauses in its feeding and turns to the Wizard, who is suddenly engulfed in a ball of vivid-pink fire and falls blazing into the crowds below.

  • Several buildings are on fire, and one or more collapse on to the crowds a few feet away. Each Character must make a Challenging (+0) Dodge Test or take [[/r 1d10 + 5]] Wounds, modified by Toughness Bonus and APs as normal. If a 9 is rolled, the Character also gains 1 Corruption point.

While you shouldn’t make it easy for the Characters, bear in mind that they ought to be able to escape provided that they don’t do anything too foolish, and you should avoid wiping out the party. However, having them spend some Fate points and Resilience points is not only appropriate, it’s likely to be inevitable.

Options: Trauma

The climax of Enemy in Shadows can potentially end very badly, and the trauma of surviving the worst the Realm of Chaos has to offer is long-lasting. Mark how many Terror Tests each Character fails in the finale, and log it as a Total. After the adventure is concluded, have each Character make a Challenging (+0) Cool Test. A success reduces the Total by 1. Each +SL reduces the Total by a further 1. Characters left with a Total greater than 0 develop a permanent @UUID[Compendium.wfrp4e-core.items.1y6Hv22y9C3UD8gX]{Custom Trauma}.

" + } + } + }, + "Chapter 8 - Chasing Shadows": { + "name": "Chapter 8 - Chasing Shadows", + "pages": { + "Chasing Shadows": { + "name": "Chasing Shadows", + "text": "

Our Heroes, having discovered a secret @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Chaos Temple} beneath the streets of Bögenhafen, return to find no one believes it exists. When the Characters uncover the truth as to why, they are soon roped into a race against time to save not only themselves, but all of Bögenhafen.

The Investigation Begins!

This part of the adventure puts the Characters into the role of detectives. During the course of their investigation, they might call at many different locations. Often, they are required to make successful Tests to get information: if, through simple bad luck, they cannot gain enough information to piece the story together, they may become stuck and discouraged. Don’t worry if this happens — there are NPCs aplenty to help the party as they wander around the town, and everything should become clear with a nudge or two. For example, Doctor Malthusius can be used in this way, and tips for doing so are provided. It is quite acceptable to drop a few hints if the Players are having difficulties, but you should avoid making things too easy.

Where To Go First?

The Characters’ first likely stop is to see @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} at the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{Festival Court}. If they have heard the Goblin was killed in a warehouse, they likely want more information. They possibly also want to show Richter the three-socketed pelvis they found as evidence that the creature died in the sewers.

However, just because that’s the most obvious step, it does not mean the Players will take it. To help you plan for what they may do, this chapter presents all the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd]{Primary Locations} the Characters are likely to visit as they dig into the story behind the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}. Of course, it’s not possible to cover every conceivable route the Characters take as they investigate, but if you read through the @UUID[.huFbG8Hb20WVmuIu]{Primary Locations} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.WcyNfmyzEzGJr3F6]{A Guide to Bögenhafen}, you will have more than enough information to work through any issue you may face. If the Players choose an unexpected path, remember to use your discretion and initiative in reacting to anything the Characters try to do, taking into account all of the NPCs’ motivations and the timeline of events.

Tracing Locations Above Ground

If the Characters made a map while in the sewers, they may be able to trace sewer locations above ground. If the mapping Character has Art (Cartography), then a successful Challenging (+0) Navigation Test locates a sewer location from above, with a second located with an Impressive Success (+4 SL) or better. If no Character can make maps, well, it’s much harder. 

In order to find any particular location, the Character who made the map must make a successful Futile (−40) Navigation Test to find a single location. 

The locations the Characters are most likely to try to trace are the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{Steinhäger Offices} above the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}, and @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} above the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#door-to-the-crossed-pikes]{door to the Crossed Pikes}. Manholes can also be traced above ground, provided that they have been marked on the Characters’  map.

Stake-Outs

The Characters may decide to stake out a location. Some of the more likely locations, and what is seen there, are detailed in the descriptions throughout this chapter. When watching an area, an Average (+20) Stealth (Urban) Test should be made every hour (more frequently in some areas) to avoid arousing suspicion and being moved on by the Watch.

" + }, + "Events": { + "name": "Events", + "text": "

As the Characters embark on their investigations, the world continues to revolve, and the NPCs continue with their plots. 

\n

The following events occur in the order listed unless you determine the Characters’ actions cause some of the NPCs to change their plans. 

\n

Other events and encounters can also take place if you wish. If you add more, it is suggested you only provide enough to convey the impression of a bustling town going about its business, but not so many that the Players become distracted or overwhelmed.

\n

Day 1

\n

Doctor Malthusius

\n

The Characters should encounter @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} during the first day of their investigations. They may decide to call on him to tell him what they found in the sewers. If they do not, you can have Doctor Malthusius run into them in the town or near the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{Festival Court}.

\n

@UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} is sure they did their best to recover the Goblin, and holds no grudge against them. He invites them to his caravan and offers them brandy and tobacco. Malthusius has heard that the Goblin was killed in a warehouse by the river, and is rueful at the loss of his best exhibit. He realises that the townspeople would not have been interested in taking it alive, but he is baffled that the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall} clerk steadfastly refuses his requests that they return the body to him. He wants to have the Mutant Goblin stuffed and mounted as a static display. He cannot imagine why the locals refuse to hand the Goblin’s body back to him, since it could be of no conceivable use to anyone else.

\n

If the Characters tell him about the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} and suggest the Goblin was killed there by a Daemon, Malthusius is disbelieving at first. Are the Characters sure that what they saw wasn’t a trick of the shadows and echoes? A successful Average (+20) Charm Test (or the sight of the Goblin’s pelvis) convinces Malthusius that the Characters are serious, and then he starts to think. 

\n
\n

‘So that must have been why the authorities refused to hand over the body. There wasn’t one after the Daemon had finished with it!’

\n
\n

@UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} doesn't take any direct role in investigations. He explains he avoids making powerful enemies, and doesn't want Witch Hunters interrupting his show. And, anyway, he is moving on when the fair ends. At the same time, the prospect of Daemons in a seemingly ordinary town like Bögenhafen worries him. He is torn between a desire to do something about it and his conviction that it is wise to avoid such things.

\n

If he can help without running any personal risk, he does so gladly. If the Players are at a loss as to what to do next, @UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} can be used to feed a couple of leads. Unfortunately, he cannot provide any contacts. He can also suggest that the library in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.D7KSvLHIYm6SiXhg]{Temple of Verena} may have some useful information.

\n

If @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri} is mentioned, @UUID[Actor.kQyaJB0lSLQ2NLu8]{Malthusius} offers to ask around at the fair. By the end of the day, he uncovers that the Dwarf was seen shortly after sunset, heading into the town in the company of a young man wearing livery including a red cross or flower.

\n

Madman in the Square

\n

The Characters overhear a conversation about a madman standing in one of the town’s squares. Apparently, he is ranting and raving and making all sorts of pronouncements of doom. He is not in the square if the Characters go there, but he returns on Day 2.

\n
\n

Day 2

\n

The Prophet of Doom

\n

The Characters encounter a filthy-looking wretch with long, straggly hair by the name of Ulthar. He stands in one of the town squares amid a small crowd of people, shouting and shaking his fist at nothing in particular. 

\n

Most of the time he yells the same four lines: ‘Doomed! We are all doomed! Chaos is upon us! The signs are everywhere!’ 

\n

However, occasionally, his rantings take a different line: ‘I see seven, and I see nine, all they have will be mine, mine, mine!’ or, ‘The star within the circle is the sign of Death!’ and, ‘Beware the man who is not a man!’

\n

If the Characters approach Ulthar, he stares closely at one of them — ideally, the Character who resembles Kastor Lieberung. ‘The Mark is upon you!’ he yells, with sudden vehemence. ‘Beware the bringers of Chaos!’ Then he turns and runs into the crowd, heading for @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.63vL007lJpHVlFpB]{Kringler’s Ferry} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}.

\n

If the Characters follow Ulthar, they need to make a Challenging (+0) Perception Test or they lose him in the crowd. If they succeed, they just have time to see him board the ferry, which leaves before they can reach it. Otherwise, they can make enquiries in the crowd, perhaps using the Gossip Skill, and find out that he lives in the Pit. Finding him there requires a successful Bribery Test and costs at least @Pay[3ss]{3 shillings}.

\n
\n

If and when the Characters find Ulthar’s hovel, there is no reply to their knocks. On entering, they will find his twisted body on the floor, his throat ripped out. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} became aware of Ulthar’s pronouncements and silenced him. Searching the body, the Adventurers find only fleas and a medallion bearing the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#teugen]{House of Teugen’s} insignia, which Karl Teugen gave to Ulthar on his death bed.

\n

If the Characters saw @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}’s mutilated body outside the fake lawyers’ office on Garten Weg, a successful Challenging (+0) Perception Test means they find Ulthar’s wounds disturbingly familiar.

\n
\n

@UUID[Actor.8DRfC5Nmp4Wi7m1T]{Ulthar the Unstable}

\n

The Evil Eye

\n

During the afternoon, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} watches the Characters closely. Any Characters with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent have a feeling of being watched, but are unable to determine who is watching them. Any minor NPC the Characters question this afternoon has a good chance of being dead by the time they return with more questions, but they never see Gideon.

\n

The Invitation

\n

While watching @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} or @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, the Characters notice a piece of parchment fall from the suspect’s pocket. Magirius or Steinhäger are unaware that this has happened. The Characters are able to pick it up and read it. Give the Players @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.FVhvsedazZGXVDwu]{Handout 8: Hour After Sunset}.

\n
\n

HANDOUT 8: HOUR AFTER SUNSET

\n

An hour after sunset at my house.

\n

All members of the Inner Council will attend.

\n

 

\n

Johannes Teugen

\n
\n

This event can be used in a number of different ways. For example, if the Characters are not actually watching either of the above, but happen to be watching their houses or places of work, they could see the note lying in the road or just inside the gates.

\n

Hired Muscle

\n

Just after nightfall, nine men converge on the Characters from all directions. All are dressed in rough, tattered clothing, and they are carrying clubs, chair legs, and similar weapons. If the adventurers are indoors at the time, they are approached by only one of the thugs, but the others stand threateningly in the background. Teugen has hired the thugs to scare the Characters off. None of the thugs knows who they are actually working for. They are following instructions from Gurney at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}.

\n

On a successful Average (+20) Perception Test, it is noticed that some of them wear cheap metal pendants showing a rope-and-pulley emblem. A successful Easy (+40) Lore (Bögenhafen), Average (+20) Lore (Reikland), or a Challenging (+0) Intelligence Test (with a bonus of +20 for Characters who have completed a stevedore or merchant Career) identify the emblem as being that of the Stevedores' Guild. 

\n

Once the Characters are surrounded, one of the thugs speaks: ‘We've got a message for you. Keep your noses out of what don’t concern you, or you might wake up one morning at the bottom of the river. Why don't you try your luck somewhere else, eh? I hear Altdorf is lovely at this time of year.’ The thugs will then disperse. They take no aggressive action unless attacked or provoked.

\n
\n

@UUID[Actor.YTdkvlDr6bU2mbmt]{Thug Boss}

\n

Day 3 - The Day Before the Ritual

\n

Note: If the Characters are making good progress, the events listed for this day can be used on Day 2.

\n

The Meeting

\n

In the evening, Teugen asks the Inner Council of the Ordo Septenarius to assemble for a meeting at his house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring} an hour after sunset. Teugen calls the meeting to finalise the ritual with his Inner Council. The Characters may have found out about the meeting from a letter dropped by @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} or by @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, or they might be spying on the Adel Ring as the Inner Council members assemble for the meeting. At this time of night, there is a certain amount of activity in the Adel Ring. It is not just Magirius, Steinhäger, Teugen and the rest of the council abroad at this hour. @UUID[Actor.nCzNGuS22drsDAIe]{The Watch patrol} can be seen doing their duty of protecting the citizens, and they ignore the occasional group of rowdy young rakes leaving for a night on the town. Others are crossing the Adel Ring for dinner engagements, generally accompanied by servants with torches and cudgels to ward off footpads. Romantic assignations, and possibly even a duel, may also be taking place in the park. 

\n

This ‘background noise’ is left to your discretion. Refer to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring} for inspiration. You could add extra hazards in the form of aggressive young blades, overzealous bodyguards, and suspicious Watchmen. You could even add some possible red herrings: for example, several people may come out of the Magirius or Steinhäger houses — most of them bound for perfectly innocent destinations. 

\n

The Characters could have trouble identifying @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} or @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} in the twilight, leading to a certain amount of confusion. If the Characters accost any of the NPCs, there is a good chance that they will be taken for footpads and dealt with accordingly. Use your discretion here — keep the Characters on their toes, but avoid putting them in impossible situations they cannot escape.

\n

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} returns from his work at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, and remains in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.cWjJmWZCPdvvyHKg]{his house} for about an hour. He then leaves carrying a package containing his Ordo Septenarius robes, and crosses the Adel Ring to @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gouFIzN8RGRjelGe]{Teugen House}. If the Characters approach him, Magirius wishes them a good evening and continues on his way. If they make it impossible for him to avoid them, he explains that he is going to dinner with his friend, Councillor Teugen, and could they please make way. If the Characters persist, he calls for help and tries to push his way past.

\n

@UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} emerges from @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lc6Ade8z8H1XLmVi]{his house} ten minutes after Magirius. He is accompanied by his two bodyguards, and he too carries his robes. If the Characters try to stop or question him, he will assume that they are footpads and call for help while his bodyguards (use the @UUID[Actor.JOvvyUSDLR5XkN9R]{Thugs} profile) move to protect him.

\n

Over the next half hour, after @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} and @UUID[Actor.Coxv92EfL6VmlpCS]{Steinhäger} have entered the house, another five visitors arrive. All are on foot and well-dressed, and each carries a bundle. Some are in the company of bodyguards, and nearly all come from houses near the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

\n

The Characters should be discouraged from gatecrashing this meeting, as it’s clear there are many well-armed folk in attendance. Until the last visitor arrives, the gates are open and two servants stand by them. If the Characters try to enter through the gates, they are politely, but firmly, turned away by the servants. 

\n

They claim a private event is taking place, and that strangers are not welcome. If the Characters insist on staying, two bodyguards wearing sleeved chain mail coats suggest they are not wanted. If the group persists and tries to push through the gates, the bodyguards attack, backed up by another two who have been waiting on the other side of the gates.

\n

Once the last guest has arrived, the servants close and lock the gates. Two bodyguards stay here while the other two patrol the grounds. There are three guard dogs that are then released. These do not bother the bodyguards or the servants, but anyone else in the grounds is fair game. Details of the grounds can be found on @UUID[Scene.rSXZkhuKuD3MK2ux]{Teugen Houshold}.

\n

During the meeting, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} tells the Inner Council that the secret temple has been discovered and abandoned. So the ritual will take place on the following evening, in a new location, which will be revealed to them later. Further instructions will be forthcoming nearer the time. Remember, the others think the ritual is to tamper with market forces and make them all rich; Teugen plans to sacrifice the rest of them to save his soul; and Gideon knows that it will create a tear into the Realms of Chaos on the site of the town. After the meeting, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} has doubts about the ethics of Teugen’s plan, as Teugen mentioned that a human sacrifice would constitute part of the ritual. After struggling with this for a while, Magirius decides to contact the Characters (see @UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.CK3uMwtbAMyj1rTq]{The Darkest Hour}).

\n

Day 4 - The Day of the Ritual

\n

The Watchers

\n

Two @UUID[Actor.JOvvyUSDLR5XkN9R]{thugs} follow the Characters during the day and, if they persist in their enquiries, nine thugs will return and attempt to catch the Characters in a secluded spot. They plan to beat every member of the party unconscious, strip them of any valuables, and dump them into the river. If the Characters manage to fight off the thugs, they return again later.

\n

Once fighting begins, each Round there is a [[/r 1d10]]{50%} chance that the town @UUID[Actor.nCzNGuS22drsDAIe]{Watch} arrives after [[/gmr 1d10]] Rounds. If this happens, the thugs flee. The Characters may be best advised to run too, or they have to talk fast if they want to avoid arrest for breach of the peace and public affray.

" + }, + "Bad Moon Rising": { + "name": "Bad Moon Rising", + "text": "

Two moons orbit the Warhammer world: Morrslieb and Mannslieb. Morrslieb, the smaller of the moons, is also known as ‘the Chaos moon’, and is composed entirely of Warpstone that was thrown into the sky following a catastrophe in the unfathomably distant past. The moon has an erratic orbit, sometimes close, sometimes far, and is known to react to the activities of the Ruinous Powers. As the Chaos god Tzeentch and its minions prepare to destroy Bögenhafen to create a Chaos Gate in the midst of the Empire, Morrslieb goes through many changes that can be seen from the ground. The following events are entirely optional. You may find them useful in creating a sense of impending cosmic doom, but you may also find them a little too theatrical.

Day 1

Morrslieb rises full. This is universally known as a bad omen. The folk of Bögenhafen look to the sky in distress as the small moon bathes the town in sickly green light.

Day 2

On the second night, Morrslieb is again full and also significantly larger than normal. It almost appears to stop above the town, not orbiting like normal. As the night progresses, a grinning skull appears on the moon. It is indistinct at first, but has unmistakable features by dawn. To many inhabitants of Bögenhafen, the moon’s face seems odd but is of no great cause for concern — it’s certainly not the first time it’s happened. For others, it’s disturbing. Some refuse to leave their houses at night, whilst other take to the streets to claim the end is nigh!

Day 3

When Morrslieb appears on the third night, it is even larger and the skull face more pronounced. It seems to hang low above the town, and in any reflections (in pools, puddles, glass, and similar), it appears impossibly close, as if it were scraping the tallest buildings. As the night progresses, the skull face sometimes appears to move. 

Occasionally, in reflections, some folk swear they see the moon licking its lips with a huge, green tongue. Many hide away in fear at this, but a few treat it as a spectacle to be witnessed, and stand outside watching the swollen moon, hoping to catch sight of something extraordinary. Those staying outside for longer than half an hour in this moonlight have to Test for a @Corruption[minor]{Minor Exposure to Corruption}.

Day 4 and Beyond

If the adventure continues for more than three days, the moon continues to stare at the town, casting its foul light everywhere, which continues to be a Minor Exposure to Corruption. If Teugen’s ceremony is stopped, an expression of disappointment crosses the moon’s face and it shrinks visibly over the course of the night until it has become a tiny, green crescent in the sky once more. If the ceremony is completed and a Chaos Gate is opened, the moon’s mouth widens into a silent howl of triumph. It stays in this happy skull form, massive and full above Bögenhafen, until the Chaos Gate is closed. Further, it now acts as a source of @Corruption[moderate]{Moderate Exposure to Corruption} to all potential targets within 99 miles of Bögenhafen, and it only takes 10 minutes for this to take effect. Mutation spreads quickly.

Don't forget to use the Morrslieb Filter! Accessible in the Scene Lighting Controls.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

As well as your usual Experience point awards for good roleplaying and having fun, XP should be awarded for the following:

  • @Exp[5,Discovered the Hidden Temple beneath the Steinhäger Offices]{5 points for discovering the Hidden Temple i beneath the Steinhäger Offices}

  • @Exp[10,Befriended the Crooked Fingers]{10 points for befriending the Crooked Fingers (if not previously completed)}

  • @Exp[5,Gained useful information at a location]{5–10 points for each location where useful information is gained}

  • @Exp[5,Received one or more holy visions]{5 points for receiving one or more holy visions}

  • @Exp[30,Went to the Golden Trout with Magirius.]{30 points for going to the Golden Trout with Magirius.}

If you wish to grant extra Experience points for other events, use the listed XP amounts above as a guideline to build your own awards.

" + }, + "The Ritual Draws Closer": { + "name": "The Ritual Draws Closer", + "text": "

As the Characters conduct their investigations across Bögenhafen, unknown to them, the day of the dark ritual draws ever closer. But, even if the party's inquiries are not going well, everything changes on the day of the ceremony itself. 

\n

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, having learned that the ritual he believed to be benign involves human sacrifice, breaks ranks and approaches the Characters - a single act that seals everybody’s fate, for good or ill.

" + }, + "Primary Locations": { + "name": "Primary Locations", + "text": "

There are several places in Bögenhafen where the Characters may look for further information. They do not need to visit them in any particular order, except where a clue found in one place leads to another. 

Meanwhile, Elsewhere

The Characters’ actions have been noted. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} tells @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} that the Goblin was eaten by the Guardian Daemon. Teugen’s investigations into what happened quickly uncover the Characters’ excursion into the sewers. Teugen and Gideon, realising the Hidden Temple can no longer be used, decide to conduct their ritual in one of Teugen’s warehouses on the Ostendamm. The exposed temple is stripped bare and its contents moved to the new location; replacements are acquired for any object the adventurers took from the Hidden Temple.

Teugen then prepares to thwart any enquiries the Characters may make. He informs the Town Council, the Captain of the Watch, and Magistrate Richter that the Goblin was cornered and killed in a warehouse belonging to the Steinhäger family. He uses his influence to discourage official investigations. He also primes Friedrich Magirius, a member of the Ordo Septenarius, to expect enquiries and to convince the Characters that nothing is amiss. 

@UUID[.ojsOLsZWgcl5ZJHG]{The Festival Court}

@UUID[.rMGvWWbCDZvvTkFQ]{The Town Hall}

@UUID[.T2OV0jq7LXZiIL4I]{The Sewers Revisited}

@UUID[.NrHc49gFam7YvhSK]{The Crossed Pikes}

@UUID[.67GdZ4epIhCwPcOT]{The Steinhäger Offices}

@UUID[.2BZgchXB7mwQdML0]{The Adel Ring}

@UUID[.KIpXzZrvlZmErkjY]{The Steinhäger Warehouse}

@UUID[.NnrUdRN31AizA5ZQ]{The Schaffenfest}

@UUID[.Z3QGbxxJlrP3lm7q]{The Watch Barracks}

@UUID[.Kq2pJL1K7SDKe9OF]{The Temples}

@UUID[.FL6bncA84xulG5Gb]{The Guilds}

" + }, + "Town Gossip": { + "name": "Town Gossip", + "text": "

The following gossip can be gathered from NPCs in Bögenhafen. No one person can provide it all; the Characters have to talk to a number of NPCs, both major and minor, before they can gather all the information here. None of the information is particularly secret, and can usually be secured with a successful Average (+20) Gossip Test.

The Merchants

  • The addresses of the major Merchant Houses on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring} are known by most townsfolk. On the Adel Ring, each estate has its family’s symbol prominently displayed on the gateposts.

  • @UUID[Actor.7rE1jYAeMNKfrgcQ]{Councillor Magirius} is a member of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. His family is the most prominent of the lesser merchant houses of the town. Magirius is often to be found at the guild.

  • @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#haagen]{Haagen}, @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#ruggbroder]{Ruggbroder}, @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#steinhager]{Steinhäger}, and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#teugen]{Teugen} are the town’s leading @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{merchant families}. The information given in the section @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{Bögenhafen Merchant Families} is common knowledge.

  • @UUID[Actor.LG5qATEIFPE9bezB]{Johannes} is head of the @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} family, a leading councillor and the master of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. He was born 50 years ago, the second son of Friedrich and Gunnhilde Teugen. His elder brother Karl became the head of the family on Friedrich’s death, and Johannes went to study at the University of Nuln as a scholar. On Karl’s death two years ago, Johannes returned to Bögenhafen and took over the family business — dramatically reversing the decline which the family’s fortunes had suffered under Karl’s leadership.

Gideon

  • Only wealthier citizens with mercantile contacts will even have heard of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. They believe him to be a distant cousin of @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}. He first came to town with Teugen when he returned from Nuln.

The Ordo Septenarius

  • Most deny having heard of the society, whether or not they know of its existence. If a Character with the Secret Language (Guilder) Skill seeks out junior merchants, a successful Challenging (+0) Gossip Test yields the same information about the society’s charitable activities that @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} supplies.

" + }, + "The Golden Trout": { + "name": "The Golden Trout", + "text": "

The Characters are very unlikely to visit the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{The Golden Trout} before @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} invites them there. Assuming they are attending with Magirius, they are welcomed at the door by the porter, and Magirius leads the Characters to the dining room. He then invites them to sit and order whatever they like from the club’s extensive menu. 

He makes polite but irrelevant conversation over the meal, talking about the wool and wine trades, asking the Characters for their impressions of the town and the Schaffenfest, where they are from, and similar small talk. @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} politely but firmly steers conversation away from any discussion of the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} and the Ordo Septenarius, saying that he is happy to explain everything after the meal.

Once the meal is over, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} orders a decanter of brandy and begins to explain the society. 

‘I can see how this series of misunderstandings has arisen. I suppose it’s only natural, since we prefer to keep the society’s undertakings confidential. 

‘The Ordo Septenarius is a club, if you like, and most of the members are drawn from the merchant families of the town. There are 49 members in all — 42 ordinary members and an Inner Council of 7. 

‘We represent the elite within the Merchants’ Guild, and co-operate with each other in order to reap the greatest profit for all. We make donations to the temples, and run a soup kitchen in the Pit for the relief of the poor in association with the Temple of Shallya.

‘There are various reasons why we prefer to remain nameless — many of our members are town councillors, like myself, and many more are in a position to stand for office if they choose. People in those positions would be open to accusations of bribery and electioneering if they were to engage in these charitable activities openly, and it would be a shame if the poor were to suffer because we were afraid to do anything for them.

‘Also, our co-operation in mercantile ventures is bound to incite a certain amount of bad feeling amongst our competitors. As things are, people are aware that some cooperation is going on, but they don't know who is involved; thus, they cannot openly accuse any individual of malpractice or take any reprisals. And their suspicions tend to work against them, giving us an even greater advantage.

‘So, you understand our need for secrecy. There are many who would reap great political advantage by discovering the membership of the Ordo, and some of our junior members might be tempted by their offers. We need to offer them some... encouragement to abide by the rules of the society. Because of this the workings of the Ordo are wrapped in a certain amount of ritual — or, should I say, the semblance of ritual, with various ceremonies, oaths, and grades of initiation. I find that nothing concentrates the mind on thoughts of allegiance like participation in ceremony and the promise of promotion.’

Throughout the conversation, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} dismisses talk of daemonic presences in the sewers and the terrible rites that must accompany them. He firmly believes that there is nothing evil about the Ordo and seeks to impress this on the Characters. 

If the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} is mentioned, he explains that it is no more than a meeting room, devised by @UUID[Actor.LG5qATEIFPE9bezB]{Councillor Teugen} to impress the lesser members of the Ordo, and is really not something to worry about. He snorts at any mention of a Daemon, and passes off such experiences as tricks of the light and the Characters’ overactive imaginations. After all, he has been in the cellar, and everything seemed fine to him when he was last there.

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} does not answer any questions about the membership of the Ordo Septenarius, nor divulge any further information about the society. If the Characters press the point, he tells them that he has already given them a complete explanation — which he was under no compulsion to do — and repeats that the society requires a certain amount of secrecy, which he may already have compromised.

The meal over, @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius} leaves the Characters outside the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{Golden Trout} and returns to his @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{guildhall}. There he leaves instructions that he is not to be disturbed again by the Characters, no matter the urgency.

Once the Characters have left the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{Golden Trout} with @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}, they are not readmitted to the exclusive club unless they are the guests of another member of the club. 

The Characters will not be able to question any of the staff unless they are particularly persistent and approach them outside the Trout. However, the staff know little of the affairs of the club’s members, and what they do know is treated in the utmost confidence.

" + }, + "The Festival Court": { + "name": "The Festival Court", + "text": "

The most obvious location the Characters visit early is @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{The Festival Court}, as the party will want to claim its reward for dealing with the Goblin. The court is in session until the third day of the Schaffenfest. After that, all court proceedings revert to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{Town Courts}.

\n

When the Characters arrive at the Festival Court, @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is presiding over a case involving two brawling labourers and is unable to see them. His clerk, Andrea, asks why the Characters are here, and tells them to call back in 15 minutes.

\n

When the Characters are finally shown in to see @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter}, he explains that the Goblin was crushed by falling crates in a warehouse on The Ostendamm about an hour after the party entered the sewers. He offers them his commiserations for their wasted time and effort. Richter does not know where the Goblin’s body is, and as far as he is concerned the case is closed. He listens attentively to anything the Characters have to say, but does not believe their story unless they have proof.

\n

If asked, Richter can direct the adventurers to the warehouse (No. 4, counting from the west end of the the Ostendamm) and inform them that it is owned by the Steinhäger family. If the Characters tell him that the temple is under the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{Steinhäger Offices} — he looks shocked and promises to look into this.

\n

If shown the handkerchief from the secret temple, he can confirm that it bears @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}’s monogram. If the symbol of the Ordo Septenarius is described to him, he will tell them that he has no idea what it means.

\n

Richter is not authorised to pay the Adventurers any money. If pressed, he directs them to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}.

\n

Gottri’s Body

\n

If the Characters have brought the Dwarf ’s filthy body with them, Richter is disgusted and insists that they remove it from his presence immediately. He suggests they take it to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild} for a proper burial. As far as Richter is concerned, it is obvious that Gottri was slain by cut-throats and flung into the sewer. He can tell the Characters that Gottri was in and out of the stocks all day for drunkenness and causing a public nuisance, and was finally released about dusk. Richter does not know what happened to him after that. 

\n

If the adventurers ask around about Gottri, a successful Average (+20) Gossip Test reveals that the Dwarf was last seen going into the town accompanied by a servant wearing the Teugen  family livery.

\n

Richter’s Reward

\n

If Richter is told about the Goblin or the Hidden Temple, he goes to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall} to see @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} after the Characters leave. He tells Teugen all he has been told and asks for advice. Teugen tells him that he will look into the matter, and asks Richter to return to the Court.

\n

If the Characters return to see Richter later, Andrea tells them that the magistrate fell ill and has gone home. Magistrate Gorvintz is now presiding over the court, and is very busy at the moment. On no account will Magistrate Gorvintz agree to see the adventurers unless it is to sentence them to hard labour!

\n

On a successful Gossip test, Andrea tells the Characters that the captain of the Watch called to see the magistrate earlier. She does not know exactly what went on, but Magistrate Richter was pale and shaking afterwards. If asked, Andrea tells the adventurers that Richter lives in chambers in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{Town Courts}.

\n

If the adventurers return to question Andrea after speaking to the @UUID[Actor.pzFQiFUKm7yWhrsL]{captain} of the Watch, she will tell them there was something strange about the captain when he came to visit @UUID[Actor.P3HlNMK6rubzDoxM]{Richter}. He seemed very amused after he left, which is most unlike him as he is seldom seen to smile.

\n
\n

The Temple and the Red Herring

\n
\n

The initials on the handkerchief are red herrings, intended to draw the players toward @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} and away from @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}. If Teugen is no longer the villain of your adventure — and especially if the role of @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} has also changed — the ownership of the warehouse and the initials on the handkerchief may need to be changed. Perhaps these false clues even point to Johannes Teugen instead?

\n
" + }, + "The Sewers Revisited": { + "name": "The Sewers Revisited", + "text": "

The adventurers may re-enter the sewers by any manhole they discover. A successful Challenging (+0) Perception Test is necessary to find a manhole cover beneath the dirt and rubbish in the road.  Further, there is a chance that the Characters attract suspicion as they search for and take up the manhole cover. Roll a [[/gmr 1d100]]; if the result is less than or equal to the number of characters in the party x 10, roll on the [[/r 1d100]]{table below}. Once the manhole is open, the adventurers can climb down into the sewers as described on @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.BbpMSAUL7pxXLH0d#entering-the-sewers]{Entering The Sewers}.

The Hidden Temple

The door from the sewers has been repaired (assuming it was previously broken down by the Characters) and is bolted from the inside. The Hidden Temple has been completely stripped of all its contents, and the octogram on the floor has been obliterated. A successful Challenging (+20) Perception Test turns up traces of paint and flecks of copper left behind by the sawing-up of the copper circle, but this is hardly the damning evidence the party may be looking for.

[[/gmr 1d100]]Result
01-90A passer-by stops and asks the adventurers what they are doing. An Average (+20) Charm Test should be made if the Characters concoct a convincing story — if it’s unconvincing, increase the Difficulty as you see fit. If the Test is failed, the passer-by reports the party to the Watch. In this case, a @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} will appear on the scene in [[/gmr 2d10]] minutes. See the next result for the Watch’s reaction.
91-00A patrol of four @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} appears, and they question the Characters. A Challenging (+0) Charm Test should be made if the Characters concoct a convincing story. If it’s unconvincing, increase the Difficulty as you see fit. If the Test is failed, the patrol accuses the Characters of loitering with intent. The penalty is a fine of [[/gmr 2d10]] shillings. Failure to pay results in arrest and confiscation of the characters’ goods. These items are returned once the Characters pay their fine.
" + }, + "The Town Hall": { + "name": "The Town Hall", + "text": "

At the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gQrFB3GGVEPfLSpt]{Town Hall}, the Characters are met by a surly-looking clerk, Mehralmann Arbeitwert. If asked, he informs them that the Goblin was killed in a warehouse the previous night. Since they failed to capture it, the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} is not prepared to pay any money for their part in the proceedings.

The Characters may attempt to persuade the clerk to pay them. On a successful Challenging (+0) Charm Test (don’t forget any Fellowship modifiers if they have not cleaned up first!) the clerk tells them to wait, and disappears into one of the inner rooms for [[/gmr 2d10 * 10]] minutes. 

If the Characters are still around when he comes back, he says that he has been authorised to cover their accommodation expenses, and gives them @Credit[10ss mode=each]{10/–} each. This sum is not negotiable, and further bargaining attempts do not increase it.

The clerk does not know anything more about the fate of the Goblin and refuses to find out for the Characters: ‘Ain’t nuffin to do wiv me.’ If the Characters ask to see @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter}, or anyone else in authority, they are directed to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}.

If the Characters attempt to impress Arbeitwert with tales of monsters in the sewers, they are treated with open scorn. Adventuring folk are known for their tall tales, and the clerk assumes the Characters are fishing for some kind of official commission to clear these alleged monsters from the sewers.

If the Characters mention the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}, the clerk takes down any particulars they care to give him. Arbeitwert is sceptical and scathing of their find and only enters a partial account of it into the record. He believes the Characters are lying and says so in the report. After filling in the report, the clerk leaves and keeps them waiting for [[/gmr 1d10 + 10]] minutes while he tries to establish who should deal with the report. At the end of this time he asks the Characters to call back the following day. 

The Following Day

The clerk ignores them for ten minutes as he writes in a ledger. When he eventually looks up, he says, ‘The Council thanks you for your help. Your allegations are being looked into. Good day.’ He returns to his ledger and is reluctant to speak to the Characters any further. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} has instructed him to assure the party that the authorities are looking into the matter, and to discourage it from investigating further. If Steinhäger is mentioned, the clerk suggests that it is not a good idea for outsiders to slander prominent town councillors.

If the Characters insist on talking to someone in authority, successful use of Charm or Intimidate sends Arbeitwert scurrying away. He returns another [[/gmr 10 + 2d10]] minutes later and ushers the group into an office, saying that Councillor Teugen has kindly consented to see them.

Councillor Teugen

The Characters follow the clerk along a wood-panelled corridor to a stout oak door with a nameplate marked ‘Councillor Teugen’. After knocking, the clerk waves the party into the gloom beyond.

Entering or peering into the room, the Characters see the curtains are drawn, leaving the office dark. Councillor @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} sits behind a large mahogany desk. Until the Characters’ eyes adjust to the half-light, all they can see is his large form silhouetted against the closed curtains. 

@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} greets them pleasantly. ‘Good day. Please come in and close the door behind you. My apologies for the darkness, but I have a terrible headache.’ Teugen motions to chairs by his desk.

As the Characters sit down, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} reaches for a goblet of dark-red liquid with a white, pasty hand. As he raises the goblet to his lips, a successful Challenging (+0) Perception Test notes that Teugen’s eye-teeth are rather long and pointed. A gold chain bearing a medallion with his family’s crest hangs around his neck.

Despite appearances,@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is not a Vampire. He is drinking wine, and his pale skin and sharp teeth have arisen from his years of dabbling with corrupting dhar. You can encourage the Characters to embarrass themselves by brandishing holy hammers and blessed water or ripping open the curtains, or the matter can be downplayed as Teugen offers them wine from the same decanter he used to fill his own goblet.

It is @UUID[Actor.LG5qATEIFPE9bezB]{Teugen's} intention to convince the Characters that their concerns are being investigated and that they need not concern themselves any more with this matter. Surely, they trust the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} to take care of this affair?

In a pleasant manner, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} repeats what the clerk has already said. He explains the reward was conditional on recovery of the Goblin, which they failed to do. If the party mentions the Hidden Temple, or any other sewer discoveries, Teugen smiles in a faintly patronising manner (revealing his teeth again), and explains that it is a common practice for householders to maintain private shrines in their cellars.

As for a Daemon? Well, that is obviously ridiculous. @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is sure the Characters were simply deceived by tricks of the light and distorted echoes in the sewers’ dismal environment.

If the Ordo Septenarius is mentioned, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} explains that he is indeed a member of the charitable institution. He says, somewhat apologetically, that he does not have time to talk about it now. He recommends the Characters see @UUID[Actor.7rE1jYAeMNKfrgcQ]{Councillor Magirius} at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, who, he is sure, will be happy to answer any questions.

He then excuses himself as he has much to do, and rings a small brass bell that stands on his desk. The clerk appears to show the party out.

On future visits to the Town Hall, the Characters are unable to get past the clerk. If they are insistent, four members of the Watch appear to escort them from the building.

Options: The Vampire Bluff

Veteran players know that @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is not a Vampire, and will likely refuse to be led astray by appearances. That is fine: this throwaway joke is entirely optional, and you are free to ignore it even with an all-new party. However, when dealing with Grognard players, you should take every opportunity to subvert their expectations and strip the Players of the sense of security that their previous experience gives them: to which end, the following ideas may be useful.

A Bloody Nuisance

Perhaps Teugen really is a @UUID[Compendium.wfrp4e-core.actors.T5qAtpoKtB8iwTBd]{Vampire}, or maybe a Mutant with all of a Vampire’s outward traits having been granted that rather dubious gift as a sign of Tzeentch’s favour, or as a joke from @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. While Teugen tries to control his vampiric urges  and temper when dealing with the Characters, he might not succeed, especially if attacked. An unexpected attack would certainly surprise a Grognard player. Perhaps a failed Cool Test in a moment of stress (or temptation: he may have a weakness for the young and attractive like the Vampires of song, story, and cliché) may turn him into a raging monster.

If you do this, you need to make sure that @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has a back-up should @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} fail, such as relying on another Ordo Septenarius member to complete the ritual to open the Chaos Gate.

Signs of Corruption

Perhaps, instead of seeming to be a Vampire, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} appears to be something else. Perhaps he really is something else, but he has been able to hide his true nature from his fellow merchants and his subordinates in the Ordo Septenarius. He may have one or two minor Mutations that are easily hidden, but which the Characters, having encountered Mutants before, are able to spot. His long robes might hide a cloven hoof, or a nervous lick of the lips when pressed might reveal a forked or barbed tongue.

Whatever his Mutations might be, it is important that they are very minor and easily concealed, so that it is plausible that no one in the town has noticed them. It is easy for him to deny them if the Characters manage to have their report taken seriously by someone in authority. Remember that @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} is a wealthy and respected citizen, with much more local credibility than a ragtag band of trouble-makers.

The Town Records

The town records, which are stored in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gQrFB3GGVEPfLSpt]{Town Hall}, are not available to the Characters. Teugen uses his influence to restrict access to members of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} only, and all attempts to complain about this are rebuffed.

Watching the Town Hall

Various people come and go throughout the day, and most of the staff leave just before dusk. Teugen always leaves at the same time after dusk and goes directly to his house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

" + }, + "The Crossed Pikes": { + "name": "The Crossed Pikes", + "text": "

@UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.4ReRtWDuzv5oEq3L]{The Crossed Pikes}

\n

This unremarkable-looking, @UUID[Scene.g4sVCuNlfW92UNXT]{two-storey tavern} is close to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.Z3QGbxxJlrP3lm7q]{Watch barracks}, and is popular with off-duty watchmen. Unknown to the majority of its patrons, it is a meeting place for the Crooked Fingers, a religious order sworn to Ranald, God of Thieves, Luck, and Trickery. @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, a devout Ranaldan with a rather mean streak, runs the inn. It is the first stopping-off point for criminals who have been sprung from the cells. The Watch suspects that an organised gang of criminals has a bolt-hole somewhere in the town, but has never thought to look so close to home. 

\n

The Crossed Pikes is open from noon until midnight. During opening hours, all the bars are full and staff are continually shuttling back and forth between the bars and the back rooms. Baumann is assisted by various bartenders, and also has @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}, his twin ‘bouncers’, nearby at  all times. 

\n

In addition to the staff, [[/gmr 2d10]] of the customers are members of the Crooked Fingers, ready to support Baumann if he should need help.

\n

It is quite possible that the first sight the Characters have of the Crossed Pikes is of its cellar, if the secret sewer entrance was found that gives the Crooked Fingers access to and from the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#door-to-the-crossed-pikes]{barracks’ cells}. If the Characters miss the secret door, they may be directed to the Crossed Pikes by any underworld NPC. In this case, they enter the inn through the front door like most of its other patrons.

\n

A Drink at the Bar

\n
\n

If Characters drop into the Crossed Pikes — either because they have already made contact with the Crooked Fingers after an unexpected @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#door-to-the-crossed-pikes]{sewer encounter}, or perhaps because they are trying to make contact with local Ranaldans — they are served by @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}. He engages them in casual conversation, mentioning the runaway Mutant Goblin among other things. 

\n

If one of the adventurers has the Language (Thief ) Skill, the Characters notices @UUID[Actor.sElqSPHULTbnUjf2]{Baumann} using the language, and may attempt an Average (+20) Charm Test (the Test is 1 step easier for Character with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)} Talent). If successful, Baumann takes a shine to the Character and supplies the following information at a cost of @Pay[20bp]{20d} for each item. This amount may be reduced by a successful Opposed Haggle Test.

\n
    \n
  • \n

    The sewer entrance to the hidden temple is under the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{Steinhäger Offices}. It was installed between a year and 18 months ago.

    \n
  • \n
  • \n

    Members of the Steinhäger family and other merchants have been seen going into the office at all hours of the night on several occasions over the past six or eight months.

    \n
  • \n
  • \n

    Members of the Crooked Fingers using the sewers have heard strange noises coming from the general direction of the door. The noises include chanting in some unfamiliar language, and the occasional scream.

    \n
  • \n
  • \n

    No one in the Crooked Fingers has seen anyone or anything coming out of the temple’s sewer door, although mutilated bodies have been found occasionally in the sewers downstream of the door. They have nearly always had their hearts cut out.

    \n
  • \n
  • \n

    Several beggars have died in a similar way over the last year, their bodies usually dumped in the river.

    \n
  • \n
  • \n

    @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson} was known to the Crooked Fingers. He was an alcoholic itinerant who had been in town for a couple of months.

    \n
  • \n
\n

If the Characters make enquiries about the door in the sewers below the inn, they are invited into the back of the inn, where they are shortly joined by another eight men. While cleaning his nails with his dagger, @UUID[Actor.sElqSPHULTbnUjf2]{Baumann} explains the ‘door’ situation along with the ever-faithful @UUID[Actor.x782doqfhFIEgP8V]{Rein} and @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Rein}.

" + }, + "The Steinhäger Offices": { + "name": "The Steinhäger Offices", + "text": "

The Steinhäger family is one of the major merchant houses in the town. It is led by @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, who is also a member of the Inner Council of the Ordo Septenarius. Franz’s brother Heinrich can also be found here, as can Franz’s son Albrecht.

\n

The only way the Characters can speak to @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} is by calling at his @UUID[Scene.cQcGoCuumi6JJvpp]{office}. Characters who stop Franz on the streets receive a very unfriendly reaction from him and his two bodyguards.

\n

Heinrich would be very interested in discovering his brother’s involvement in the Ordo Septenarius and would attempt to use it to discredit his brother and take over the family business. Franz’s son, Albrecht, is aware of his father’s involvement but believes the Ordo Septenarius to be a harmless inner society of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}.

\n

The offices are in an imposing single-storey building. The family’s badge, a barrel with the letter ‘S’ branded into it, hangs outside. All the rooms in the building are wood-panelled.

\n

The building contains an office and living quarters for the @UUID[Actor.FF4U0ls9YObaK0q5]{Gerhard Schutz}, a reception room, a conference room, offices for the clerks, and offices for Franz Steinhäger, his son Albrecht, and his brother Heinrich.

\n
\n
\n

@UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}

\n
\n
\n

@UUID[Actor.FF4U0ls9YObaK0q5]{Gerhard Schutz}

\n
\n
\n

@UUID[Actor.U19UPgmCmwEub4pj]{Fang}

\n
\n
\n

Watching the Building

\n

Staking out the office yields little of interest — merchants and other people come and go throughout the day. Heinrich’s bodyguard calls to collect him just before dusk and the two leave with the rest of the staff at dusk. Franz and Albrecht leave shortly after nightfall, in the company of Franz’s two bodyguards, and return to their house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

\n

An Appointment?

\n

A porter guards the offices night and day. During the day Franz, Heinrich, and Albrecht can usually be found here. Also in the building are Franz’s two bodyguards, the Chief Clerk Matthias Wertz, and three junior clerks. At night, all doors are locked, and the building is occupied only by the porter and his dog.

\n

The Characters cannot gain access to the Steinhäger offices without having some business (real or pretend) that might interest House Steinhäger. Without a good reason to visit, a successful Challenging (+0) Charm Test is necessary to be shown in by the @UUID[Actor.FF4U0ls9YObaK0q5]{Gerhard Schutz}. The Characters are let into one of the reception rooms, where they are kept waiting for ten minutes. They are then shown in to see @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}.

\n

When the Characters see him, Franz is feeling somewhat disgruntled about the break-in at the Hidden Temple and has no wish to ‘waste time with fools’. He orders the Characters from his office if they mention anything relating to the temple or if they fail any Charm Test. He leaves instructions that the Characters are not to be allowed in to see him again after this.

\n

During any interview with Franz, the Character with the highest Perception Skill notices the symbol of the Ordo Septenarius on the bottom of a sheet of parchment. A Challenging (+0) Perception Test is required to make out the signature and the visible writing. Franz rapidly covers the letter if he thinks anyone has noticed it. The text of the letter is reproduced here. You should reveal as much or as little as you feel the Character was able to see (taking into account the fact that the Character was reading the note upside-down), and only give @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Vxt7dYVTXvic65DK]{Handout 9: 'All Goes Well'} to the Players if the Characters are able to steal the note somehow.

\n
\n

Handout 9: 'All Goes Well'

\n

All goes well; the temple is ready for use. When the Schaffenfest ends, our plan comes to fruition at the twelfth bell. Soon we will all be rich.

\n

Teugen

\n
\n

Heinrich Steinhäger 

\n

Having failed to make much progress with Franz, the Characters may decide to talk to Heinrich Steinhäger, Franz’s brother. An appointment can easily be made with him after they have seen Franz, as Heinrich likes to know all that goes on. Alternatively, the Characters may decide to talk to Heinrich as he makes his way home in the evening.

\n

Heinrich looks similar to Franz, appearing as a younger, brown-haired version (42 years old). Heinrich is jealous of Franz. He wishes to depose him and take over the family business. He is most interested in any evidence that the adventurers can provide of Franz’s involvement in any illegal activities.

\n

Heinrich should appear to the Characters as the only person in Bögenhafen who believes their tale, but he does so only to further his own ends. Heinrich will lead the Characters on if  possible, he will express shock and disgust at anything they tell him. He is genuinely horrified at talk of a Daemon under the offices. After listening to the Characters and spurring them on about the iniquities of it all, he points out that there is little the authorities can do, largely as the authorities appear to be in league with Franz! 

\n

However, if Franz were to meet with a fatal accident (and accidents will happen!), then not only will Bögenhafen be safe, but the Characters would also be handsomely rewarded. Heinrich is willing to pay @Credit[15gc mode=each]{15 GC} to each Character for his brother’s demise, but can be Haggled up to @Credit[20gc mode=each]{20 GC}.

\n

If the Characters do murder Franz, Heinrich is the first to inform on them. Paying all that gold would be a waste of his money, and the Characters are obviously deranged.

\n

Breaking In

\n

The Characters may try to break into the building at night. The windows are shuttered and locked from inside and all the doors are locked and sturdy @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −20, SL 4; TB 3, W 10)}. The guard dog has a free run of the courtyard at night. If the Characters make any noise entering the building, the dog hears them on a successful Average (+20) Perception Test. If so, it begins to bark loudly, waking the porter after [[/gmr 1d10]] Rounds. If the Characters break any of the doors down, the porter inevitably hears that. Once awake, the porter comes to investigate, and once he sees what is going on, he attempts to inform the Watch. A four-man @UUID[Actor.nCzNGuS22drsDAIe]{Watch patrol} will arrive in [[/gmr 10 + 1d10]] minutes and attempt to arrest the Characters for burglary.

\n

Franz Steinhäger’s Office

\n

Hidden behind one of the wooden panels in Franz’s office is a locked door @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −30, SL 4; TB 5, W 15)} that opens on to a flight of stairs, leading down to a cellar where the @UUID[Scene.vWIwHxWF29dBcGJh]{Hidden Temple} is situated. The door can only be found with a successful Difficult (−10) Perception Test. No one else in the building is aware of its presence.

\n

The drawer to Steinhäger’s desk is locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −20, SL 6; TB 2, W 4)} and contains a list of Steinhäger warehouses (Nos. 1–7) along with their contents (various inexpensive trade items — cheap wine, timber, and similar goods). Underneath this is a bronze medallion and sheets of parchment, all with the Ordo Septenarius emblem on them. Also, in here is @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.Vxt7dYVTXvic65DK]{Handout 9: 'All Goes Well'}, the letter that was previously on Steinhäger’s desk.

\n

If the Characters remove the drawer, they notice a leatherbound book hidden behind it. The book belongs to Teugen and has his name on the front. It is written in Language (Magick) and contains the following Dark Magic Spells: @UUID[Compendium.wfrp4e-core.items.3mZ76XJX38pT2d7r]{Blast (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.iR1C4icHTLBIH2Mk]{Corrosive Blood (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.ovBsMewZzi7r6Ffx]{Dark Vision (Daemonology)}, @UUID[Compendium.wfrp4e-core.items.pMPYQC15eRIaJ2eL]{Fearsome (Daemonology)}, and @UUID[Compendium.wfrp4e-core.items.7wK4srcIgc8USRYt]{Push (Daemonology)}.

\n

A safe is hidden behind a map of Bögenhafen. It is locked and contains two chests, each individually locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −40, SL 8L; TB 9, W 20)}, each containing @Credit[100gc mode=split]{100 GC}. Underneath one of the chests is an unsigned note from Teugen to remind Steinhäger that a beggar will be brought into the temple to consecrate it.

\n

Heinrich Steinhäger’s Office

\n

Heinrich’s desk is not locked. If the Characters look, they will find a letter addressed to a Herr Schultz in Altdorf. The  letter expresses disgust at Franz’s running of the business and bemoans Heinrich’s bad luck at being born two years later than his brother.

" + }, + "The Adel Ring": { + "name": "The Adel Ring", + "text": "

@UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.j7OnQ1MMQRA8MYRG]{The Adel Ring}

The Characters may make enquiries at the homes of any of the town’s great merchant families. At each house a porter meets the Characters and a successful Challenging (+0) Gossip Test is required to gain any information, modified by the Characters’ appearance and manner. If the Characters have the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Servants)} Talent, they gain a bonus of +20 to this Test. If successful, the Characters learn the information given under @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses} for each house they visit. On no account are the Characters allowed to enter the houses.

If the party enquires about the Ordo Septenarius at any house other than that of Ruggbroder, they are instructed to go to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and to ask to see Councillor @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}. This happens regardless of the results of any Gossip or other Test as Magirius has left instructions that anyone enquiring about the society is to be sent to him immediately.

The Teugen House

The Teugen House is set back from the road in its own grounds. The walls around the grounds are 15ft high and stone. It requires a successful Impossible (−50) Climb Test to cross the wall (remember the @UUID[Compendium.wfrp4e-core.items.MGEPI4jNhymNIRVz]{Scale Sheer Surface} Talent will negate the Difficulty, and climbing equipment could also help). The gates are also 15ft high, but can be climbed with a successful Average (+20) Climb Test. During the day, the gates are open and visitors can call at the house. At night the gates are locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −10, SL 5)} and three guard dogs roam the grounds. There are always four bodyguards at the house to deal with any intruders.

Any nighttime incursions into the grounds attract the dogs, who bark and rush to attack. The Characters have time to run back to the walls before the dogs arrive, but if a Character has a lower Agility than the Dogs, one attacks as the Character climbs back over the wall. If the Character suffers any Wounds, the Dog bites deep and tries to drag the Character down. Perform an Opposed Strength Test. If the dog wins, he drags the Character off the wall for a 2 yard fall; otherwise the Character can make an escape.

If the Characters are still in the grounds, the bodyguards rush in a Round later, drawn by the dogs’ barking. Any Character caught by the guards is thrown out of the main gate after a good beating, with a stern warning not to come back. If the bodyguards cannot subdue any Characters within 5 Rounds, six club -wielding servants from the house reinforce them. 

Anyone caught a second time by the bodyguards is handed over to the Watch to be charged with attempted robbery and assault.

There is little to be gained from simply watching the house. Neither Teugen nor Gideon go out during the night. However, around midnight, any Characters watching see a flash of pink light at an upstairs window, and what is perhaps the silhouette of writhing tentacles. This glimpse of @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} changing form is not repeated, no matter how long the adventurers watch the house.

The Ruggbroder House

Enquiring at the Ruggbroder House about the Ordo Septenarius results in no information. House Ruggbroder is opposed to the Ordo Septenarius, and the servants have no inkling of its existence.

Herr Ruggbroder can only be contacted at home and does not receive visitors. The Characters need to write a letter of introduction if they wish a meeting with him, and the servants make that clear to any Character with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Nobles or Servants)} Talent. 

A successful Average (+20) Art (Writing) or Difficult (−10) Intelligence Test (for a Character with the @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent) writes an acceptable letter, but it must also make it clear that there is information available that may be useful to the Ruggbroder family. If both of these conditions are met, the adventurers receive a letter in return, asking them to call at the Ruggbroder House that evening.

Arriving at the house, the Characters are shown in to meet Heironymus Ruggbroder. Heironymus is deeply troubled by the existence of the Ordo, and fears that it is out to destroy him and his family. He knows of the involvement of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}, @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, and @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, and he is interested in any additional information the Characters may have. He is most interested if the group can provide any firm evidence that the Ordo has been involved in sorcery of any kind. He will offer @Credit[5gc mode=split]{5 GC}for information and promise @Credit[25gc mode=split]{25 GC} for conclusive evidence.

Ruggbroder uses any evidence provided by the Characters to discredit those families involved. He lays any evidence in front of @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf von Saponatheim} in @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}. This takes a few months to resolve as the graf has a complicated relationship with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-town-council]{Town Council} in Bögenhafen. The graf eventually seizes the properties of those involved, and splits it between himself and Ruggbroder, leaving Ruggbroder as the only major merchant house remaining in the town. Assuming Teugen’s ritual fails, of course.

" + }, + "The Steinhäger Warehouse": { + "name": "The Steinhäger Warehouse", + "text": "

At the Steinhäger warehouse, the adventurers are met by a seedy-looking fellow with a nervous twitch. This is Anton Breugel the warehouseman. Anton is an alcoholic and reeks of cheap booze. He is guarded in his dealings with the Characters and is visibly disturbed at being questioned by them. Unless the adventurers make a successful Challenging (+20) Charm Test (an offer of a bottle of alcohol adds +60 to this Test) he tells them to ‘Push off and don't come back or I'll call the Watch.’ If the Test is successful, Anton describes how he beat the Goblin to death with a club. This contradicts the story given him by Steinhäger and passed on to the PCs by Magistrate Richter, but Anton prefers this one as it shows him in a more heroic light. He cannot of course substantiate his story, and if asked for evidence of the fight, or for the Goblin’s body, he realises he has said too much and insists they leave.

Accidents Will Happen

The evening after the Characters visit the warehouse, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} murders Anton. The body is pulled out of the river in the morning. It is assumed that he fell in the river while drunk and then drowned. 

The party hears about this as it goes about its business, or if it returns to the warehouse. None of the townfolk are surprised at Anton’s death: he was a well-known drunk and it was only a matter of time before he had an accident.

" + }, + "The Schaffenfest": { + "name": "The Schaffenfest", + "text": "

The fair lasts for three days: on the fourth day, the adventurers may encounter people packing up their belongings and preparing to move on. 

After the fourth day, the area will be empty. General enquiries at the fair will prove fruitless, as no one here knows anything about the Ordo Septenarius. For details of the information available from @UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius}, see @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Doctor Malthusius's Zoocopeia}.

" + }, + "The Watch Barracks": { + "name": "The Watch Barracks", + "text": "

@UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.toO7rVzs22NeNDxK]{Main Guard Barracks}

\n

If the Characters try to make a report here after they come out of the sewers, they are questioned by the sergeant on duty, who makes notes and asks them to call back on the following day. 

\n

If the Characters bring @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}’s body here, it will be handed over to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild} for burial. The Watch assume Gottri was killed by robbers and dropped into the sewers through a manhole. As far as they are concerned it is an open and shut case.

\n

Should the adventurers call back they will be referred to the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}.

\n
\n

@UUID[Actor.pzFQiFUKm7yWhrsL]{Reiner Goertrin}

\n

The Watch Captain

\n

After @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is taken ill, the Characters may wish to speak to @UUID[Actor.pzFQiFUKm7yWhrsL]{Reiner Goertrin}, the Watch Captain. Reiner, a professional soldier, is a busy man and does not suffer fools gladly. It requires either the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Noble)} Talent or a successful Challenging (+0) Charm Test to see him, in which case the Characters are shown in immediately.

\n

If they babble on about temples, Goblins, and Daemons, Reiner loses patience and demands they make their report to the Watch Sergeant and not waste his time. Questions about his activities also incense him, but a successful Difficult (−10) Charm Test cools him down long enough for the Characters to ascertain that he was in his office on the day of Richter’s illness, and he didn’t meet the magistrate. Failing the Test results in them being thrown out.

\n

Should the Characters talk to the Watch Sergeant, a successful Challenging (+0) Gossip Test reveals that the Captain was in his office on the day that Richter was taken ill (Characters with the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)} Talent gain a bonus of +20 on this Test)

\n
" + }, + "The Temples": { + "name": "The Temples", + "text": "

When visiting temples, the Characters may resort to prayer for answers. Also, if approaching the clergy, any Fellowship-based Test is 1 step easier if a Character has the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Cultists)} Talent.

\n

Praying for Guidance

\n

The gods are watching Bögenhafen closely. Successfully appealing to the gods (see @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.QkUzw4r9ucOdcoV5#options:-little-prayers]{Little Prayers}) at a temple results in a ‘message’ coming as an unbidden thought or feeling. If a Character has the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent, this ‘message’ comes in strongly, and without any need to pray. 

\n

You should add bonuses as you feel are appropriate to the Little Prayers Test if the praying Character is especially pious, has made an appropriate donation lately, or has the Pray Skill. 

\n

If you prefer, the god’s presence and concern may manifest further. Perhaps a sudden breeze snuffs out candles, sconces light without any visible cause, or a statue cries tears. Should a priest witness such a minor miracle, its veracity is quickly ascertained, and the blessed Character is likely to be approached to join the cult. This could be a good way to initiate a Career change if a Character wishes to join a cult. 

\n

The following are some sample ‘messages’ the gods may send.

\n
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  • \n

    Bögenauer: My river will run dry and trade will stop. Move, now, lest all be forever poisoned.

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  • \n
  • \n

    Handrich: Bögenhafen heads for disaster. Wealth and comfort will be replaced by poverty and misery.

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  • \n
  • \n

    Morr: Those who lust for profit bring inestimable death. None will survive here.

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  • \n
  • \n

    Myrmidia: A great strategy unfolds. The rich who believe they bring greater wealth by their deeds are instead being played to their deaths.

    \n
  • \n
  • \n

    Ranald: Dangerous lies are told: one lied to one, who lied to seven, who lied to seven by seven. 

    \n
  • \n
  • \n

    Rhya: The grinning moon laughs as all falls impotent, sterile, and dead. Act, lest this land be lost.

    \n
  • \n
  • \n

    Sigmar: The Empire is threatened here. This town is being infiltrated by the Great Enemy.

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  • \n
  • \n

    Shallya: Greed is a sickness spreading a great disease into the heart of the Empire!

    \n
  • \n
  • \n

    Taal: The town is hunted. If it falls, all is corruption and I will never reclaim this site.

    \n
  • \n
  • \n

    Ulric: Prepare! The weak, seeking short-cuts to strength, are deceived. They bring war and destruction to this realm. 

    \n
  • \n
  • \n

    Verena: Magic does not change the rules of commerce. Instead, it unjustly breaks the laws of reason.

    \n
  • \n
\n

The Temple of Bögenauer

\n

The Characters cannot find a priest at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.tljcJvtTJ5v9fxDZ]{Temple of Bögenauer}. The temple itself is filled with offerings to the god, given in the hope he allows a bountiful Schaffenfest. Disturbingly, a vague feeling of foreboding overcomes the Characters if they enter the temple. This feeling grows as Teugen’s ceremony approaches, but never becomes overpowering. 

\n

If a Character with the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent enters the temple, they receive a harrowing vision of Bögenhafen collapsing into a howling vortex of magic as a Chaos Gate opens in the middle of the town. Daemons are everywhere, and screaming townsfolk form their banquet. As suddenly as it arrives, the vision is gone, resulting in a @Condition[Prone] Condition for the Character.

\n

The Temple of Shallya

\n
\n

Marlene Rubenstein is the sole representative of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.cKjEK2iwprYOhiT3]{Temple of Shallya}. She sees to the day-to-day running of the temple and its infirmary, and also organises a soup kitchen attached to the Mercy House in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}. 

\n

She is aided on a regular basis by 12 women from the town, who she calls her ‘Congress of Doves’. There is only a 35% chance that she is at the temple or the soup kitchen when the Characters call, as she spends large amounts of her time visiting the sick in their homes.

\n

If the Characters meet her, they find her very friendly. If asked about the Ordo Septenarius, she tells them that it often makes donations to the temple. If asked who makes these donations, she names @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} and  @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, and notes their benevolent natures.

\n

The Temple of Verena

\n

The @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.D7KSvLHIYm6SiXhg]{Temple of Verena} is run by Mother Greta Harbokka. Greta is 45 years old and has lived in Bögenhafen all her life. She is very knowledgeable regarding the town and its inhabitants. Characters enquiring here can get general information on the four major merchant families and on @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}.

\n

Mother Greta answers any polite questions without need of a Test. If asked about the Ordo Septenarius, Greta explains it is the title of a semi-secret organisation operating mainly within the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. She thinks that its title implies that it may be based around the number seven in some way. She knows that donations have been made in this name to the temples of Shallya and Bögenauer. She first became aware of the organisation about two years ago.

\n

As well as talking to Greta, Characters may use the temple’s extensive library. A Character must have @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write} Talent in order to use it. A successful Average (+20) Research or Hard (−20) Intelligence Test gleans one of the following pieces of information. 

\n

Each attempt, whether successful or not, takes two hours if the Character has the Research Skill, four hours otherwise. Greta does this on the Characters’ behalf if they provide a suitable donation (@Pay[10ss]{10 shillings} or more, or maybe a book containing rare lore), or if they pass a Very Hard (−30) Charm Test.

\n
    \n
  • \n

    The Merchant Families: For information on the four big merchant families, see @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses}. A separate roll is required for each family.

    \n
  • \n
  • \n

    The Grinning Moon: References in the library refer to Morrslieb, the second moon and its suspected relationship to Chaos, including the following piece of information: ‘Lo!

    \n

    When the Beloved of Mórr doth GROW and its SKULL GRINS unnaturally, the Time of Change has come! The Great Mutator shall then take His pleasure and mortals will feed His hunger.’

    \n
  • \n
  • \n

    Karl Teugen: A journal can be found in the library. It was written in a wild and shaky hand by @UUID[Actor.8DRfC5Nmp4Wi7m1T]{Ulthar the Unstable}, but he did not sign his w

    \n

    ork: ‘Karl Teugen is suffering from a strange illness, the physicians have failed to help him and soon he will die. I tell them that Daemons walk and he has been taken, but they do not listen!’ This is followed by another entry. ‘Karl Teugen died today, his face was purple and his eyes bulged from his head. His tongue hung from his face like a great, bloated snake. The Mark of the Ruinous Powers is upon him and upon all of Bögenhafen!’

    \n
  • \n
\n

Greta knows nothing of the journal, but does know that Karl Teugen died and his brother, Johannes, came to run the family business. If asked who might know more, she will suggest the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians’ Guild} or the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners’ Guild} as good places to look.

" + }, + "The Guilds": { + "name": "The Guilds", + "text": "

There are several guilds the Characters may have reason to visit as they investigate what’s happening in Bögenhafen. During the course of their enquiries into the guilds, should any Character need to make a Fellowship-based Test, the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilder)} Talent makes the Test 1 step easier.

\n

The Stevedores’ Guild

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Calling at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, the Characters are met by Gurney Dumkopf, a huge hulking man who runs the guild. Gurney knows who his true friends are, and does not betray Teugen. The merchant paid good money for pressure to be put on the Characters, and has always been a good employer in the past. How Gurney reacts depends on whether the Characters succeed in a Challenging (+0) Charm Test or not (Characters in the Stevedore Career gain a bonus of +20 to this Test). If they do, he is friendly and jovial, but will not expose Teugen. Should the Characters get too pushy, eight thugs appear from a back room and Gurney asks the adventurers to leave, smiling as he does so. If the Test is failed, Gurney tells them, ‘Get lost if you don't want to get hurt’. Refusing to comply with his request results in an attack from the eight thugs.

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The Metalworkers’ Guild

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A successful Average (+20) Charm Test here will reveal that the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8Tj1ZqKLiGpPaJyS]{Metalworkers' Guild} was requested to make a ring of pure copper, 15ft in diameter. It was fashioned for Teugen about two years ago, not long after he first arrived from Nuln. He claimed it was something he would use in his studies.

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The Physicians’ Guild

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Presumably enquiring about @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter’s} health or the demise of Teugen’s brother, the Characters are shown in to see Reinhold Heichtdorn, guildmaster of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians' Guild}. Heichtdorn is a busy man and quickly throws the Characters out unless they can impress him. A Challenging (+0) Charm Test secures begrudging help. An Average (+20) Lore (Medicine) Test is better, as Heichtdorn likes talking shop. Finally, if the Character can provide Heichtdorn with a complete diagnosis of Richter’s disease, the guildmaster is very impressed. If given information as to the required treatment, Heichtdorn promises to arrange it. If treated correctly, the magistrate continues to be delirious for a week, after which time the symptoms slowly recede and he will be fit and well after a further three weeks.

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If he is impressed with the Characters, Heichtdorn tells them that he has seen this disease before: when Karl Teugen died two years ago. If the Characters have not been able to diagnose the disease and recommend appropriate treatment, Heichtdorn confesses to being stumped and seeing no hope for Richter’s recovery. He expects the Magistrate will die within the week, by which time he will have turned purple and his tongue will be so swollen it will fill his whole mouth.

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The Mourners’ Guild

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At the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild}, a successful Average (+20) Gossip Test (cultists of Morr gain a bonus of +20 to this Test) reveals that there has been an unusually high number of paupers’ burials in the last few months. The deceased are generally beggars and are often severely mutilated and sometimes missing vital organs — often the heart. Enquiries about Karl Teugen elicit the following response:

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‘A lovely rich purple he was when he came in, and his tongue was deep and red, and stuck right out of his mouth. And his eyes were huge — like eggs, they were. It took us two days to make him respectable; we were lucky ’cause we had a dead beggar at the time so we weren’t short o’ bits to pretty ’im up.’

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The Merchants’ Guild

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The @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} has a clerk sitting at a front desk carved with imperial crosses and coins. A successful Average (+0) Gossip Test provides information about the primary @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses} in Bögenhafen. Difficulty modifiers should be imposed according to the appearance and behaviour of the Characters. For example, lower-class characters find the Test 1 step harder, while those dressed as merchants find it 1 step easier.

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If the Characters ask after the Ordo Septenarius, they are asked to wait. After 15 minutes, they are shown to see @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}, the guildmaster. 

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@UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}

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He stands up as the Characters enter, introduces himself, and asks them to sit. Magirius then enquires politely what the Characters’ interest in the Ordo Septenarius might be, and listens to any story they care to tell him. Magirius gives no indication of whether or not he believes what he is told. When the Characters finish their tale, Magirius stands up, still smiling.

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‘It seems to me that this is no more than an unfortunate series of misunderstandings. If you will do me the honour of dining with me, I'll explain the whole business to you. I can assure you that there is nothing sinister about this at all.’

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If the Characters are willing, Magirius then takes them to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.yiwNUUSytqop53jb]{Golden Trout Club}; if not he looks disappointed and refuses to talk any more, simply wishing them a good day. You should make it clear to the Characters that they have clearly insulted Magirius by refusing his offer. Should they reconsider, Magirius gladly takes them to the Golden Trout, otherwise he shows them out.

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Should the Characters ever stake out the Merchants’ Guild, various people come and go throughout the day, but no one of particular interest. Towards dusk, Magirius leaves the Guild along with most of the other people working there, and goes to his house on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}.

" + }, + "Richter's Chambers": { + "name": "Richter's Chambers", + "text": "

Magistrate Richter lives alone, sharing his creaky apartments with his housekeeper, Gertie, who opens the owl-carved door to the Characters when they arrive. Gertie is 57 years old and has served the magistrate for 20 years. She dotes on Richter and is very concerned that he has fallen ill. 

She only lets the Characters in if they make a successful Challenging (+0) Charm Test; if any Character is an Apothecary, Physician, or a Priestess of Shallya, the Charm Test is instead Easy (+40). If successful, the Characters learn from Gertie that Richter has not been ill for many years, and that Doktor Reinhold Heichtdorn is in with him now.

After a few minutes, the doktor appears and, after telling Gertie to keep Richter warm, leaves. The physician has no time to talk to the Characters — ‘Frightfully sorry, I have another patient to see!’ — and hurries back to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians' Guild}.

@UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is stricken with @UUID[Compendium.wfrp4e-eis.items.dDILARjlekBnsR0j]{Purple Brain Fever} , induced by @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. His eyes bulge from his head and his tongue is swollen. He is delirious and will likely die soon.  A successful Difficult (−10) Lore (Medicine) Test identifies the disease and the cure. Unfortunately, the necessary ingredients are not available in the town. If she is told, Gertie hopefully suggests the Character inform Doktor Heichtdorn of the diagnosis, and is very thankful for their intervention.

" + } + } + }, + "Introduction": { + "name": "Introduction", + "pages": { + "Campaign Themes": { + "name": "Campaign Themes", + "text": "

Ever since it was first published, gamers and reviewers have commented on the unique tone of the Enemy Within campaign. Much of this unique tone comes from the campaign’s underlying themes. 

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At the time, all fantasy games were inspired by literature of heroic fantasy or the legends of King Arthur. Low fantasy and dark fantasy were relatively unknown, even as terms — at the time, we described WFRP as ‘grubby fantasy’ for want of something better to call it.

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The Enemy Within

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The Enemy Within wears a human face, and walks among the everyday folk. While all eyes are on the enemy without, the enemy within walks freely, exchanging cheery greetings with friends and neighbours even as it plots the destruction of the world. 

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Using the distraction of the enemy without to their advantage — the vast and twisted hordes of Chaos that lurk beyond the Empire and Kislev to the north, ready to pour across the border and into the Old World without warning — the enemy within is closer and arguably much more dangerous.

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The society of the Empire is riddled with Chaos cults, great and small. Some, like the Purple Hand, are widespread, their plans vast and unguessable; others, like the Ordo Septenarius, are small and local, and may not even know that they serve the Ruinous Powers. As the Characters progress through the campaign, they become more and more aware that anyone they meet could be an agent of Chaos in disguise.

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Human Frailty

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Everyone in the Old World is struggling to get along. Everyone wants something: wealth (or at least, enough to eat), safety for themselves and their loved ones, social advancement and the respect of their neighbours, revenge against those who have wronged them, justice (or at least the promise of fair treatment), and happiness (whatever it may mean to each individual). They have similar desires and worries to anyone else, and they will do what they can to satisfy the one and assuage the other.

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Chaos takes advantage of these mortal desires and worries, slipping unnoticed through the gaps into unsuspecting mortal lives. To be avenged, to be feared and respected, and to be strong enough to withstand all manner of threats — these are the promises of Khorne, the Blood God. Wealth, knowledge, power, and advancement are the lures dangled before mortals by Tzeentch, the Great Mutator. Pleasure, comfort, and escape are the temptations offered by Slaanesh, the Prince of Pleasure. Meanwhile sloth, surrender, and fear of mortality attract others to Nurgle, the Father of Decay and Disease.

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It always begins in a small, seemingly innocent way: a means to indulge one’s predilections, a shortcut to a small desire, a dodge to avoid a minor threat or worry. A friend, or the friend of a friend, who knows how to get something done, in exchange for a favour later on. Each time, it becomes easier to give in to the temptation. Each time, one more step is taken away from the mainstream of society, until it is no longer possible to ignore the growing deviancy of one’s tastes and actions. At last, a terrible name is spoken and a soul is damned.

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Witch hunters burn them and society fears them, but whenever a Chaos cult is exposed and its members questioned, one thought runs through countless minds: ‘That could have been me.’

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Choices of Evils

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Many fantasy games and stories have a very simplistic morality: heroes are heroes, villains are villains, and never the twain shall meet. Just as WFRP eschews the unsullied palaces and consequence-free magic of heroic fantasy for a grubbier and more authentic setting, so too its adventures are at their best when they present players with moral ambiguity.

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Mutants, for example, are a threat to the Empire and the rest of the Old World, and they must be destroyed. But most Mutants are victims themselves: simple farmers, burghers, and normal folk whose bodies started to change for no reason that they understand. Cast out or forced to run for their lives, they do their best to survive in a hostile world, hiding and stealing to get by. Spurned, feared and rejected by everyone else, these Mutants slowly gravitate toward the Ruinous Power of Chaos. How heroic can an adventurer be when faced with a young woman who is pleading for her life with tears pouring from three wide, blue eyes instead of two?

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Grim Fantasy

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The Enemy Within is a low, dark fantasy; or ‘grubby fantasy’ as we used to call it before such terms were coined. WFRP Characters are often not especially heroic compared to their lethal counterparts in other fantasy games. Instead of gleaming towers of enchanted stone, the buildings of the Empire are half-timbered, huddled tight like the cities of medieval Europe. Magic is known in the world, but it is not widespread, and it’s dangerous to use. Monsters are known to live in the wildernesses between the islands of civilisation, but the most dangerous enemies are often close neighbours, most of whom are all too human.

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Where other fantasy adventures often take place in perfect weather amid park-like surroundings, the Empire is a place where it often rains — sometimes for hours or days, and usually at the least convenient times. Roads become impassable quagmires, mud sucks at boots, and the cold and damp seeps depressingly into the bones of the hardiest adventurer.

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Humour vs Horror

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An essential part of grubby fantasy — and one which is often absent from other games that claim to be low or dark fantasy — is humour. Before WFRP, Games Workshop’s Warhammer miniatures game included a great deal of humour, often in the form of silly names and thinly-veiled references to pop culture and contemporary events. WFRP continued this tradition, and found that elements of farce and low comedy provided a unique and welcome counterpoint to the gritty despair of the world and the cosmic horror of the struggle against Chaos.

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Like the grim gags exchanged by troopers in the trenches of the First World War, each of these jokes represented a small triumph of the human spirit against the overwhelming doom that threatens from within and without. A moment of farce can break the tension of a seemingly hopeless quest; a wry observation can serve as a reminder that life goes on in all its glory and ridiculousness; and the ability to laugh can show that not everything is lost. Used well, humour can make a game far more enjoyable than an endless diet of doom and gloom; used brilliantly, humour can be as poignant as any tragedy.

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Thinking Enemies

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The enemies in The Enemy Within are not moustache-twirling villains bent on doing evil for evil’s sake. Even the non-Human opponents have goals, desires, and weaknesses that drive them. They do not simply wait in their lairs for heroes to burst in and kill them; they react intelligently, adjust their plans, and provide a shifting, challenging target. In their minds, it is they, and not the Characters, who are the heroes of their own stories and they act accordingly.

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If It Can Go Wrong

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Overconfidence is the greatest enemy of the WFRP adventurer. If things seem to be going well, most experienced players will start to worry. Without torturing the players, a WFRP campaign features a plentiful supply of accidents and happenstances that are frustrating in the moment, but can be amusing in hindsight. More tales are told over Bugman’s ale about mishaps than about glorious triumphs, and nearly all are accompanied by gales of laughter.

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Brains Over Brawn

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Fighting is usually the worst possible option for WFRP adventurers. Combat is brutal, gory, and often short. Players proceed much farther by using their brains and their non-combat skills — and most Players enjoy this challenge much more than the simple, repetitive process of rolling dice to hit and cause damage.

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…And More

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These are some of the themes that generations of players and GMs have found in The Enemy Within. Some of them are the result of deliberate design decisions in the original writing; some of them are reflections of the writers’ personality quirks; and some are more or less accidents. It is certain that there are more themes waiting to be identified: some, perhaps, in the written campaign, and many more introduced by Players and GMs, arising from personal taste and random chance until they loom as large for one group as anything written by any game designer. As you play through this new edition of the campaign, keep these established themes in mind, but do not let them dominate: simply notice them when they appear, and take advantage of any opportunities they offer to create a deeper, more entertaining experience. 

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" + }, + "Introduction": { + "name": "Introduction", + "text": "

Enemy in Shadows presents the first two adventures of the Enemy Within campaign, The Enemy Within and Shadows Over Bögenhafen, in a revised and expanded form for the 4th edition of the Warhammer Fantasy Roleplay rules. This book contains everything you need to play the adventure, except for the WFRP rulebook.

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If you are looking for more options, side-quests, pre-generated Characters, and much more, the Enemy in Shadows Companion, the sister volume to this book, includes a wealth of supplemental material you can use to make this chapter of the Enemy Within campaign even more entertaining.

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The Story

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On the surface, the Empire is all but invincible. It is the greatest of the Old World’s realms, both in extent and in military might. 

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Founded two and a half millennia ago, it has withstood countless assaults by Greenskins, Skaven, Chaos, and its many neighbours. Beneath the banner of the twin-tailed comet, emblem of its founder-god Sigmar Heldenhammer, the State Armies of the Empire take to the field behind their mighty Griffon-riding Emperor, confident of victory.

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However, scratch the surface and peer just beneath, and things take on a different aspect. There are worrying rumours concerning the Emperor’s health, and he hasn’t been near his Griffon for months. Deep in the remote forests of this vast realm, Beastmen and worse still lurk, even though the forces of Chaos were expelled from the land two centuries ago. The taint of Chaos touches everywhere, inflicting strange mutations that force good folk to hide from their neighbours or face the flames of the witch hunters. Strange and secretive cults worship blasphemous gods with titles like ‘the Changer of the Ways’, ‘the Prince of Pleasure’ and ‘the Father of Decay’.

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Beyond the Empire’s borders, past the icy fringes of Kislev and Norsca, the swelling forces of Chaos inhabit the twisted and unnatural Northern Chaos Wastes. Leaders rise and fall, amassing armies to raid and plunder, only to have them disperse again. 

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It has been two centuries since any Champion of Chaos has arisen with the strength to unite the Enemy Without. But rumour suggests a new Chosen of the Ruinous Powers walks the north, and is binding the warlike tribes together. So, the rulers of the Old World do not relax their vigilance. They keep their eyes steadily on this terrible external threat. And, in doing so, they overlook the Enemy Within.

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Options: Grognard Boxes

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Grognard, n. From French grognard, ‘grumbler.’ An old soldier or other kind of veteran: originally, a member of the Old Guard in Napoleon I’s army, whose long and faithful service won them the right to complain, even in front of the Emperor. More recently, an experienced (and often opinionated) player of wargames or roleplaying games.

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Over the last 30 years or so, an awful lot of people have played the Enemy Within campaign. While this Director’s Cut includes some changes, they are not enough by themselves to offer a completely new experience to someone who has played the campaign before. That is where Grognard Boxes like this one come in. At key points in the story, Grognard Boxes present new ideas and different events to make the Enemy Within just as fresh and challenging for seasoned fans as it was when it first appeared in 1987. They can be identified by the old soldier of Reikland in a circular icon attached to the box (just like the distinguished chap at the bottom-left of this page). Of course, you are also welcome to use these options with  a first-time group if you think they sound better!

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The Purple Hand

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There are many Chaos cults active within the Empire at any given time. Most are short-lived, foolish groups of madmen and malcontents. Seduced by the false promises of the Ruinous Powers, they give themselves away too quickly and perish in the witch hunters’ flames. The good people of the Empire gather to witness their trials, hurl dung and insults, and return home once the cleansing fire has done its work feeling secure in the knowledge that the authorities are protecting them. But not all the damned followers of Chaos are so obvious, or so careless.

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The Order of the Purple Hand is one of many Chaos cults that exist in the shadows of the Empire, but few are more widespread and dangerous. These worshippers of Tzeentch plan to bring the Empire to its knees by infiltrating positions of power and then manipulating affairs to their own ends. The Purple Hand has successfully placed members in the cults of Sigmar and Ulric, and is working to spread religious dissent, based on the so-called Sigmarian Heresy.

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By setting the cults of Sigmar and Ulric, the Empire’s two most powerful, at each other’s throats, the Purple Hand plans to create a tinderbox where the slightest spark could plunge the Empire into civil war. This would lead to a weakening of the Old World’s strongest bulwark against the forces of Chaos, paving the way for an incursion from the Chaos Wastes to the north. 

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However, that day is still a long way off, and at present the Chaos cult is just one of several that are striving to bring the Ruinous Powers into the heart of the Old World in various ways. And, luckily for the Old World, thwarting each other as often as not.

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The Sigmarian Heresy

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Believers of the Sigmarian Heresy claim that Sigmar Heldenhammer, the founder of the Empire and its patron god, never ascended to godhood. Instead, the heresy claims the Cult of Sigmar is an entirely human fabrication, populated with deluded fools with no link to the divine. They propose Sigmarite miracles are conjured by individual belief, not divine intervention. If true, this would mean the miracles of Sigmar are actually magical, not divine — a proposition utterly abhorrent to the Cult of Sigmar, an institution known for its witch hunters, not its witches.

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Citing old lectures presented by Loremaster Teclis, the High Elven founder of the Colleges of Magic in the Empire, the theological and magical arguments behind this heresy are complex and abstruse, too subtle for any but scholars to understand. But their import, understood very clearly, if incorrectly, is that Sigmar is not a god.

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Kastor Lieberung

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Kastor Lieberung was a member of the Purple Hand for most of his evil and corrupt life. By merit of his abilities, he quickly rose to a moderately powerful position within the Nuln cell of the Chaos cult. 

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As magister impedimentae, his primary duty was to acquire whatever the cult required, by any means necessary. Among other efforts, he was responsible for organising a campaign of kidnappings to satisfy the cult’s constant need for  sacrificial victims.

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While attempting to snatch a merchant, one cultist, Sister Beatha, was caught. She confessed all under torture, but fortunately for Lieberung she knew her superior only by his title. Kastor fled Nuln for Middenheim, fearing for his safety. In Middenheim he joined another cell and continued to further the Purple Hand’s ambitions in that city.

\n

Nuln authorities were unable to establish the identity of the magister impedimentae, and eventually dropped their investigation in frustration. But there were some who were reluctant to let the matter rest, and soon a new investigation began. A generous bounty was placed on the head of the mysterious magister impedimentae, and many bounty hunters hoped to claim it for themselves. Of these, some probed too deeply into the cult’s activities and disappeared. Others tired of chasing a shadow and gave up, pursuing easier prey instead. 

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One bounty hunter, @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}, succeeded in infiltrating the lower levels of the Purple Hand. When Adolphus learned the magister impedimentae had left Nuln for Middenheim after the botched kidnapping, the hunt was on.

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To out-manoeuvre his quarry, Adolphus first stopped in Altdorf, and contacted Professor Quintus Fassbinder at Altdorf University. Professor Fassbinder had sanction from the previous Emperor, Luitpold III, to study and catalogue the manifold Chaos Cults and their members. His research had brought the Purple Hand to his attention. He was able to tell the bounty hunter a great deal about the role of magister impedimentae, including some leads to track down the fugitive. Among them was a name: Kastor Lieberung.

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Adolphus’s plan was to flush the magister out with the promise of a lucrative inheritance, including a small estate and a minor title. A letter was sent to Kastor’s last known address in Nuln, directing him into a trap in the market town of Bögenhafen. 

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In due course, a cultist from Nuln sent the letter to Middenheim, and Kastor set out immediately to claim the windfall. With Kastor established as a land-owning noble, the cult’s plans to disrupt the Empire could be greatly advanced. Along the way, Kastor was instructed to make contact with the Purple Hand’s Altdorf cell, who were to lend him any assistance he required.

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The Double

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Kastor never made it to Altdorf. He was slain by Mutants in a chance attack on his coach. His body is waiting to be discovered by the Characters, one of whom bears an uncanny resemblance to the cultist.

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Kastor’s double inherits his problems along with his supposed prospect of wealth and ennoblement. Adolphus Kuftsos is waiting in Altdorf to pick up the cultist’s trail: acting on information from Professor Fassbinder, he has staked out the city’s Purple Hand cell and is waiting for the magister impedimentae to make contact. If the bounty hunter sees anyone from out of town contact known members of the cult, he will immediately try to kill them. Meanwhile, Professor Fassbinder will continue to seek out the magister impedimentae, as will those who hired Adolphus in Nuln.

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The bounty hunter is not the double’s only problem. If the double fails to make contact with the Purple Hand cell in Altdorf, which is inevitable, the cult concludes that the magister impedimentae has gone rogue and plans to betray the Chaos cult and keep the money for himself.

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Shadows Darken

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Arriving in the market town, the Characters make their way to the lawyer’s office where a signature on a few papers will make one of them rich, only to find themselves in an ambush. After dealing with the bounty hunter once and for all, they may like to take a few days and enjoy the many attractions of the town’s annual fair. Apart from the amusements, a local fair can be a good place to find employment.

\n

When a simple job leads to a grisly discovery, the party finds itself embroiled in a deadly plot involving some of the town’s most prominent citizens. The local authorities are not about to take the word of a ragtag bunch of strangers against the families who power the town’s economy and pay everyone’s wages. The adventurers will have to save Bögenhafen on their own, and doing so will likely result in them being branded as criminals.

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Aftermath

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If the adventurers fail to save Bögenhafen, the consequences will be very serious indeed as a Chaos Gate opens within the town, possibly eradicating it. If they succeed, the town’s society and politics are turned upside-down, and no one is likely to thank them — or even believe them. In either case a swift exit is wise and, in an uncommon stroke of luck, one of their very few friends happens to own a river barge. Leaving Bögenhafen behind them, they set off downriver into the next instalment in the Enemy Within campaign: Death on the Reik.

" + }, + "Running A Campaign": { + "name": "Running A Campaign", + "text": "

A roleplaying campaign is a series of linked adventures. As well as being a story in its own right, each adventure advances the plot of the campaign as a whole, and supports the themes that underlie the story it’s telling. Along the way, the Characters explore a large area of the game world, and the Players become familiar with its culture, its society, and the various kinds of threats that lurk within it.

A Wider World

As the Characters battle the enemy across the Empire, they will hear news and rumours from the wider world. It is not simply a static backdrop for their adventures, it is a vital and active realm with millions of inhabitants, where things are always happening. Some of these events simply give the impression of a wider world, some strengthen the atmosphere of the setting and reinforce the themes of the campaign, and still others turn into leads and encounters that develop the campaign as a whole.

Some may tempt the Players down side-tracks, appealing to their curiosity or even leading them to conclude, mistakenly, that these are clues connected to the campaign’s main plot. When the party seems to be heading in the wrong direction, you face a choice: force the Characters back to the plot, or indulge the Players for a while and let them wander.

Sandbox vs Railroad

When running a campaign, your greatest challenge is to keep the Characters on track without being too obvious about it. Players can quickly become frustrated if they suspect their freedom of action is being restricted, and that they are being ‘railroaded’ from one campaign location to another. So, you must convey the impression that there is a whole, living world for the Characters to explore, while making sure that they want to go where the campaign leads — and ideally, that the Players believe they have chosen the course they will follow.

This can be a balancing act - be prepared to humour the Players if they follow a side-track or two. It calls for quick thinking and improvisation, but if you have a thorough understanding of the game world it can be fun to run an occasional session ‘on the fly’. Some groups prefer this ‘sandbox’ style of play to following a set course: they explore the setting at will, stopping whenever something interesting catches their attention. This style of play is just as valid as any other.

Options are provided for dealing with wandering Players, and ways to bring them back to the main plot when necessary. While there are certain key events to the campaign plot, like landmarks on a route, there can be many different ways to get from one to the next. Enemy in Shadows starts as a journey, but some options are offered for Players to take that journey however they please. Later it is more free-form, allowing the Characters to follow their own course after they uncover the first clues that set the adventure in motion.

Make it Your Own

Above all, you must not feel restricted by the material in these pages. There is no right or wrong way to play this campaign: roleplaying is an interactive medium and the Players shape the story just as much as the GM and the writers. Most experienced GMs agree that there is no accounting for what a group of Players will do, even in the most straightforward situations. Part of the challenge — and the enjoyment — for a GM is the need to react, improvise, and entertain in response to whatever the Players decide to have their characters do.

The adventures that follow are a resource to be used for inspiration, and not a script to be followed slavishly. Let the Players explore the world and make their own way a little; they will almost always be willing to come back to the campaign plot sooner or later. A skilled GM will find ways to make the plot more appealing than simple exploration.

Each gaming group is a unique collection of individuals, and no one knows your group better than you. Therefore, you should always feel free to adapt the adventures as written, adding or changing details to provide the kind of gaming experience your group prefers. As long as everyone is having fun, there is no wrong way to play.

After the Adventure

Each instalment of the original Enemy Within campaign was written to be useful even after its adventure content had been played. To that end, the first part contained information about the Empire, where the campaign takes place, as well as the introductory adventure The Enemy Within

Similarly, Shadows Over Bögenhafen gave the GM a whole trading town to use in future adventures. With a different name and some changes to the map, Bögenhafen could stand in for dozens of towns across the Empire, allowing it to be used again and again. 

This Director’s Cut follows the same model, offering a mixture of adventure and background material to create a greater whole. This is all expanded further with the five Enemy Within Companions, each of which is full of useful setting and scenario material to expand the campaign and support continued play long after The Enemy Within is concluded.

  • Book 2: Death on the Reik is the next book in the campaign. It includes detailed information on the Empire’s great rivers, the craftsmen that ply them, and the culture of the riverfolk, as well as rules for moving and trading cargo.

  • Book 3: Power Behind the Throne describes adventuring  in Middenheim, one of the Empire’s great cities, where countless other adventures can be set. 

  • Book 4: The Horned Rat examines the vile Skaven, a race of Chaotic rat-people that burrows beneath the Old World in search of the magical mineral known as Warpstone. 

  • Book 5: Empire in Ruins ends the campaign and delves into the Empire’s political and military classes, as well as providing information about Altdorf, the Empire’s great capital. 

" + }, + "Running The Adventure": { + "name": "Running The Adventure", + "text": "

The early chapters of Enemy in Shadows are designed to cover a wide range of common situations — the sort of challenges that will crop up again and again in the campaign, and in just about any WFRP game. There is plenty of advice on how to run the various incidents and encounters. During the course of the adventure the Players get to see typical Empire locations such as a coaching inn, a forest road, a great city, a medium-sized town, and a journey by river and canal.

In addition to easing you and the Players into the game’s setting and important mechanics, Enemy in Shadows also establishes the major themes and enemies of the Enemy Within campaign as a whole. While Chaos threatens from without, it also weakens from within. Some servants of the Ruinous Powers are willing converts seduced by promises of power, pleasure, and more, but most are victims of bad luck, mutated by exposure to Chaos that was unwitting and accidental.

Once the adventurers arrive in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, the story becomes more complex — too complex to be laid out chronologically. The Players have a great deal of freedom, and you must be prepared to react to their decisions, pulling the necessary information from various places and improvising where necessary. Before running the adventure, you should take the time to read through this book carefully, becoming familiar with the plot, the Characters’ options at each stage, and the significance of each event and encounter. It would also be wise to think about some contingency plans in case the Players decide to head off in an unexpected direction, or do anything else that might derail the campaign.

Bear in mind that Enemy in Shadows is part of a larger campaign. Some of the many strands that begin here will fade into the background for now, only to reappear in a later adventure.

New Rules

Enemy in Shadows uses new rules for Difficulty, Diseases, NPCs, Doors and Locks, and more. To make these easy to reference, they can all be found in @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{Doors And Locks}.

" + } + } + }, + "Appendices": { + "name": "Appendices", + "pages": { + "Doors And Locks": { + "name": "Doors And Locks", + "text": "

There are a lot of locked doors hiding dark secrets in the Empire, and Characters are likely to break through many of them.

Locks

As mentioned , all locks have a Difficulty and a target SL to pick. Presented as D for Difficulty, with the modifier, and SL for the target SL. So, an Average (+20) Lock requiring 0 SL to pick is listed as (D +20, SL 0).

Doors

Breaking down a door, window, or anything else is resolved using the object’s Toughness Bonus and Wounds, presented as TB and W. So, an object with Toughness Bonus 4 and 10 Wounds is listed as (TB 4, W 10).

Any Character seeking to break down a door must make Melee (Brawling) roll, or a Melee roll using a suitable weapon such as an Axe or Hammer. The SL rolled is added to the Character's Strength Bonus, and the total is applied to the door as damage. If a weapon was used, you may add only half the weapons damage. 

When attacking inanimate objects, you do not cause a minimum of 1 Wound - some objects are just too tough to damage.

Example: Gerhardt is chasing a cultist, who darts for a cellar and slams the door shut behind her. Gerhardt curses as he hears the cultist lock the door with a click and a laugh. Realising the rapier and main gauche he’s carrying aren’t much use against a solid door, he takes two steps back, steels himself, and charges with his shoulder. As he is using his body, Gerhardt’s Player rolls a Melee (Brawling) Test against his Skill of 46. He rolls 63 for −2 SL. Adding his Strength Bonus of 4, Gerhardt has a total of 2. Unfortunately, that’s lower than the door’s Toughness Bonus of 4, so Gehardt bounces off, hurting himself more than the door. Cursing again as he rubs his shoulder, he goes looking for an appropriate weapon or tool to break down the door.

Putting it All Together

A solid door with Toughness Bonus 6 and 15 Wounds, secured by a well-constructed lock that is Difficult (−10) to pick and requires 2 SL to bypass, is abbreviated in The Enemy Within like this: (D −10, SL 2; TB 6, W 15).

" + }, + "The Imperial Calendar": { + "name": "The Imperial Calendar", + "text": "

The Warhammer world takes 400 days to travel around Söll, its sun, a much larger and hotter star than our own. It is orbited by two moons. The larger of these (known in the Empire as Mannslieb, ‘Beloved of Manann’) has a cycle of 25 days from full to full, and looks not unlike the moon of our own world. The other (named Morrslieb, ‘Beloved of Morr’ ) is erratic, appearing now closer, now further away, and has an unpredictable cycle. Ancient myth has it that when Chaos first broke through into the Known World, an enormous chunk of warpstone was hurled high into the sky, where it circles endlessly to this day, spreading Chaos on the lands over which it passes. True or not, the followers of Chaos hold festivals when Morrslieb is full.

The Imperial Calendar divides the year’s 400 days into 12 months with 6 additional intercalary days. Four of these betweenmonth days are festivals that mark the turning of the seasons: the summer and winter solstices, and the spring and autumn equinoxes. The other two mark the days when both moons are always full at the same time: and the superstitious, and even the cynical, avoid the eerie light of the two moons on Hexensnacht (‘Witching Night’) and Geheimnisnacht (‘Night of Mystery’).

Days

The days of the week are:

  • Wellentag (VELL’n-taag): ‘Workday’

  • Aubentag (OW-ben-taag): ‘Levy Day’

  • Marktag (MARK-taag): ‘Market Day’

  • Backertag (BAKKER-taag): ‘Baking Day’

  • Bezahltag (b’TZAAL-taag): ‘Tax Day’

  • Konistag (KO-nis-taag): ‘King Day’

  • Angestag (AN-ges-taag): ‘Start Day’

  • Festag (FESS-taag): ‘Holiday’

Months

The names of the months, and their meanings, are as follows.

  • Nachhexen (Nach-HEX’n): ‘After-Witching’

  • Jahrdrung (YAAR-drung): ‘Year-Turn’

  • Pflugzeit (pFLOOG-tsight): ‘Plough-Tide’

  • Sigmarzeit (ZIGG-mar-tsight): ‘Sigmar-Tide’

  • Sommerzeit (ZOMMER-tsight): ‘Summer-Time’

  • Vorgeheim (FORR-g’hime): ‘Before Mystery’

  • Nachgeheim (NACH-g’hime): ‘After Mystery’

  • Erntezeit (ERN-t’sight): ‘Harvest Time’

  • Brauzeit (BRAOW-tsight): ‘Brewing Time’

  • Kaldezeit (KAL-tsight): ‘Cold Time’

  • Ulriczeit (UL-rik-tsight): ‘Ulric-Tide’

  • Vorhexen (FORR-hex’n): ‘Before Witching’

The Harmony of the Spheres

‘They came in their silvery ships. Impossibly powerful. Mysterious. Then our world was frozen, huge, and empty, and life was simple and barbaric. But they changed us. They changed everything. We only know them as the Old Ones.

‘They had the power to move worlds to or from the eternal heat of Söll, which is how they brought our cold globe to life. But this unbalanced the other worlds, for everything is connected. So they moved them too, forming an impossible harmony among the spheres, a perfection that can be seen to this day by observing the heavens.

‘See the five Children of Asuryan: Charyb, the closest world to the sun, takes 80 days to orbit; while Deiamol takes 133 and a third of days; Tigris, 200; our world, 400; and Verdra, 800. 

‘Compare this to the five Councilors of Asuryan: Lokratia takes 1,600 days to orbit, four of our years; Isharna, 10 years; Loekia, 30 years; Voelia, 150 years; and distant Obscuria takes 300 years to circumnavigate our sun. Even after so many millennia have passed, the harmony is a wonder beyond measure to behold and comprehend.’

— The Book of Days, Finreir of Saphery

" + }, + "NPCs": { + "name": "NPCs", + "text": "

There are many Non-Player Characters (NPCs) used in Enemy in Shadows; both major and minor.

\n

Major NPCs are important to the primary plot, are significant characters, or pop up multiple times during the campaign, so are given full game details. 

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Minor NPCs are not important to the primary plot so receive simpler game details. They are assumed to have all Skills they require to do their jobs, even if they are not listed: just use the appropriate unmodified Attribute should a Test be required.

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If any NPC has a Trait or Talent listed that modifies Characteristics (such as the Tough Trait, which adds +10 T and WP), the modification is included in the Attributes, and the Talent or Trait is marked in italics to show this.

\n

Building Your Own

\n

An easy way to create an NPC is to take the statistics presented in the WFRP Bestiary (or randomise them like normal) and take the Character through some Careers. For each Career Level you wish the NPC to progress through, add +5 to all Skills and Attributes available, and then add at least 1 Talent from each Career Level completed. With that done, just list the Trappings for the current Career, and all Career Levels below it, and you’re finished!

\n

Example: To quickly create a university-educated Human Doktor, take the basic Human and put it through the following Career Levels: Student (Scholar 1), Physician (Physician 2), Doktor (Physician 3). For each Career Level entered, add +5 to every available Attribute and Skill, then add a Talent. Meet @UUID[Actor.L32Ici3nIMpN2cdF]{Doktor Langstrasse}.

\n
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@UUID[Actor.L32Ici3nIMpN2cdF]{Helga Langstrasse}

\n

NPC Money

\n

Most Characters in the Empire carry some coin. To randomly determine the amount of money carried by an NPC, make an Earning roll using the Character’s Status. NPCs with money listed in their Trappings ignore this option.

\n

Example: Helga Langstrasse the Doktor has a Status of Silver 5, so carries 5d10 Silver.

\n
\n

Remember that this process is automated by giving Career Items to Creatures and NPCs.

\n

To give an NPC money based on their status and standing, you can click the Status button in the Career tab.

\n
\n

Empire Accents

\n

The NPCs in the Enemy Within campaign normally have their accents marked in their descriptions to help you portray them. Typically, this is presented as something like ‘a lower-class Reiklander accent’, or ‘an unmistakable Altdorfer accent’. But what does all that mean when roleplaying these Characters?

\n

Ultimately, it’s up to you. A GM from London will view Empire accents very differently to a GM from Berlin, or from New York, Mumbai, or Melbourne, so there is no point in us telling you something like: ‘all Altdorf accents are  synonymous with London accents’, as that may sound like nonsense to you, as surely it should be a Berliner accent, or a Parisian one, or something else. 

\n

So, assuming you like to mimic different accents, it’s up to you to decide what a Middenlander sounds like in your games, or a Stirlander, or a Nordlander. Assign the accents you prefer to each of the provinces and major cities, and you’re good to go. If you are looking for guidelines for how to do this, consider the table opposite, which is presented as a loose guide only.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AccentsHow to choose your version of the accent
Cities 
AltdorfAccent of your capital city
TalabheimAccent of a nearby capital city or important city
MiddenheimAccent from a provincial city
NulnLike Altdorf, but with a strong rising inflection
Provinces 
AverlandSing-song tones
HochlandRustic with colloquialism
MiddenlandTough and direct
MootlandThick rural accent
NordlandAggressive and passionate
OstlandUses pauses for stress
OstermarkThick Theatrical accent
ReiklandYour accent
StirlandRural and sophisticated
SudenlandLIke Reikland, but monotone
SylvaniaClassic vampire accent
TalabeclandSuburban Talabheim accent
WissenlandMonotone with a rising inflection
\n

 

" + }, + "Disease and Infection": { + "name": "Disease and Infection", + "text": "

This section adds a new disease and some extra symptoms to expand your personal disease creations.

The Litany of Pestilence

@UUID[Compendium.wfrp4e-eis.items.dDILARjlekBnsR0j]{Purple Brain Fever}

Symptoms

@Symptom[delirium]{Delirium}

@Symptom[swelling]{Swelling}

" + }, + "Handout 1: Wanted! Bold Adventurers!": { + "name": "Handout 1: Wanted! Bold Adventurers!", + "src": "modules/wfrp4e-eis/assets/handouts/handout-1.webp" + }, + "Handout 2: Rolf Hurtsis": { + "name": "Handout 2: Rolf Hurtsis", + "src": "modules/wfrp4e-eis/assets/handouts/handout-2.webp" + }, + "Handout 3: The Inheritance": { + "name": "Handout 3: The Inheritance", + "src": "modules/wfrp4e-eis/assets/handouts/handout-3.webp" + }, + "Handout 4: The Affidavit": { + "name": "Handout 4: The Affidavit", + "src": "modules/wfrp4e-eis/assets/handouts/handout-4.webp" + }, + "Handout 5: Josef Quartjin": { + "name": "Handout 5: Josef Quartjin", + "src": "modules/wfrp4e-eis/assets/handouts/handout-5.webp" + }, + "Handout 6: The Schaffenfest": { + "name": "Handout 6: The Schaffenfest", + "src": "modules/wfrp4e-eis/assets/handouts/handout-6.webp" + }, + "Handout 7: The Letter": { + "name": "Handout 7: The Letter", + "src": "modules/wfrp4e-eis/assets/handouts/handout-7.webp" + }, + "Handout 8: Hour After Sunset": { + "name": "Handout 8: Hour After Sunset", + "src": "modules/wfrp4e-eis/assets/handouts/handout-8.webp" + }, + "Handout 9: 'All Goes Well'": { + "name": "Handout 9: 'All Goes Well'", + "src": "modules/wfrp4e-eis/assets/handouts/handout-9.webp" + }, + "Handout 10: Herzen's Letter": { + "name": "Handout 10: Herzen's Letter", + "src": "modules/wfrp4e-eis/assets/handouts/handout-10.webp" + }, + "Handout 11: Magirius's Note": { + "name": "Handout 11: Magirius's Note", + "src": "modules/wfrp4e-eis/assets/handouts/handout-11.webp" + } + } + }, + "The Affair of the Hidden Jewel": { + "name": "The Affair of the Hidden Jewel", + "pages": { + "At The Sign of the Crossed Lances": { + "name": "At The Sign of the Crossed Lances", + "text": "

If the Characters wish to go to the Crossed Lances inn (and they ought to), they can get there easily enough by road. They should have an eventful journey. You may care to throw in the odd herd of Beastmen or mob of Goblins if things get too quiet, but no Human bandits: the Characters may think these are Black Arrows and be side tracked. They will probably arrive in the evening. Use the map and the following description to set the scene for the Characters.

\n

The bar, at this hour, holds the usual mix of customers for a coaching inn: travellers, coachmen and teamsters, a road warden or two, perhaps a gambler, and maybe a pickpocket, if you feel mean. (If your Characters have played some or all of Rough Nights & Hard Days, it could be @UUID[Compendium.wfrp4e-rnhd.actors.vuLTDr9TzyBQVyhH]{Glimbrin Oddsocks}, probably pursuing rumours of a stolen gem.)

\n

In addition, there is a knot of hard-looking men-at-arms seated in one corner. These are retainers of Count von Drakensberg, who is staying here incognito, though he will remain in his room. The gossip in the bar is that they are mercenaries and the ‘gentleman upstairs’ is their captain.

\n

Wolfgang and the Blue Flame

\n

If the Characters ask the bar staff for @UUID[Actor.pbIsaw55LoYqQaCo]{Wolfgang Kellermann}, they will be told that he is the owner and taken to his room. At their knock, the door is opened by a lean, scar-faced man with a drawn sword in his hand. He eyes them suspiciously and says, ‘Well?’

\n

If the Characters explain that they came about the job, a voice calls from behind him. ‘All right, Lauengram, let them in. But keep an eye on them.’  @UUID[Actor.Ledkqyjj6lMaLlZB]{The scar-faced man} steps aside, revealing a table placed in the centre of the room.  Two men are sitting behind the table: one fat and bearded; the other muscular and with an air of command and a wooden leg. The room’s shutters are closed and bolted.

\n

@UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} shuts the door after the Characters and stands behind them. Then the one-footed man speaks again: ‘I am Wolfgang Kellerman,’ he begins. ‘I have a job for you. But, as you may have guessed’ — here he eyes the shutters and Lauengram — ‘I would be most unhappy were the details to be made public. Therefore, I must insist upon the utmost secrecy.’ He pauses to let this sink in before leaning forward across the table and continuing.

\n

‘The job involves finding and bringing to me a certain gem, a diamond, named the Blue Flame. This was stolen more than 20 years ago and has not been seen since, but I have information that should enable you to find it. I will pay you handsomely, say 20 Crowns apiece, for its recovery. Do you want the job?’

\n

It’s an enormous amount of money, so the Characters are likely to say yes. If they do, @UUID[Actor.pbIsaw55LoYqQaCo]{Kellerman} carries on: ‘Very well. I will tell you how the stone may be found, but first a little story must be told. The man who stole the Blue Flame was a thief called Otto Kessler. He’s now dead. He hid the jewel after the theft, and supposedly never told anyone where. But Bruno here,’ he indicates the fat, bearded man, ‘has cast some doubt on that idea.’

\n

‘Until recently, Bruno was chief torturer to a certain Count von Drakensberg, whose men captured one of Otto Kessler’s oldest companions. Bruno interrogated him, but he did not give the information he recovered to the good Count. It seems that Otto Kessler had a daughter called Annalisa, and he told her the location of the Blue Flame. Nowadays, she is better known as… the Black Arrow.’

\n

‘This is why Bruno came to me. Until this minor problem,’ Kellerman gestures toward his missing foot, ‘it was I who led the band now known as the Black Arrows. l know their hideout, and how it can be infiltrated.’

\n

‘The place is an old castle, deep in the forest. Nobody knows it’s there except me and the Black Arrows. But even they do not know that there is a secret passage into the keep from the outside. This is the entrance which you, my friends, will use to gain entry. Once inside, you will need to find out about the Blue Flame from Annalisa Kessler. She probably keeps it somewhere in the castle. You will recover the jewel and bring it to me here. Then I will pay you.’

\n

‘The castle lies some 35 miles north. There is an old stretch of road leading to it, which begins a few miles before you get there. A hollow oak a hundred yards from the gates is the entrance to the secret passage. The passage leads to the dungeons. You can have a room here tonight. I wish you every chance of success.’

\n

Unless the Characters have anything to say, @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} shows them to their room.

\n

At the Crossed Lances

\n
\n
\n

@UUID[Actor.Ledkqyjj6lMaLlZB]{Kasper Lauengram}

\n
\n
\n

@UUID[Actor.pbIsaw55LoYqQaCo]{Wolfgang Kellermann}

\n
\n
\n

@UUID[Actor.RKexthkvSxJbgehT]{Bruno}

\n
\n
\n
\n

The Plot Thickens

\n

What @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann} doesn’t know is that @UUID[Actor.RKexthkvSxJbgehT]{Bruno} has not defected from his master. He was sent. Von Drakensberg had all the information pulled from Otto Kessler’s erstwhile crony. This includes the slightly bizarre method that Otto used to pass on the Blue Flame’s location. The information was tattooed on his daughter’s scalp when she was a baby, and she was never told about it. Otto would just tell her to use her head when she asked about the Blue Flame.

\n

Odd, yes? But fun!

\n

Old Kessler actually hid the jewel in the cellar of the Crossed Lances. Nobody knows, at least not yet. Kessler’s ex-crony also knew that Annalisa was the Black Arrow, and that she replaced Kellermann after he was injured. But he knew nothing of how she might be found.

\n

The Count, therefore, had a problem. He didn’t know where the Black Arrow was or how to catch her. He tried posting a bounty. This explains the notices the Characters saw, including (if you used it) the one attached to a bounty hunter. He decided to let Kellermann believe that the Black Arrow knew the location of the gem, knowing Kellerman would come up with something.

\n

Bruno reports to the Count soon after the Characters leave the room. The wily Count, perhaps a bit too fond of a cunning scheme for his own good, decides to let the Characters go ahead. When they find that Annalisa doesn’t have the faintest idea where the gem is, they’ll probably decide to make the best of a bad job and bring her head to him to get the bounty. It might be a good idea to remind them about that bounty…

\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{The Count} Steps In

\n

An hour or so after their interview with @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann}, the Characters are approached by one of the ‘mercenaries’, who says that his master would like a word with them in his room. Assuming they agree, he takes them up.

\n

In the Count’s room, another four men-at-arms are positioned round the walls, while the Count leans against his table. He looks the PCs over coolly, and then speaks. ‘Permit me to introduce myself,’ he says, bowing with a flourish. ‘I am Count Amadeus von Drakensberg. I am travelling incognito, but I am sure you will not abuse my confidence.’ He smiles winningly.

\n

The reason I asked you all up here,’ he goes on, ‘was that you look like a capable crew, and I thought I would acquaint you with an opportunity to make some money. There is an outlaw band in this area known as the Black Arrows, and their leader is known as the Black Arrow. Somewhat unoriginal, I think.’

\n

‘I am offering a bounty of 20 Crowns for this person, but on seeing you fine people... the bounty shall be raised to 25! I want the Black Arrow’s head on a silver platter. In fact,’ he snaps his fingers and one of his men passes him a small silver platter, ‘I’ll even provide the platter!’ He tosses it to one of the Characters. ‘Just remember,’ his voice turns cold and hard, and he stands. ‘Bring me the head of the Black Arrow!’

\n

With that the interview is over and the bodyguards show the Characters out. The platter is solid silver and worth 2 GCs, with Encumbrance 1.

\n
\n

The Thick Plot

\n

Players who are familiar with this adventure will be expecting an interview with the Count, followed by a bomb down the chimney, a race to the Black Arrows’ castle, and an exciting but familiar denouement. Some confident Player may decide to set out for the castle, or to capture Lauengram, or Kellerman, or Bruno, or all three for various unsavoury and unlikely reasons. 

\n

@UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} could be a completely ordinary, law-abiding individual who works at the inn as a pot-boy and bouncer, and is on good terms with the local road wardens. Some of whom are stopping at the inn overnight, as is their regular custom. He is making a few shillings by guarding the door for Kellerman, who expects some dangerous Characters to respond to his notice.

\n

@UUID[Actor.pbIsaw55LoYqQaCo]{Kellerman} may be exactly what he seems, or he may be more. Perhaps he is a bounty hunter who plans to use the Characters as a diversion and swoop in with his own hired muscle while the PCs have the Black Arrows distracted. In this case, there is no Blue Flame, and no tattoo on Annalisa’s scalp. Kellerman has fabricated the whole story and may be after Annalisa for a ransom, or he might have been hired by her parents. They as wealthy merchants or even minor nobles want her back for an arranged marriage or simply to rein her in after she ran away to become an outlaw a year or more ago.

\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg}, in this case, is still a classic, moustache-twirling villain, but his agenda is different. His notice, and his story, are also lies, and he wants to lay hands on Annalisa to ransom her back to her family, or to sink any hope of a marriage taking place and thus thwart her family’s ambitions. This puts him on the same side as Annalisa, although she will certainly not see it that way.

\n

His demand for her head may be bluster, or bad temper. If the Characters do kill her, he will take out his rage on them in the most imaginative ways. It may be a scheme of cold-blooded vengeance on her and her family. A dead woman cannot marry, after all, and her family need not find out about her demise until after they have paid the ransom.

\n

All in all, there are many ways for you to confuse, misdirect, and confound Players who think they are being clever. Some could haunt them for a long time after this adventure is over. They might even consider changing their names: to Kastor Lieberung and friends, for example.

\n
\n

The Count and his Minions

\n

Amadeus, the Rakish Villain

\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{The count} is a character that should be recognisable to everyone: elegant, suave, sophisticated, cruel when he needs to be, capable of smooth flattery and smoother threats. He has a deadly elegance, as pointed and sharp as the rapier that hangs at his hip. He is not above twirling his moustache as he explains, in great detail and with no little relish, exactly how he is going to have someone killed, stuffed and mounted on his wall as a trophy. He is a man of 36 years, used to action, with an athletic build. 

\n

His wavy brown hair and intense blue eyes make him attractive, but there is a sinister hardness underlying his polished demeanour. He is, in short, a villain through and through. He rather enjoys the role fate has given him.

\n
\n

@UUID[Actor.H3rzVELoF3iDj3Dd]{Amadeus von Drakensberg}

\n

The Count’s Spear Carriers

\n

These are also a well-known type of heavy: the kind who materialise in droves when the count snaps his fingers at opportune moments, and are cut down by the heroic Characters while @UUID[Actor.H3rzVELoF3iDj3Dd]{their master} heaps scorn upon them. Hopefully. Unsurprisingly (for they seem to have divined that their lot in life is not going to be happy or long) they are a surly lot. The Count has a dozen of these strapping young men and women within calling distance at all times. In the better class of melodrama such fellows traditionally have the advantage of numbers over the plucky heroes.

\n
\n

@UUID[Actor.MgzflR4dFym9BdET]{Bodyguards Aplenty}

\n

The Plot Becomes Unpleasantly Sticky

\n

What the wily von Drakensberg doesn’t know is that the Black Arrows also have an agent in place: none other than the scar-faced and suspicious @UUID[Actor.Ledkqyjj6lMaLlZB]{Kasper Lauengram}, @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann’s} chief bodyguard.

\n

After @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann} lost his foot, he retired from the band and bought the Crossed Lances to settle down. Then, Annalisa took over the outlaws. However, she and the Black Arrows know that Kellermann knows their hideout. Although he’d sworn never to reveal it, they wanted to keep an eye on him. 

\n

They sent @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} to infiltrate into @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann’s} household as their watchdog. That he could also be a spy to inform them of coach timings was a happy coincidence. Lauengram, having heard Kellermann’s briefing of the Characters, has decided to report to the Black Arrows as soon as possible. He will leave two hours before sunrise. He has also decided to eliminate the PCs first, or at least slow them down a little.

" + }, + "At The Castle": { + "name": "At The Castle", + "text": "

Whether the Characters catch @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} or not, they eventually reach the castle (see below). They will presumably try to enter in order to speak to @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa Kessler}, but their success will depend on what has already happened.

\n

If Lauengram reached the castle before them, he has warned the Black Arrows about the secret passage, and they have set up an ambush in the dungeons. If the Characters found out that Lauengram was the bomber, they ought to be smart enough to avoid the passage. 

\n

If the Characters are caught, they are thrown into the dungeons, pending a decision about what to do with them. Most parties will be resourceful enough to escape somehow, but if your group seem to be stuck the Black Arrows’ captive Halfling cook, @UUID[Actor.J8Ku7meoLiJmsnm6]{Sleeves}, will free them. He distracts the guards by telling them that the Black Arrow wishes to speak to them. This ruse buys a little time — just enough for the Characters and Sleeves to come up with a way to break out of the (somewhat dilapidated) cell — and the alarm will be raised as soon as the guards speak to Annalisa. 

\n

If the Characters manage to seize @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa} she is amused rather than angry. She cheerfully admits that she has no idea where to find the Blue Flame. All her father ever said was that she could find it if she used her head. Should the Characters wish to inspect Annalisa’s head, she understands their meaning and at a later point asks an underling to inspect her scalp, but she is not stupid enough to expose herself to the PCs and risk a beheading.

\n

The Pursued?

\n

The Characters eventually leave the castle and make for the inn. They may have discovered where the Blue Flame is, they may be bringing the Arrow’s head to @UUID[Actor.H3rzVELoF3iDj3Dd]{von Drakensberg}, or they may simply be running away. The Black Arrows pursue if necessary, but they give up the chase a few miles from the inn, not wishing to deal with the authorities.

\n

So, Count, We Meet Again

\n

Back at the inn, things have moved on. @UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg} decided that @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann} was no longer of use and had @UUID[Actor.RKexthkvSxJbgehT]{Bruno} kill him. The staff are as yet unaware of the murder, and the count is waiting for the Characters to return. Unless they come stealthily, he knows of their arrival and is watching them from his window.

\n

If they come to his room with a head for him, he asks them to wait outside while he inspects it. After a brief shave and, if the head has directions tattooed on it, he lets them in, pays them, and sends them on their way. If, however, the Characters go to @UUID[Actor.pbIsaw55LoYqQaCo]{Kellermann’s} room, they find the door unlocked and the man lying dead on the floor. Moments later, the count and his heavies appear. Obviously, the @UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg} will lose no time in accusing the Characters of murder most foul.

\n

If the Characters attempt to fetch the gem for themselves (from wherever you decide it has been hidden) the count and his thugs appear rather dramatically. They step out of the shadows with an appropriately over-the-top theatrical comment just as the Characters unearth their prize.

\n

The Castle

\n

The Black Arrows’ castle stands in a roughly circular clearing approximately 100 yards across. The entire clearing is visible to any outlaw look-outs during the day and on moonlit nights. A road runs straight out from the gates. One hundred yards from the castle, by the east side of the road, stands a hollow oak. Its trunk is a shaft leading to the secret tunnel into the castle (see @UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons})

\n

All standard doors in the castle have TB 5, 12 W, and their locks are opened with a Challenging (+0) Pick Lock Test when locked. Reinforced doors have TB 8,  22 W, and are always kept locked, requiring a Difficult (–10) Pick Lock Test, instead.

\n

All the castle walls are solid stone. The chandeliers marked on the map are wagon-wheel type affairs, each with 15 or so candles, which cast light like a torch. The vertical distance between each floor level is 5 yards.

\n

The Black Arrows

\n

The way this band of Humans are played depends upon the character of @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa}. They may be ‘Merry Men’, a crew of brutal cut-throats, or ice-cool professionals. Regardless, they are not pushovers. If they outnumber the Characters, they will try to stun and capture them rather than kill them.

\n
\n
\n

@UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa Kessler}

\n
\n
\n

@UUID[Actor.jg9Gn1YPgPxWGUOj]{Black Arrows}

\n
\n
\n

@UUID[.fwJmHlbQzjcIoQpe]{1. The Gatehouse}

\n

@UUID[.keaLs3GTrggD4sgt]{2. The Stables}

\n

@UUID[.kSgaxWVL7EpIjb3Y]{3. The Kitchen Area}

\n

@UUID[.32bDNS8jRG1id9bO]{4. The Dungeons}

\n

@UUID[.7r0Db86UBgWFoHMy]{5. The Staircases}

\n

@UUID[.jargFEobPplHWFa3]{6. Dormitories}

\n

@UUID[.dGDVLwDGN2oQDqf2]{7. The Great Hall}

\n

@UUID[.ky7LG03e2EnnhRZc]{8. Watch Turrets}

\n

@UUID[.ECXGHFd6exnPgZ2M]{9. The Arrows' Tower}

" + }, + "Heroes Wanted": { + "name": "Heroes Wanted", + "text": "

You should arrange for the Characters to see the two notices below. They could come across them nailed to trees along the road; they could find them at an adventurers’ notice board (such as the Deutz Elm in Nuln); or they could simply find them blowing in the wind. The author’s preference is to have a man stagger up to them and collapse dead, revealing the papers pinned to his back by a dagger.

The first notice reads as follows:

REWARD!

Twenty crowns to whomever can bring the head of the dastardly brigand known as ‘the Black Arrow’ to his Grace, the Count Amadeus van Drakensberg. His Grace has means of detecting substitutes.

Any Character passing an Average (+20) Lore (Empire) Test will recall the Black Arrows are a band of outlaws who have been plaguing the countryside for some years. They are so called due to their habit of using only black arrows. The Black Arrow is their leader. Anything better than a Marginal success (any success if the Character is noble) will also recall the fact that @UUID[Actor.H3rzVELoF3iDj3Dd]{Count van Drakensberg’s} holdings are some distance from the Arrows’ usual area of depredation.

The second notice is likewise interesting.

Heroes wanted to go on Quest for Hidden Treasure. Some Danger, Great Reward. Contact Wolfgang Kellermann at the Sign of the Crossed Lances.

A few successful Gossip Tests will enable the Characters to learn that the Black Arrows’ raids have been more frequent in that very region than anywhere else.

" + }, + "The Affair of the Hidden Jewel": { + "name": "The Affair of the Hidden Jewel", + "text": "

The Affair of the Hidden Jewel can take place at any point on a long road journey, including those in Enemy in Shadows. It can form an interlude for a couple of days at a roadside inn, or all the action can be compressed into one single, eventful night.

Outside the Enemy Within Campaign, The Affair of the Hidden Jewel can be played along any long stretch of road running through the forests of the Empire. Wherever the Characters are, they should be looking for a job (or probably just easy money, knowing most PCs). And have we got a job for them! Intrigue, blood, fear… but we mustn’t get ahead of ourselves.

The Affair of the Hidden Jewel, first published in White Dwarf 101, is a swashbuckling romp that pits the Characters against that favourite adversary of the roads and forests: a band of outlaws. If the Characters have a day or two to spare — as they wait for their damaged coach to be repaired, perhaps — this is a great way to fill the time.

Adventure Summary

Along the road, the Characters pick up rumours of increased lawlessness on the @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.yFV2NbrxGBK9n768]{Empire’s highways}. Soon they see posters nailed to trees in and near villages, advertising large rewards for capturing a band of brigands. These notices direct the reader to the @UUID[.aHcI5mlgBbfyMPqn]{Crossed Lances inn}, where the Characters already planned to stop for the night.

At the inn they meet @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram}, @UUID[Actor.H3rzVELoF3iDj3Dd]{Count von Drakensberg’s} agent, and the Count himself. They are offered the job of bringing back the infamous villain: ‘the Black Arrow’ — dead or alive. However, this means travelling to the @UUID[.ILA3gLeBvfyh1Cv9]{Black Arrows’ Castle} (the band take their leader's name). The brigands could be forewarned, since Lauengram is their agent as well, and will ride to alert them of the Characters’ approach. Bombs, dodgy bridges, and desperadoes are just some of the perils the Characters will have to face!

A Note to the GM

The astute reader of this adventure will note that all the characters are stereotypes. That's the point. This is a melodrama. Ham it up!

" + }, + "Things That Go Boom! In The Night": { + "name": "Things That Go Boom! In The Night", + "text": "

Very early the next morning, @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} fetches his horse from the stables and leaves it at the front of the inn. He scrambles on to the roof to reach the chimney of the Characters’ room. He drops a lit bomb down the chimney, with a cry of: ‘Ha ha, my friends, your time has come!’ Before the explosion, he abseils down from the roof and gallops off. You should alter his plan if, for some reason, the Characters have a fire burning in the grate. Perhaps the bomb may be tossed through an open window, or hidden inside a covered platter left at the door with a knock.

Each sleeping Character may make an Easy (+40) Perception (Hearing) Test to be woken by the shout. If @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} misses his Ballistic Skill Test, use the normal @Table[scatter]{scatter table}, but if the die roll indicates that the bomb moves through a wall, it remains in the fireplace. The bomb is fused to go off 1 Round after it arrives in the fireplace.

The Characters are likely to be in a state of confusion, but even if the room is completely dark they will be able to see the dull-red glow of the bomb’s fuse. It will require a Challenging (+0) Athletics Test for a Character to reach the bomb before it goes off (+20 if the Character was not asleep). Pinching the fuse out will then require an Easy (+20) Dexterity or Ranged (Explosives) Test. Throwing the bomb (through a window, for example) is handled normally. Ignore misfires: if nothing happened when @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} rolled, it won’t misfire now.

If the bomb goes off, remember that a Fate Point allows a Character to escape unharmed. If all the Characters within the blast radius use Fate Points, the bomb fails to go off, otherwise, the Characters will stand up amid the wreckage after the explosion and dust themselves off, covered in scorch marks and soot, but otherwise unscathed, or find themselves draped over the inn sign outside but unhurt.

The inn will be somewhat dented if the bomb goes off inside. However, the place should not burn down; the main effect will be to wreck the Characters’ room, and, if you want, the destruction of some of their equipment. If the characters return to the inn, they may be expected to pay for any damages; another potential reason for them to be on the run, desperate for money and willing to buy into a fraudulent scheme. 

The Pursuers?

One way or another, the Characters will now be headed for the Black Arrows’ castle, possibly pursuing @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram}. If they are close behind him, or if they checked who had left the inn, they may know his identity. Lauengram will not expect pursuers, unless the bomb failed to go off. In that case, he is alert, and hurls more bombs to hinder any followers, and to churn up the road behind him.

The woods through which the Characters travel are impassable to wheeled traffic. Running requires a Simple Athletics Test. The woods also give soft cover (–10 to hit) against missile fire at nearly any range, and at any time a Character can use their move to duck behind a tree for hard cover (–30 to hit). Thirty miles north of the inn a chasm blocks the Characters’ route, carved by the river flowing along its bottom. It is 50 yards deep and 12 yards wide, and crossed by a very old single-arched stone bridge. An old, paved road leads from here to the castle.

The bridge will take the weight of up to three people on foot, but has a [[/r 1d10]]{50%} chance of collapsing each time any heavier weight (such as a horse and rider) is on it. It will take one Round to collapse, so those who go across at speed, or pass a Simple Agility Test when it begins to collapse, will get off in time. There is sufficient room for a run-up to attempt leaping the chasm on horseback: this requires an especially Dramatic Ride (Horse) Test. Those who fail the Test fall into the river below.

It is possible to go around the chasm to either side, travelling an extra six miles. @UUID[Actor.Ledkqyjj6lMaLlZB]{Lauengram} does this unless the Characters are hot on his trail. If they are in hot pursuit, he gallops over the bridge, dropping a bomb as he goes. This destroys the bridge, unless the bomb misfires.

" + }, + "Rewards": { + "name": "Rewards", + "text": "

The following experience points should be awarded at the end of the adventure, plus any standard awards you offer at the end of each session for good roleplaying or clever ideas:

  • @Exp[20, Stopped the bomb going off]{20 points for any Character stopping the bomb going off}

  • @Exp[20, Stopped Lauengram reaching the Castle]{20 points each for stopping Lauengram reaching the Castle}

  • @Exp[40, Captured Annalisa alive]{40 points each for capturing Annalisa alive}

  • @Exp[20, Discovered the location of the Blue Flame]{20 points each for discovering the location of the Blue Flame}

  • @Exp[20, Secured the bounty from the Count]{20 points each for securing the bounty from the Count.}

If the Characters are captured by the Black Arrows and have to be released, XP should be reduced by around a quarter.

If the Characters decide to go after the Blue Flame for themselves, you will have to decide on its location. The Count’s men will be hot on their trail at the first whiff of betrayal, making for a hopefully rather exciting chase. The Blue Flame is worth some 50 Gold Crowns to each surviving Character (so it has no fixed value as such), but they will probably get no more than a third. The item is well known, stolen, and will have to be fenced. Even finding a fence ready to buy it could be an adventure in itself. In short, the Characters really are better off just telling the count where the item is and collecting their bounty, and any Characters in the Rogue Class will be well aware of this fact.

" + }, + "1. The Gatehouse": { + "name": "1. The Gatehouse", + "text": "

There are two guardrooms flanking the main gates, each containing two @UUID[Actor.jg9Gn1YPgPxWGUOj]{Black Arrow} guards. The room above the gates contains the winch controlling the portcullis (which is normally raised), as well as a murder hole (a floor trapdoor) useful for dropping things into the space between the first and second gates. On the nearby table, [[/r 1d10]] @UUID[Compendium.wfrp4e-core.items.vI0oorwbZdlszudf]{incendiaries} are ready for use.

" + }, + "2. The Stables": { + "name": "2. The Stables", + "text": "

Each of these rooms is furnished with six horse boxes, and a loft above holds a good supply of fodder. Normally each stable holds four riding horses which are occasionally used by the outlaws. Lauengram’s Horse is here as well if he has arrived. Also kept here are saddles, bridles, and other riding equipment as you might expect.

" + }, + "3. The Kitchen Area": { + "name": "3. The Kitchen Area", + "text": "

These three rooms are the pantry, kitchen, and well. The pantry holds 10 days worth of @UUID[Compendium.wfrp4e-core.items.EVERNFcYxY7WY8ur]{rations} in its stores, and the well is 30 yards deep with clean water at the bottom. In the kitchen there are [[/r 2d10]] knives ([[/r 1d10]] of them large enough to be equivalent to daggers) and [[/r 1d10]] large cleavers, equivalent to @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{hand weapons}. This is also where the Characters can find @UUID[Actor.J8Ku7meoLiJmsnm6]{Sleeves}, the outlaws’ captive Halfling cook. He sleeps on a heap of sacking on the floor.

@UUID[Actor.J8Ku7meoLiJmsnm6]{Sleeves}

" + }, + "4. The Dungeons": { + "name": "4. The Dungeons", + "text": "

This room is equipped with six barred cells. Bending the bars requires a Very Hard (–30) Strength Test, while picking the locks requires a Difficult (–10) Pick Lock Test. Depending on how much of a fight the Characters put up, it’s possible they are bound hand and foot, disarmed and then thrown into these cells. In this case, two guards sit at the table outside the cells.

If not, the place is unoccupied except for a hungry @UUID[Actor.M9s8M0kUmb9XPtlA]{Carnivorous Snapper}. This lives in a pit set into the floor, with a hinged grating over it. The grating’s bolt is accessible to a character in the pit, and is easily lifted. One of the flagstones in the pit floor can be lifted up to reveal the secret tunnel beneath (through which the Characters may have infiltrated the castle).

@UUID[Actor.M9s8M0kUmb9XPtlA]{Carnivorous Snapper}

" + }, + "5. The Staircases": { + "name": "5. The Staircases", + "text": "

The staircases, oddly, have red stair-rugs on them. Those with a swashbuckling disposition may wish to pull the rugs in order to trip up any enemies who are standing on them. This can be done, but requires a Difficult (–10) Strength Test, with a further penalty of –10 for each person on the rug. All those on the rug must attempt a Challenging (+0) Athletics Test or be knocked to the ground, gaining one @Condition[Stunned] Condition, and the @Condition[Prone].

" + }, + "6. Dormitories": { + "name": "6. Dormitories", + "text": "

These long barrack rooms each hold six beds. Distributed among them are a dozen sleeping outlaws, with their weapons and equipment ready to hand.

" + }, + "7. The Great Hall": { + "name": "7. The Great Hall", + "text": "

This vast chamber, lit by a roaring blaze, wall torches, and chandeliers, will typically contain 12 off-duty outlaws, drinking round the long table. Two of them may be posted to guard captured Characters in the dungeon. The room’s pillars and gallery have useful shadows for hiding in, and the outlaws are more interested in their drink than their surroundings. 

" + }, + "8. Watch Turrets": { + "name": "8. Watch Turrets", + "text": "

These are manned by archers in the event of an attack. Normally most of these small towers with arrow slits are empty. The upper four, however, always contain a solitary lookout each.

" + }, + "9. The Arrows' Tower": { + "name": "9. The Arrows' Tower", + "text": "

Climbing the tower means going up clockwise spiral stairs. These give –10 to WS for any right-handed fighters who are battling someone higher up the stairs than they, and –10 WS for left-handers fighting their way down. Two guards are posted at the bottom of the stairs.

The locked room at the top is @UUID[Actor.3dtBLDdYDaC7Z4ty]{Annalisa Kessler}’s residence. A double bed with a feather mattress and a table. Beneath the table is a locked chest holding coins and jewels worth 15 GC.

An interesting feature of the room is the curtained-off shaft cut into the floor and leading to the Great Hall below. A rope hangs in the shaft, supporting the central chandelier in the Great Hall. Annalisa slides down the rope if she needs to escape.

" + }, + "10. The Battlement Patrols": { + "name": "10. The Battlement Patrols", + "text": "

The indicated areas on the battlement are patrolled by a single outlaw following the dotted line route. The guards take one turn and one round to complete a circuit.

" + } + } + }, + "Chapter 5 - The False Inheritance": { + "name": "Chapter 5 - The False Inheritance", + "pages": { + "The False Inheritance": { + "name": "The False Inheritance", + "text": "

Having arrived in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, our Heroes are no doubt eager to find the law offices of Lock, Stock, and Barl to claim the promised inheritance. However, they find things are not as straightforward as they seem, and must survive a bounty hunter’s deadly trap.

Bögenhafen

Bögenhafen is typical of many merchant towns on the Empire’s great rivers. The Characters will encounter more of them in Death on the Reik. Bögenhafen is presented in detail in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, and you can refer back to the town description whenever you need to present a trading town to the Players — in this campaign or others.

Before running this chapter, you should take the time to read the remainder of the book thoroughly, becoming familiar with the town and with the events that are about to take place there. The Characters can do almost anything in response to what they uncover in Bögenhafen. These pages cannot provide an answer for every situation — but if you are intimately familiar with the town and the story you should have no trouble devising a suitable response even to the most unexpected Player choices.

The Map

Note that there are two maps of the town. The @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen Player Map} is for the Players to use and shows those locations that are well known to any of the town’s inhabitants. The Bögenhafen GM Map is for you, and has extra locations that the Characters may uncover during the course of the adventure. 

The @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen Scene} is for both players and GMs as it includes the pinned locations that the GM can reveal or hide.

Arriving In Bögenhafen 

The Berebeli puts in at @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.gFoH3drwPzLrSPtQ]{Haagen's Wharf}. @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef Quartjin} and his crew deal with tying up and pay the mooring fees. The docks are relatively quiet, but sounds of merrymaking can be heard coming from the direction of @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}, which has already begun. Josef pays the Characters any wages they are owed. 

He explains that he has to go to the offices of a local merchant named @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MumhV0cvijjcPL6O#ruggbroder]{Ruggbroder} to collect payment for his wine and to arrange for its unloading by the local stevedores. He suggests the party takes the opportunity to look round the Schaffenfest, which is most definitely ‘not to be missed’. If you wish to continue Josef ’s association with the Characters, he arranges to meet them later, either at the festival or back at the barge. Otherwise, you can have him depart in a day or so, once the Characters are committed to adventuring in the town. 

lf you fear that they might leave with him and miss the adventure, he departs without telling them that he is going; after all, Josef is a rather unreliable itinerant, and he often lands in trouble with the local authorities.

" + }, + "Visiting The Lawyers": { + "name": "Visiting The Lawyers", + "text": "

Garten Weg is a narrow alley running eastwards from the Eisen Bahn, a little way north of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8Tj1ZqKLiGpPaJyS]{Metalworkers' Guild}. Small, run-down buildings flank it. A successful Easy (+40) Lore (Law) Test — or a successful Challenging (+0) Intelligence Test for any Burgher or Courtier Character — suspects this is not a likely location for a law firm that handles noble titles and estates.

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} rented a building about halfway down the alley for his trap. The state of the building depends on whether Adolphus survived the attack on the Berebeli in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck}.

A Dead End

If Adolphus died in @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} — and if he has no partner to assist him — there is no sign outside, the windows are shuttered, and the door is locked. There is nothing to make anyone think that this is anything other than an abandoned building. Enquiries along the Garten Weg will be a dead end; no one has ever heard of a law firm by the name of Lock, Stock, and Barl. Indeed, no one has ever heard of a law firm with offices on the Garten Weg. The Characters are advised to ask at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.wKds2HOgc1T9V0mR]{Town Courts}, but if they do so they are told that no lawyers with those names have ever practised in Bögenhafen, and it is suggested that the letter is a hoax.

It's a Trap

If Adolphus escaped, or if he has a partner to carry on his mission, the bounty hunter arrives at the building ahead of them. The shutters on the windows have been opened, the door unlocked, and a sign above the door reads, ‘Lock, Stock, and Barl. Lawyers, etc.’

Inside, a young clerk — actually a law student hired by Adolphus — sits behind a desk, writing in a ledger. He looks up when the Characters enter, and upon being shown the letter and affidavit he smiles broadly.

Herr Barl has been looking forward to meeting you, Herr Lieberung,’ he says. ‘I will let him know that you’ve arrived.’ He takes the two documents and leaves the room through a back door. As the door closes, several other things happen. 

Unseen hands outside the building throw the shutters across the windows, plunging the room into gloom. Bolts can be heard being drawn across the windows and both doors. The Characters are trapped!

The Bounty Hunter

After a moment, a voice calls through the back door.

Kastor Lieberung! Otherwise known as the magister impedimentae of the cult of the Purple Hand! In the name of the Emperor, I arrest you and your companions for conspiring with Chaos, murder, theft, and other crimes hereinafter to be enumerated! Lay down your weapons and surrender!’

There is a pregnant pause as the Characters weigh their options — and then a terrible sound is heard from outside. Screams echo off the surrounding buildings, accompanied by sickening rending sounds. After a few seconds, everything falls  quiet again.

The adventurers are still trapped in the building and must find a way out. The doors and windows are bolted (TB 2, W 6), but can be broken down fairly easily. If the Characters look in the alley behind the building, they will find the heavily mutilated body of the stocky man whom they glimpsed in Altdorf  and Weissbruck. 

The fresh corpse seems to have been torn apart by some kind of monster. Its chest and belly are ripped open and the heart is torn in two. The body lies in a pool of blood and looping intestines as its empty eyes stare in horror at something that is no longer there.

A search of the mutilated body turns up the letter from ‘Q.F.’ (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.A0cwtyzO9lz4SMgU]{Handout 7: The Letter}). If the Characters do not immediately search the body, then a corner of the letter is seen sticking out of the dead bounty hunter’s boot. The letter will answer some questions, but it will leave the party with just as many more.

Gideon on Guard

At this point the Characters have no idea of how or why the bounty hunter died, but they may have the opportunity to find out later in the adventure. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, the Daemon of Tzeentch working in agreement with @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}, learned that a bounty hunter had arrived in Bögenhafen and was making enquiries about followers of the Lord of Change. Concluding that this newcomer could be a threat to his plan, Gideon followed him to the building on Garten Weg and, reverting to his Daemon form, ripped him apart before he could do any damage to the Ordo Septenarius.

Gideon has no idea who the Characters are, or what the bounty hunter wanted with them, and at this point it does not care. The fact that it inadvertently saved the very people who will prove to be the biggest threat to his scheme is simply dramatic irony.

Options: The Evil Villain

Anyone who has played the original Shadows Over Bögenhafen will remember that Johannes Teugen is the villain of the piece, and that he is assisted by a daemon named Gideon. Therefore, you may want to use a different character as the head of the Ordo Septenarius, so that the Players are still challenged and surprised by the conclusion.

There are several possible candidates for a simple name swap. @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} and @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} are the most obvious, though events at the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court} could take on a different complexion if @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is secretly the head of the Ordo Septenarius. Instead of being stricken with a magical illness (see @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NKMXLAYUKuss3UpP]{Richter's Chambers}), he simply pretends to be sick and works in secret to cover up the secret temple and move the location of the ritual. Hieronymus Ruggbroder might be a vocal opponent of the Ordo in public, but he could secretly be its leader, leaving a figurehead — perhaps Steinhäger or Magirius — to lead the Inner Council. Or, some hitherto unknown merchant from a minor family might be the secret chief, living a quiet life in public to avoid attracting attention.

For greater dramatic impact, @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} could be a talented but completely innocent merchant whose dramatic success since his return from the University has prompted the town’s other merchants to band together in order to avoid being driven out of business. 

The leader of the Ordo might be planning to frame him for murder, sorcery and other crimes, in order to disrupt his business further. Karl Teugen might have been killed as a part of this plan, or the Ordo might simply be capitalising on his death from natural — but very unpleasant — causes.

An enterprising GM could use all of these ideas, and add new ones, so the Characters are confronted with a daunting array of suspects, with very little time to sort the innocent from the guilty and discover what is going on before the ritual takes place.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

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In addition to the standard XP you provide for having a fun time roleplaying, or any you provide for other reasons, XP should be awarded for the following:

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    @Exp[5–10,Avoided or survived Adolphus Kuftsos’s attack]{5–10 points each for avoiding or surviving Adolphus Kuftsos’s attack}

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    @Exp[20,Defeated Adolphus Kuftsos.]{20 points each for defeating Adolphus Kuftsos.}

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" + }, + "What's Going on in Bögenhafen": { + "name": "What's Going on in Bögenhafen", + "text": "

Beneath the bustling, everyday exterior of Bögenhafen lies a deadly secret; a secret that may lead to the destruction of the town and ultimately threaten the very existence of the Empire. Councillor @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}, in an effort to save his own soul, is unwittingly attempting to open a Chaos Gate in the town.

Teugen and Gideon

In the course of his studies at the University of Nuln, Teugen became interested in daemonology. This culminated in his summoning a Daemon he named @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. In exchange for further knowledge of dark and forbidden magical arts, Teugen promised Gideon his soul, which is to be claimed at the end of seven years. 

He has profited greatly from @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon’s} teachings and aid, and not the least benefit was from the part the daemon played in the death of Johannes's elder brother, Karl. When Karl was struck down by an unknown and terrible disease induced by Gideon, the way was opened for Johannes's meteoric rise to power — but the end of his seven years is fast approaching.

Teugen has one chance to escape from the contract. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} has led him to believe that if he can persuade seven willing mortals to take part in a particular ritual, their souls will be taken instead of his own and he will be free.

The Ordo Septenarius

To this end, Teugen has established the Ordo Septenarius. On the surface, this is a harmless organisation. Recruited from the mercantile classes of the town, the Ordo Septenarius works secretly to raise money for a variety of good causes and acts as a social club and a medium for confidential business deals between its members.

The order is headed by @UUID[Actor.LG5qATEIFPE9bezB]{Teugen}, with @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} playing the role of Teugen's distant cousin and advisor. Beneath these two comes the Inner Council of seven members, none of whom has an inkling as to Gideon’s true nature. 

It is these seven whom @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} plans to exchange for his own soul. The most important members of the council, for the purposes of this adventure, are @UUID[Actor.Coxv92EfL6VmlpCS]{Councillors Steinhäger} and @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}. The others are wealthy and influential citizens of the town, but their identities need not be determined unless you need to. There are also 49 rank-and-file members of the society — seven for each council member. These people know next to nothing about @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. They genuinely believe that the society provides a harmless meeting ground for well-intentioned merchants and is a worthy benefactor to many of the town’s deserving causes.

What's Really Going On?

The seven members of the Inner Council believe that the society has another purpose: Teugen has told them that he has the power to influence market forces by the use of sorcery. He convinces them that if they participate in a ceremony with him Bögenhafen will become the commercial and financial centre of the Empire, making them all untold fortunes. Little do they know that Teugen intends to sacrifice their souls to save his own.

However, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} has been deceived in his turn. @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} is a servant of the Chaos god Tzeentch. Far from saving Teugen’s soul, the ritual could in fact sacrifice the entire population of the town and create a minor Chaos Gate through which fresh hordes of Chaos creatures will pour. Then the Empire will be caught between the Chaos armies threatening Kislev in the north and those issuing forth from the newly created gate at Bögenhafen.

" + } + } + }, + "The Pandemonium Carnival": { + "name": "The Pandemonium Carnival", + "pages": { + "Wolfgang And His Troupe": { + "name": "Wolfgang And His Troupe", + "text": "

The ‘Pandemonium Carnival and Peripatetic Menagerie of Wonders’ is exactly what its name says: a travelling zoo of strange animals, some trained, and all owned by Doktor @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang Hollseher}. He is a self-proclaimed soothsayer, sage, herbalist, traveller, one-time actor and theatrical impresario. He is an expert several times over upon animals both mundane and unnatural, friend to the nobility of several prominent states, writer and collector of folklore, alchemist, fencer, drinker, chef of distinction, and horse doctor of no mean skill. And those are merely the accomplishments that he chooses to tell people about.

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@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang Hollseher}

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@UUID[Actor.tOjdqfkoygvWnDey]{Magnus Bugman}

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@UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow}

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@UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller}

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Wolfgang, as you may have gathered, is not a man who undersells himself or his carnival. He has good cause to be proud of his menagerie, for there are few collections of Beastmen in captivity anywhere in the Old World, let alone carried around aboard carts. Only the peeling paint on his carts gives an impression his most prosperous days are over. 

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Wolfgang is assisted  by a team of eight Humans and a Dwarf. @UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow} is his chief assistant in most matters; once a sailor from Albion, he is still a very tough man. Benbow gives orders to the keepers and handlers: @UUID[Actor.YC9vtXx83lFp3MBF]{Big Anders}, @UUID[Actor.kVkoiqgcitT2zkNS]{Little Anders}, @UUID[Actor.7Hlpq3H2v9TBcWEx]{Bertoldo}, @UUID[Actor.fPNb4zcIyMULXPcv]{Ivan}, @UUID[Actor.iKdTkeS0wG8C5ghJ]{Magda}, and @UUID[Actor.prlR1ebuM1fURSFj]{Mikhail}. @UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller} cooks for the team and tells fortunes when the menagerie is set up for the fair — Benbow knows better than to tell her to do anything. The final member of the troupe is interesting, if unexpected. @UUID[Actor.tOjdqfkoygvWnDey]{Magnus} the Dwarf is obviously too well dressed and refined (for a Dwarf, since these things are relative) to be a manual worker. It’s also well known that Dwarfs rarely make good animal handlers, but Magnus is Wolfgang’s ‘vet’ for the menagerie. In return for keeping the Beastmen alive, Magnus is allowed to study them. He is, in fact, a Loremaster who is researching Wolfgang’s menagerie.

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The Beastmen are a varied lot, as might be expected. And one of them is not even a true Beastman! There are 12 specimens penned up in Wolfgang’s armoured carts. They vary in size from the massive @UUID[Actor.SuKys3pgnrbLwwYc]{Urzo}, who is twice the size of a tall man, down to the tiny @UUID[Actor.bjsLDOCdgYsyWYro]{Twins}: identical ‘pocket Beastmen’ who are barely one foot tall. @UUID[Actor.upw302o9B92ZLVfq]{The ‘Imperial Beast’} is the prize in the entire collection, a Beastman with an actual golden pelt! The other prize specimen is not a Beastman, strictly speaking: @UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} is a white-haired, blind Skaven.

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The good doktor and his staff exercise considerable skill — and bravery — in controlling these specimens. They have amassed a great deal of practical knowledge on the Old World’s Beastmen: mostly on the tricky subject of keeping them alive. This knowledge could also be a valuable source of information when it comes to killing Beastmen.

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The menagerie has spent years wandering between the major cities of the Old World. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has shown his Beastmen in cities from Praag in Kislev to Magritta in Estalia, and many far flung places in between. However, Wolfgang, his troupe, and his creatures are getting older. Now the menagerie travels only within the Empire, wandering from one fair to another. Time is catching up with them all.

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@UUID[Actor.YC9vtXx83lFp3MBF]{Big Anders}

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@UUID[Actor.kVkoiqgcitT2zkNS]{Little Anders}

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@UUID[Actor.7Hlpq3H2v9TBcWEx]{Bertoldo}

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@UUID[Actor.fPNb4zcIyMULXPcv]{Ivan}

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@UUID[Actor.iKdTkeS0wG8C5ghJ]{Magda}

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@UUID[Actor.prlR1ebuM1fURSFj]{Mikhail}

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" + }, + "Adventure Hooks": { + "name": "Adventure Hooks", + "text": "

The menagerie can be used in more than one way: as the basis for a small adventure, as a chance encounter on the road, or as a sub-plot in a larger adventure. The outlines given below are ways that you can introduce the menagerie into your campaign.

Letters to a Friend

Thanks to his extensive travels, @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} is an excellent courier for some of his secret clients. He won’t go out of his way to carry a letter, but if it happens to be on his route, he’ll ensure it’s delivered with extreme discretion — if not with great dispatch. Any letters are hidden in the concealed compartment just above the rear axle of @UUID[Actor.SuKys3pgnrbLwwYc]{Urzo’s} cage. 

The Characters might become involved in trying to get hold of @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} cargo of letters. In this case, one particular letter names all the guild officials in Nuln who have taken bribes from a Tilean merchant’s factor. Such a list could very well be seen as useful to the Guild masters in rooting out (mundane) corruption, to the City Watch in doing the same, and to the Imperial authorities as a way of expelling foreigners (and especially Tileans) from the Empire. Of course, there are business rivals of the Tilean merchant who want the letter to further their aims too. The only problem is finding the letter without letting Wolfgang’s knowledge.

All the Fun of the Fair

While attending a small fair one of the Beastmen escapes and disappears into the cellars of a manor house, dragging a young woman with it. The villagers are distraught, and @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} is rather upset when the locals decide that the business is his fault. He’s even more upset when the locals begin to talk of lynching those who consort with the Powers of Darkness.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} begs the PCs to perform a simple task: descend into the cellars and rescue the woman. He will pay them some @Credit[3gc mode=split]{3GCs} for her return providing they also manage to capture his valuable Beastman at the same time. If they rescue her but are forced to destroy his exhibit, he will pay them @Pay[1gc10ss]{1GCs} instead, and a further 10 shillings when they bring back the Beastman’s corpse. A further complication arises when it emerges that the older cellars under the house connect with a series of wine vaults and, beyond them, even older caves.

Robbery!

Of course, @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} doesn’t have to be all that benign.

The fair has come to town, and a series of robberies have been plaguing the locals. Naturally, as outsiders to the town, the Characters are immediately suspects. The Captain of the local Watch offers them a simple proposition: find the real thieves, and he won’t arrest the PCs just for someone to hang. The next night the problem becomes even more serious, as the richest man in the locality is found dead in his bed. His bedroom door is locked from the inside. As far as the locals are concerned, the Characters must have done it. Adventurers are always trouble for decent folk!

The real culprits are @UUID[Actor.bjsLDOCdgYsyWYro]{The Twins}, Wolfgang’s diminutive Beastmen. He has been using them to commit robberies, having trained them to retrieve ‘shiny’ objects and sheets of paper in return for scraps of food. Paper and jewellery are light enough for them to carry, and both can be very valuable to anyone with the right connections. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has fallen on harder times than he cares to admit, with the carnival’s large overheads. He can see a bleak future as he gets older, and has no wish to spend his last years begging.

Tracking @UUID[Actor.bjsLDOCdgYsyWYro]{the Twins} back to @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} will prove a challenge. Persuading the cynical Watch Captain that the robberies are the work of tiny, furry Beastmen may be even tougher! After all, what the Watch Captain wants is someone he can take before the magistrates.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} will claim that he has spent years breeding the little Beastmen so that one day they will be small and docile enough to make pets for wealthy nobles. Unfortunately, the tiny Beastmen’s ill-tempered nature has become completely bred into them.

If the Characters get too close to the @UUID[Actor.ZCz8gnEBrIrMw2B3]{truth, Wolfgang} will send his ‘pets’ out with a new mission: the assassination of the Watch Captain. Everyone knows that the Captain suspected the adventurers, and then he turns up dead in a locked room! The adventurers are obviously guilty, them being strangers in these parts too…

The Complete Cultist 

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} can also have enemies who take an active interest in his downfall. His interest in Beastmen is well known —from there it’s a short step to believing that he communes with the Dark Powers.

Wolfgang is accused of witchcraft and hurled into prison on the accusation of a witch hunter who is convinced that the carnival is a prime focus of evil wherever it goes. The local magistrates agree with him, especially when the witch hunter produces all kinds of ‘testimonials’ from Bretonnia concerning murders, farm animals dying and children being born deformed whenever the carnival was in the area. All of these phenomena are common enough occurrences in Bretonnia, but Imperial magistrates don’t necessarily know that.

As a result, @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} hires the adventurers to prove his innocence. All they need to do is get to his wagon and recover his letters and books. These list all the Empire’s nobility  and beyond, who have been impressed by his learning and honesty, including letters from senior clergymen which state that Wolfgang definitely is not a servant of Chaos. The only problem is that the witch hunter has had all the carts placed under lock and key, and won’t let anyone near the ‘polluted things’. Wolfgang is willing to promise the adventurers @Credit[15gc mode=split]{15GCs} for recovering these letters, providing they can produce them before the magistrates make their final judgement. Meanwhile, the witch hunter divides his time between haranguing the magistrates and supervising the construction of a stake and pyre.

This being a conspiracy against @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang}, the witch hunter is not entirely honest. He wants control of Wolfgang’s property, in particular the @UUID[Actor.upw302o9B92ZLVfq]{Imperial Beast's} pelt, which ought to be worth a fortune. Of course, being a witch hunter, the adventurers’ chief opponent has no reason to stop with just putting Wolfgang behind bars. Anyone who associates with him is equally suspect and liable to be arrested.

The Honey Trap

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} is well known to witch hunters and inquisitors, but not for the obvious reasons. He works for them as bait, luring in those whose interest in the darkness, Chaos, and evil is piqued by his exhibits. This is risky, as his constant exposure to warpstone means that he could well be on any list of people who need to be purified.

His show is nothing more than a trap. Those who do show too much interest are noted, and listed for future investigation. Wolfgang is never more than a half-day’s ride from an inquisitor, and regularly sends reports to his ‘handler’ detailing carnival visitors, particularly those who seem either too interested in, or insufficiently repulsed by, his collection. Wolfgang also takes particular note of anyone out of the ordinary who visits his show, such as an adventurer, a nobleman, or a guildmaster. Such people have access or influence that makes them doubly dangerous as agents of Chaos.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang}, @UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller} and @UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow} are all in on the true purpose of the Pandemonium Carnival, and all of them watch their audiences for the taint of Chaos. For the most part, they see nothing but, every once in a while, someone betrays their inner corruption. They have all learned that @UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} is particularly good at sniffing any sympathy for Chaos. If the Skaven appears to be staring at someone in the audience (even though he is blind) there is every chance that individual is already vulnerable and probably corrupted. 

It might well be, then, that the Player Characters are secretly reported for their too-keen interest in Wolfgang’s affairs, and suddenly find that a witch hunter (or someone with more experience) is taking a keen interest in introducing them to the purifying flames. Even if they have been quite discreet in any dealings with Wolfgang, he will still have reported them. Quite why they should suddenly be harassed by witch hunters may be a mystery to them — unless they work out that Wolfgang is to blame. Regardless of any actual corruption, pursuit by an implacable nemesis can be a good way of motivating players to get moving. 

If you, as GM, feel this is too obvious, then the only witch hunter informant in the carnival will be @UUID[Actor.Y4kEHKKeQa5SgjcR]{Benbow}. His hard life has given him little love for fools, and less for those who traffic with the forces of Chaos. Furthermore, who would think a foreigner has connections to the witch hunters?

Other Ideas

@UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} need not be just the poor blind creature that he appears: he could be a powerful Skaven seer and prophet. His followers have spent many months carefully hunting for him, and now they’ve found him. As the adventurers are offered the chance to camp with the carnival, the Skaven are gathering in the surrounding woods, ready to attack and free Rassarak.

@UUID[Actor.A2Ad7OopHjYODX67]{'Granny' Haller} could be a true witch and practitioner of magic. Unfortunately, her magic is not of the purest, and she has an unfortunate track record in brewing love potions that united their drinkers, but only in the grave. Granny’s not that bothered, as long as she’s got the gold before they drink the stuff ! There could be more than one bounty hunter after her for a string of suspicious deaths and casual murders.

" + }, + "The Collection": { + "name": "The Collection", + "text": "

The Beastmen in the menagerie are as follows.

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@UUID[Actor.SuKys3pgnrbLwwYc]{Urzo} (Cage 1)

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@UUID[Actor.DdUPpamfa9HF0Vek]{Rassarak} (Cage 2)

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@UUID[Actor.GobEXAohbxX9cK3o]{Khornate Beastmen} (Cage 3)

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@UUID[Actor.bjsLDOCdgYsyWYro]{The Twins} (Cage 4)

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@UUID[Actor.upw302o9B92ZLVfq]{The Imperial Beast} (Cage 4)

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@UUID[Actor.1NjOXvY20AhKd326]{The Farmyard Beasts} (Cage 5)

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" + }, + "The Pandemonium Carnival": { + "name": "The Pandemonium Carnival", + "text": "

This short road encounter can be dropped into the middle of an adventure. The @UUID[.DFnZC5YCpJ15xDnz]{Adventure Hooks} section shows how it could be linked into other events in your campaign. You could simply use it as one more odd encounter to worry your Players, or you could set up some of the NPCs here as potential allies or enemies for the Characters. After all, a wise GM creates long-term stories as well as quick adventures.

The Pandemonium Carnival, previously published in the WFRP anthology Apocrypha 2, details a travelling circus that will intrigue, enthral, and disturb Characters new to the Empire’s roads. It comes with a great deal of potential for spinning off adventures, and you could even use it as a substitute for, or expansion to, Doctor Malthusius’s Zoocopoeia in Bögenhafen.

Introduction

On every road a diverse range of travellers can be spotted moving throughout the Empire. Most are travelling with a purpose: some stay on the move because they are homeless, itinerant traders or, seeking a new home and a new identity, or escaping a colourful past. For a few the journey itself has become the end, rather than the means. The last group has some very surprising members.

Five heavily-armoured bullock carts and three brightly-painted caravans make an interesting sight on the Empire’s roads at any time. Anything that needs that much guarding must be very, very valuable, indeed. Or very dangerous. Perhaps the words painted in garish colours on the canvas side-awnings provide some clue as to why these particular carts can travel safely.

Doktor Wolfgang Hollseher’s Pandemonium Carnival 

and Peripatetic Menagerie of Wonders

The Greatest Collection of Monstrosities and Bizarre 

Creatures of Dark Foulness held in Captivity.

By appointment to Crowned Heads of the Old 

World and of many Lands Beyond.

An Amazement to All who view the Menagerie and Its Denizens.

Accept no Substitutes! Believe only your Own Eyes!

Not many bandits can read, even when the words are short and to the point. Longer words defeat even literate bandits entirely, and leave the few properly educated ones singularly unimpressed. But even the most clueless, ignorant bandits know to leave this line of caravans well alone.

" + }, + "The Carts": { + "name": "The Carts", + "text": "

The Pandemonium Carnival is consists of eight vehicles: @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} personal coach, a servants’ caravan, a baggage cart, and five wheeled exhibit cages. 

The cages are most distinct. These are substantial vehicles, each a heavy iron cage mounted on a strong chassis. A team of four oxen pulls each cage. Years ago @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} invented a way to provide easier transport over soft ground — unusually broad-rimmed wheels with pivoting wooden ‘shoes’ around the rim. It’s an innovation that could be valuable to a cartwright as it’s a clever method of preventing any cart sinking in mud.

When on the move, thin wooden panels and canvas awnings hide the iron bars, and the captives within. Each side-cover can be removed separately so that the inhabitants can be seen as required. The cages are always kept locked. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has the only set of keys, and he never lets his menagerie out while they have breath in their lungs. The carnival workers are used to handling their charges without physical contact, and have no need to go into the cages. The Beastmen have learned the importance of good behaviour: those who fail to ‘behave’ are not fed.

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} ox-drawn coach leads the train and is usually kept locked. When the carnival is set up, the coach doubles as the box office. It contains his bed and possessions, including books and other items detailed below. It’s the most recently painted of all the wagons, and by far the most colourful with bright red and green lettering. An iron strongbox that contains the Carnival’s funds, a mixed collection of coins from every corner of the Old World, is built into the floor over the rear axle. Usually there is no more than 30GCs in the strongbox — a small fortune to many who visit the Menagerie, admittedly.

The workers’ caravan is almost as colourful as @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s}. It has awnings that drop down from each side to double the amount of space available for sleeping, and a cast-iron stove that keeps the place warm and cosy in all weathers. When the caravan is packed up, it has no room for anyone, as everything that the menagerie might need is stored inside. Everything has its place, from blankets to cooking pots, and there is a [[/r 1d10]]{60%} chance of finding any standard item in the caravan. There is even a supply of dry firewood for days when it has been raining! @UUID[Actor.A2Ad7OopHjYODX67]{Granny} drives the workers’ caravan when the carnival is on the move. 

The baggage cart is used for items that don’t need to be unpacked at every stop. This includes the platform @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} uses for his display of (stage) magic and decorative flags for the carnival pitch. There’s even a collapsible, three-piece flagpole, so Wolfgang can always fly a banner advertising the show! A set of wicker fences that are used to pen in the menagerie’s flocks at night is unpacked at every stop. @UUID[Actor.tOjdqfkoygvWnDey]{Magnus} drives for this cart, because he finds it difficult to walk all day and keep up with the carts. Only the first cage-cart has a driver. The halters of the oxen on the rest are tied to the cart in front, as the menagerie workers walk alongside the carts and keep an eye on things.

The goats, geese, and chickens wander along behind the caravan, and forage for extra food while the whole menagerie is on the move. The animals never wander far because they are always fed good grain when the carnival stops for the night. These are all, of course, walking provisions for the carnival in its progress between towns. @UUID[Actor.kVkoiqgcitT2zkNS]{Little Anders} and @UUID[Actor.iKdTkeS0wG8C5ghJ]{Magda} are in charge of the domestic animals.

How in Sigmar's Name Could This Happen?

You might, quite rightly, be wondering how a travelling circus filled with Beastmen could be tolerated in the Empire? And why Doktor Hollseher hasn’t been burned at the stake by Witch Hunters? The answer is two-fold.

For starters, Witch Hunters are constantly trying to get the better of Hollseher; he has an uncanny knack for avoiding their patrols, and leaving town just before they catch wind of his location. This talent has allowed him to escape more than a dozen potential lynchings just in the last few years. Secondly, his association with the Loremaster Magnus affords him protection under ancient Dwarf pacts. These pacts protect those who aid in the accumulation of knowledge for the betterment of Karaz Ankor — a fact that some, though certainly nor all, Sigmarite Witch Hunters will respect. Lastly, Doktor Wolfgang has a license sealed by Emperor Karl-Franz himself allowing him such a menagerie, ‘for the purpose of the propagandistic castration of the beasts of the forest, and the expulsion of the terror they place in the hearts of all of Sigmar’s Heirs.’ Though many disbelieve the validity of the license, it is nonetheless genuine, even if it is written in purple ink.

The @UUID[.DFnZC5YCpJ15xDnz]{Adventure Hooks} section has further ideas which you may wish to employ to justify the menagerie’s existence, though the fact that it feels so out of place is indeed part of its charm, and its captivating power mesmerises audiences throughout the Empire.

March Order

The train order is always as follows: Wolfgang’s cart, the baggage cart, the cage-carts, the sleeping caravan, and the carnival’s flock of goats, chickens and geese.

The carts are arranged in a rough horseshoe arrangement when the menagerie is set up for a show. Wolfgang’s cart is at the open end of the horseshoe to act as a box office. 

When camped for the night, the carts are drawn into a loose circle with the sleeping caravan in the middle and the oxen hobbled nearby. The troupe take turns keeping watch. The Beastmen make a superb warning system for approaching trouble.

The workers never have an open bonfire at any campsite, using the stove instead. @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has instilled a deep fear of fire into his @UUID[Actor.GobEXAohbxX9cK3o]{Khornate Beastmen} and an open fire would alarm them without good reason.

Books & Other Items of Interest

Among @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} possessions are three very interesting books that he and Magnus have been working on.

The first is a treatise entitled On the Corrosive Effect of Chaos upon the Minds and Bodies of its Servants, and the Signs by which such Wretches may be Identified in the Early Stages of their Wickedness. The subject matter of this work is self-explanatory. While it is very detailed in many respects, it is also incorrect in some of its observations. It claims, for example, that Chaos always marks its victim with a visible mutation before any moral rot sets in, which is often the exact opposite of the truth.

The notes and marginalia that Magnus and Wolfgang have added are probably of much more interest to a true scholar of Chaos than the original text. It could be sold for up to 40GCs — if the right customer could be found. Many witch hunters would be willing to pay good money for this book. But most would accuse the book’s holder of an unhealthy interest in the ‘witcherie of Chaos’— just so that they could get their hands on it for nothing!

The second book is Wolfgang’s Journal and Notes Upon Beastmen and the Foul Behaviours and Unnatural Habits Thereof, an extensive portfolio of scribbled notes and sketches than a proper book. It is obvious from a cursory glance that Wolfgang has been very thorough. There are anatomical drawings, lists of dietary habits, and much else besides that would be of interest to almost any scholar or loremaster in the Old World studying not just Beastmen but the effects of Chaos generally. This book would fetch around 40GCs from the right customer.

The final volume is @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang’s} printed treatise Upon the Nature of Warpstone and Its Uses in the Arts Alchemical and Medical. The book was printed in Parravon in Bretonnia. Wolfgang’s extensive notes indicate that he is working on a second edition. This annotated edition could be worth 50GCs to a knowledgeable (and almost certainly heretical) customer. Any Witch Hunter would have good reason to view the possessor as a very dangerous servant of Chaos because the book requires the use of warpstone in all of its recipes. The book includes treatments for every common disease, and these treatments reduce the difficulty of any test required to recover from an infection: an Average test becomes Easy, Easy becomes Very Easy and so on. What would have been a Very Easy test is automatically passed. However, given the use of warpstone in these cures, each dose constitutes @Corruption[minor]{Minor exposure} to Corruption. Wolfgang’s notes highlight the dangers, but he has never found a solution to these side-effects. An apothecary with this book in his possession can substitute warpstone for any other single ingredient in a preparation, but the process constitutes @Corruption[moderate]{Moderate exposure} to corruption for the apothecary, and anyone taking a dose suffers from @Corruption[minor]{Minor exposure}. In all his work, Wolfgang has been very, very lucky to date, as he has no visible mutations!

@UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} carries numerous licenses for his menagerie, granted by nobles and temple authorities across the Old World. Over the years, he has always been careful to stay within the letter of the law and he has kept every document that allows him to show his Beastmen. As a result, he rarely has difficulty in persuading any local authority that he should be allowed to set up his carnival.

Finally — and these are damning items should their existence ever become public knowledge — @UUID[Actor.ZCz8gnEBrIrMw2B3]{Wolfgang} has four glass vials of a liquid which is a combination of warpstone and oil of vitriol (sulphuric acid). Anyone unlucky enough to be splashed with the ‘warp acid’ suffers a +8 hit and @Corruption[moderate]{Moderate exposure} to corruption. Anyone foolish enough to drink the stuff must make a Very Hard (–30) Endurance Test, or suffer +10 damage and one @Condition[Poisoned] condition, plus another +10 damage and one @Condition[Poisoned] condition for every negative SL. Wolfgang has been using this substance in his occasional alchemical experiments, hoping to manufacture gold, but without any success.

" + } + } + }, + "Chapter 1 - Wanted: Bold Adventurers": { + "name": "Chapter 1 - Wanted: Bold Adventurers", + "pages": { + "Rumours": { + "name": "Rumours", + "text": "

During this adventure, the party can come across the following rumours. These rumours are not assigned to any specific NPCs, so you can choose who passes them along to the Characters and when. The most obvious initial sources of information are the talkative innkeeper @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} and the gambler @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe}, but plenty of other NPCs can drop gossip: from a recent guest, a passing coachman, to a friend’s neighbour’s brother-in-law. Not all the rumours should be used in the inn — others can be supplied on the coach journey, in Altdorf, or anywhere else you feel makes most sense.

The rumours show Players the wider world, and events taking place quite apart from the party and its actions. A rumour can be dropped into conversation whenever you see fit. If you wish the Players to feel their Skills make an impact, perhaps pass on a rumour or two after a successful Gossip Test. It’s entirely up to you.

Like most rumours, the ones below hover somewhere between truth and falsehood. Most have grown and changed over repeated retellings, but there is at least a grain of truth to each one. All of them are completely believed by the NPCs who recount them, and these characters may be offended if anyone doubts or mocks them. This is a superstitious world, where magic works and most people regard unlikely-sounding events as quite possible.

  • The village of Blutroch was wiped out by a mysterious disease that causes people to break out in red blotches. Make sure you stay well clear of anyone with red marks on them! 
    This rumour helps set the scene in the Empire; you can decide whether it is true or not.

  • The Emperor has a sister who is hidden in the Great Hospice north of Altdorf. She's the secret shame of the Empire!
    Partially true. There is someone claiming to be the Emperor’s sister in the Great Hospice, but whether she actually is or not is up to you.

  • The road to Altdorf is troubled by bandits. Only last week, a coach failed to get through. These are troubled times, and it's about time that the Emperor started looking after the common folk.
    True. Coaches frequently fail to ‘get through’, as the party will soon discover.

  • A holy White Wolf of Ulric was spotted in the Drakwald Forest not far from Delberz. Priests of Ulric are in the area looking for it.
    You can decide if this rumour true or not.

  • The village of Teufelfeuer was recently burnt down by Fabergus Heinzdork, the witch hunter. He discovered the villagers were in league with Daemons — something to do with them eating raw meat!
    This rumour sets the scene of current events in the Empire; you decide whether it is true or not.

  • The roads are getting worse because the Emperor is not bothering to maintain them any more — he is too busy spending money on the State Army to fix problems like the mess in Ubersreik.
    The Emperor is spending a great deal on the State Army of Altdorf, and three of its regiments are currently stationed in Ubersreik. For more on this, see the WFRP Starter Set.

  • Last time I was in Altdorf it… it felt strange. It’ll be those wizards. Too many wizards in the capital, I say.
    Partially true. There’s trouble in Altdorf, but it’s not wizards. Later instalments of The Enemy Within will explain this.

  • Altdorf Zoo's been shut for weeks. I heard Deathclaw, the Emperor’s Griffon, went on a rampage. Probably because the Emperor hasn’t been to see him for months.
    This rumour is common in Altdorf, and is true: the Emperor is avoiding his Griffon for reasons that will become clear in later instalments of The Enemy Within.

  • The weather is going to take a turn for the worse, and it’s going to rain tomorrow.
    Probably true. It rains a lot in this part of the Empire. And, given it is winter, it may snow instead. 

  • Don’t stray off the roads into the woods. Those who do never return: eaten by Beastmen or something far worse.
    This rumour is often all too true.

  • The mayor of Grunburg was burnt at the stake a few months ago for being in league with Chaos. He was overheard talking to his cat, and fed it human blood in its milk. More than one witness testified that the mayor told his cat to: ‘Stop yowling and drink your bloody milk!’
    This humorous rumour sets the scene. You decide whether it is true or not.

  • Strange lights have been seen in the sky to the east. They look like fire Daemons dancing among the stars.
    This rumour sets the scene; you decide the truth of it.

  • Colonel Sievers of the Imperial Ostlanders has returned from the Border Princes. The Greenskins must have been defeated! It’s a great victory for the Emperor!
    The Greenskins have not been defeated. @UUID[Compendium.wfrp4e-empire-ruins.actors.FsqUwWSwKqf0Z7dr]{Sievers} is here to warn the Emperor of Orc and Goblin build-up south of Blackfire Pass, which is of consequence in the last instalment of The Enemy Within: Empire in Ruins.

  • The road wardens are all corrupt and can't be trusted.
    Partially true. This rumour will not come from Gustav.

  • This year's Schaffenfest is stated to be the biggest, most profitable, most entertaining (and probably most dangerous) yet!
    Everyone is talking about Schaffenfest and will do anything to attend. The food stalls alone are to die for.

 

" + }, + "Approaching The Inn": { + "name": "Approaching The Inn", + "text": "

It is assumed the Characters arrive at the inn early in the evening, just as the last coach is leaving. If you wish to have them arrive at a different time, make any necessary alterations to the information below. As the Characters approach the inn, a coach is just leaving through the gates. The coach belongs to the Four Seasons Company, and is travelling towards Middenheim (or another suitable destination). The coach has just had a wheel repaired, and the driver is hurrying to make up lost time. Once out of the gates, the driver whips the horses up to a gallop and heads down the road at breakneck speed.

The coach stops for no one, and the driver lashes with his whip at any Characters who get in the way. If the Characters try to stop the coach, the guard will level his blunderbuss at them and yell for them to stand aside. If this does not deter them, he will not hesitate to fire: it’s a Hard (−20) shot using the coachman’s BS 32 — Damage: +8, Blast 3, Dangerous. The driver runs down any Characters foolish enough to get in the way of the horses. Unless these characters make an Average (+20) Dodge Test to dive out of the way, they lose [[/r 1d10+6]] Wounds (modified by Toughness, but not by APs).

The inn’s courtyard is bustling with activity as the Characters arrive. The smell of fresh manure is heavy in the air. A couple of ostlers can be seen outside the stables busily rubbing down a team of four horses. From the inn itself comes the delicious smell of cooking and the sound of merry laughter.

Fools and Horses

At the start of the adventure, it is important the Characters are trying to secure a coach to Altdorf. This means they should not have horses, and they should not be able to acquire horses before they reach Bögenhafen.

As long as none of the Characters start as horsemen or squires, who start with horses, this is not much of a problem — beginning Characters cannot afford to buy horses and you can easily make it very hard for them to acquire them by any other means, such as stealing. If the Players seem to be contemplating any illegal activities, you might like to remind them of the risks involved.

If the Characters include a horseman or squire with a horse, it is up to you to resolve this. The easiest way to do this is to ask the Players concerned a question: ‘Why do your Characters not have their horses?’ and work out a story with them. 

The Coach

There is a coach in the yard by the coach house. It bears the livery of @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#ratchett-lines]{Ratchett Lines} of Altdorf, an old, established coaching house that is struggling to survive in the face of competition from the Four Seasons Company. The coach arrived this evening, and is headed for Altdorf in the morning. The passengers and coachmen are currently relaxing in the inn’s bar.

At first glance, the coach seems to be in fine condition, but Characters who look closely and make a Challenging (+0) Perception Test, or an Easy (+40) Trade (Carpentry) Test or similar, will notice that it is old and rickety. Underneath its bright paint and polish, the coach’s frame is rotted and riddled with woodworm.

The Barroom

The inn’s @UUID[.1ZyrscGw4PUH3asE]{barroom} is a bright and cheerful place. On opening the door, the Characters can smell fine foods cooking and hear the laughter of the two coachmen who are drinking and joking together. From across the room the adventurers notice the icy stare of a finely dressed young woman (Lady @UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf}). She sits at a table with two other women: one is tall and heavily built (@UUID[Actor.LBc3rDFHm6j2rI6C]{Marie}, her bodyguard) while the other is small and mousey-looking (@UUID[Actor.s3C4siPuECgh14Vl]{Janna Elleiner}, her servant). A young man (@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}) is sitting at another table. He appears absorbed in his book. Leaning on the bar is a foppish gentleman (@UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe Descartes}) who stares closely at the Characters before returning his gaze back to the bar. A thin-looking barman (@UUID[Actor.EFX8iIi0LTkzcASP]{Herpin}) and the plump innkeeper (@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav}) are behind the bar. Above the bar, standing on a guano-stained wooden beam, is the landlord’s pet crow, @UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie}.

Before the Characters can do much more than take in the scene, Gustav, the fat and effusive landlord, comes waddling towards them. He smiles warmly and greets the adventurers with a hail of chatter: ‘Greetings! Welcome to the Coach and Horses. Do have a seat. Take this one by the fire where you’ll be nice and warm. Would you like drinks and food? Yes? Of course, drinks first. How foolish of me.’ As Gustav prattles, Blackie struts around on his beam above the bar, repeating Gustav’s tones almost perfectly, but mixing his words up: ‘Welcome to the seat? Take a nice by the foolish? Would you drinks by the Horses?’

As they settle themselves at the table, the Characters can’t help but notice Phillipe Descartes watching them intensely. When he’s spotted, Phillipe quickly looks down into his wine. The other guests take no notice of the Characters: Lady Isolde picks fastidiously at her food while her servant stares vacantly off into space; Marie, Isolde’s bodyguard, drinks her wine moodily; Ernst Heidlemann’s head is buried in a book, which he studies avidly all evening; the coachmen, Gunnar and Hultz, are busy getting drunk, taking the opportunity to enjoy themselves before they have to return to the road in the morning.

Accommodation

Three of the bedrooms are taken by coach passengers. Lady @UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf} Isolde and her maid @UUID[Actor.s3C4siPuECgh14Vl]{Janna} share a room, while her bodyguard @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie} has an adjacent room. @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe} the gambler and Ernst the student each have a room to themselves. This leaves two bedrooms available for the Characters, or they can stay in the dormitory with the two coachmen.

Doors

All doors can be locked, and often are; one cannot be too careful considering the kinds of folk who travel the roads these days! Generally, the only doors left unlocked are those that guests are likely to use regularly.

The NPCs

This section of the adventure revolves around the Characters talking and interacting with the NPCs in the inn. To play this, you need to bring the NPCs to life: this is very easy for most of them, as they do not speak unless spoken to first. However, Gustav the innkeeper and Phillipe the gambler are different in that they take the initiative. The other NPCs can be brought in when needed or as desired. For example, if one of the adventurers asks the coachmen to take them to Altdorf, you will have to play the part of the coachmen. Otherwise you need only draw the adventurers’ attention to their drinking, laughter, and occasional song.

Details of all the NPCs are provided at the end of the chapter. Feel free to change or embellish these details as required to make the game as entertaining as possible for the Players. 

The Landlord

@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} the landlord is the initial key to the inn. He welcomes the characters as soon as they arrive, talking non-stop and pausing only long enough for the adventurers to answer his questions. He enquires after the Characters’ health, their destination, whether they would like rooms, and so on. He fills in even the briefest moment of silence with chatter about business, the weather, road conditions, and anything else he can think of. He enthuses about the other guests, especially Lady Isolde, since he is very excited to have a noblewoman as a guest.

Gustav should be played as a mild annoyance, but too good-natured for anyone to become seriously angry with him. Any orders for food, drinks, or rooms are accompanied by mindless chatter about any of his favourite topics. Gustav is very hard to offend, but he will grow angry if threatened with violence. He orders the Characters out of the inn if they are ‘unable to keep a civil tongue in their heads’.

@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav Fondleburger}

@UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie}

The Gambler

@UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe} the gambler, a travelling Bretonnian, serves a different function: he provides the Characters with a card game and, if they catch him cheating, a fight. He is entertaining to portray as he has a broad Bretonnian (that is, French) accent and a fondness for flamboyant gestures.

@UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe Descartes}

The Barman

Unless the inn is very crowded, @UUID[Actor.EFX8iIi0LTkzcASP]{Herpin} the barman stays behind the bar or in the cellar, pouring drinks as ordered by Gustav but never waiting on tables. If any customers need anything they will be served by Gustav, and subjected to his endless chatter unless they are clever about it.

@UUID[Actor.EFX8iIi0LTkzcASP]{Herpin Stiggerwurt}

The Coachmen

By the time the party enters the inn, the two coachmen, @UUID[Actor.ND9BHKtUxtQqty7w]{Gunnar} and @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz}, are already drunk. As the evening progresses, they laugh, they drink, they sing, they drink, and they joke. Eventually, after a little more drinking, they stumble off to bed. 

Although their coach is nearly full, they are willing to take the party to the next coaching inn that services @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#ratchett-lines]{Ratchett Lines} (@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.X9ISuDA0vlbCKL0W]{The Inn of the Seven Spokes}, a journey of some 50 miles) where they may be able to find another coach to Altdorf. They charge @Pay[4ss]{4/–} per Character to ride on the outside, but if they lose an Opposed Haggle Test, they lower their price to @Pay[3ss]{3/3/–}; if they lose the Test by 6 SL, they can be haggled down as low as @Pay[2ss]{2/–} per Character. They charge twice as much to ride inside the coach. Gunnar and Hultz demand payment in advance, and will spend any money given to them on yet more alcohol.

@UUID[Actor.ND9BHKtUxtQqty7w]{Gunnar} and @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz}

The Noblewoman

@UUID[Actor.goVesadmHWsl5E98]{Lady Isolde}} will not talk to the Characters, believing it beneath her dignity to consort with riff-raff. If they insist on speaking to her, she will look extremely put out and instruct her maid, @UUID[Actor.s3C4siPuECgh14Vl]{Janna}, to tell the Characters to leave her alone. Janna will do this rather meekly as @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie}, Isolde’s bodyguard, looks on, her eyes threatening. If the Characters persist, Isolde and her entourage retire to their rooms.

@UUID[Actor.goVesadmHWsl5E98]{Isolde von Strudeldorf}

@UUID[Actor.s3C4siPuECgh14Vl]{Janna Elleiner}

@UUID[Actor.LBc3rDFHm6j2rI6C]{Marie Schutz}

The Apprentice

@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} is quite happy reading by himself in the corner of the taproom. He is a little startled if any Characters approach him. He answers questions in an absent-minded fashion, and attempts to avoid conversations if at all possible. He asks anyone who bothers him to leave him alone, claiming that he has lots of studying to do for his university entrance examination. Ernst appears uninteresting, with nothing important to say. He hides a dark secret.

@UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}

Handling the Unexpected

The inn provides an opportunity for the adventurers to spend a peaceful evening encountering NPCs from the wider world: a world of which their lives to date have offered them only a glimpse. Players who are new to the game can try out the rules for all kinds of social interactions, and if you are a novice GM, you can practise presenting a few colourful NPCs and playing out the kinds of situations that the Characters are likely to encounter many times in the future, in inns all over the Empire.

However, there is always the chance that some of the Players might decide to do something that is not specifically covered in these pages. They may try to rob one of the NPCs at night, for example, or perhaps hire themselves out as bodyguards to Lady Isolde. Enough information has been provided for you to cover such events with a minimum of effort: simply use the game’s rules to play through these events and use some imagination to decide how the different NPCs react to the Characters.

Handout 1: Wanted! Bold Adventurers!

At the Coach and Horses — or at some other inn along the way — the Characters come across a poster that seems to offer them the chance of adventure (see @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1}). It reads as follows.

 

Wanted! Bold Adventurers!

 

His Excellency, the Crown Prince, Hergard von Tasseninck, of the Grand Principality of Ostland, hereby gives notice that he is currently resident in Altdorf and wishes to engage the services of a party of skilled adventurers. Employment is to begin as soon as possible, for an indefinite period.

Would-be applicants are forewarned that they shall be required to undertake a most perilous mission into unexplored regions of the Grey Mountains. The matter is of the utmost delicacy and absolute discretion is required.

Remuneration is negotiable, depending on Experience, but a minimum of 8 Crowns per person per day is guaranteed, in addition to a generous bonus on completion of the mission. No laggards, cowards, or dwarfs need apply.

 

Signed

Personal scribe to Crown Prince Hergard

A Game of Chance?

Phillipe Descartes sizes up the Characters when they arrive and stares at them whenever he thinks they are not looking. If spoken to, he is friendly, if a little guarded. If the adventurers ignore him, he wanders over to their table after about half an hour and engages them in conversation, attempting to ingratiate himself. Stroking the tip of his nose (a habit of his), he offers to buy drinks for the group.After politely enquiring about their business, Phillipe suggests a game of Scarlet Empress, a popular card game in the Empire, to pass the time. 

Each Character involved rolls a Challenging (+0) Gambling Test, with the hand going to the Character with the highest SL. Phillipe will play for any stakes, but considers it a waste of time to play for less than 2/–. He deliberately loses the first two hands (ignore his rolls). He then begins to play in earnest, using his Talent to increase his successful Gambling Tests by +2 SL. Phillipe will also use his Talent to reroll failed tests if the stakes are high. He can do this only three times before his luck runs out (as he has the Talent three times). Phillipe will try to up the stakes whenever he thinks it appropriate, aiming to gamble at around @Pay[8ss]{8/–} a hand. If Phillipe loses three hands in a row by fair means, he resorts to cheating by palming cards, slipping aces into his hand, or secreting them up his sleeve. 

He does this with a Challenging (+0) Sleight of Hand Test. If successful, he can do one of the two following options: 1) Reverse a failed Gamble Test; or 2) use the Sleight of Hand SL instead of the Gambling SL to determine the winner for the Round. However, Phillipe may be caught: you should secretly roll a Challenging (+0) Perception Test, Opposing it with Phillipe’s Sleight of Hand Test (normally this is marked as an Opposed Perception/Sleight of Hand Test). Any Characters rolling a higher SL than Phillipe spot him cheating. Unless caught, Phillipe retires and goes to bed after winning as much of the party’s money as they are willing to gamble.

If accused of cheating, Phillipe denies it hotly, appearing to be very upset that anyone could accuse him. He attempts to bluff his way out of any situation, but if things are going badly for him, he pulls out his pistol and fires it, relying on the terrific crack of gunfire and the billowing gout of smoke to intimidate the Players (check the Blackpowder Weapon Trait). Under the cover of the smoke, Phillipe heads for the stairs and runs up to the top.

The Spray of Lead

Characters chasing Phillipe up the stairs will be confronted by an excited and confused Gustav, brandishing his blunderbuss and yelling for them to stop. Gustav has no idea what happened downstairs, but he aims to put a stop to it. He will fire at anyone who keeps moving, falling over as the recoil of the blunderbuss knocks him off balance. He will, of course, be profusely apologetic once he realises the true state of affairs.

From the top of the stairs, Phillipe jumps out of the window to the stables below. He performs an Average (+20) Athletics Test and, if successful, counts the fall as 1 yard less, plus a further yard per +SL. So, if he scores +3 SL, he lands, rolls, and is off without injury. Otherwise, he suffers falling Damage of [[/r 1d10]] Wounds + 3 per yard he @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{falls}. 

If he suffers more Wounds than his Toughness Bonus, he also suffers a Prone Condition as he lands hard and crumples. Any Character wishing to follow him through the window can do the same (or maybe hang out first, halving the dropped distance to just 2 yards, but giving time for Phillipe to make a getaway). If closely pressed, Phillipe reluctantly turns to fight. He prefers to @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#pulling-your-blows]{Pull his blows}, so they do not inflict Critical Wounds, and will use his Talent. However, if attacked by more than two Characters at once, he will stop Pulling his Blows. Should his Wounds score be reduced to 3 or fewer, Phillipe surrenders and returns any money he won in the game.

Unless he is caught, Phillipe will flee towards Altdorf on one of the landlord’s horses. Anyone attempting to follow him on horseback must have Ride Skill and be willing to steal a horse, or Phillipe will soon leave them far behind.

Welcome to the Lockup

What the Characters do with Phillipe — if they catch him — is really up to them. Gustav has no wish to keep him at the inn, and will release him as soon as the adventurers leave unless he has a strong reason not to.

The party might insist on bringing Phillipe to justice, but this will involve protracted (at least [[/r 3d10]] days) and expensive (@Pay[50ss]{50}–@Pay[100ss]{100} silver shillings per week) legal wranglings in Altdorf (unless one of the Characters is a lawyer, of course, which will allow legal proceedings to be much cheaper). Further, a Very Easy (+60) Lore (Law) Test, or Challenging (+0) Intelligence Test, notes the case is likely one that will be lost unless money is spent on bribes. Of course, Phillipe will vociferously claim self-defence. Unfortunately all the two coachmen and the other passengers saw were the Characters threatening the gambler with violence. 

If he is let go, Phillipe will harbour no grudge — getting caught is an occupational hazard and one he is used to, for all he does his best to avoid it. If prosecuted, Phillipe will be very angry. He will seek revenge at the earliest opportunity, relentlessly pursuing the Characters no matter where they go. 

What form Phillipe’s revenge takes, and when it occurs, is entirely up to you. He might hire a gang of footpads to attack the Characters, or hunt them one by one when they are alone.

Options: Looking for a Cheat

Experienced players will expect @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe Descartes} to cheat them, and their Characters will no doubt be keeping a very close eye on his cards. Have Phillipe play the game straight, and as the Characters eye him suspiciously, spring a surprise or two in the background.

Bandit Trouble

@UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} is secretly a lookout for a local gang of bandits, using his chatty demeanour to size up everyone who comes into the inn. 

After the Characters leave, and just when the Players are expecting to run into the Mutants (see @UUID[JournalEntry.2JX9k58tn9lJfkqS]{Chapter 2}), the adventurers’ coach is stopped by the bandits, who know exactly where @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} keeps her jewels and what everyone else on board has in the way of valuables. 

As an alternative, perhaps Gustav is not a willing participant in this operation? Maybe the bandits are holding his wife and children — who are all absent from the inn when the Characters visit — and if confronted he might break down and offer the adventurers a reward to rescue them and deal with the bandits?

Alternatively, the coachmen @UUID[Actor.ND9BHKtUxtQqty7w]{Gunnar} and @UUID[Actor.uzWAvJDoBl0osDnW]{Hultz} might be the bandits in disguise, and are only pretending to be drunk! The scurrilous pair observe the passengers in the same way as Gustav would. Eventually, they aim to drive the Characters straight into a bandit attack, where they will signal which Characters pose the greatest threat, and which are richest.

The Runaway

@UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} is travelling to Altdorf to escape an unwelcome marriage arranged by her family for political reasons. Her absence from home has already been noticed, and late in the evening her brother Lukas will burst into the inn at the head of a band of thugs, with the intention of taking her home by force. If the adventurers help to save her, she will be grateful, and will offer a reward of @Credit[2gc mode=split]{2 GCs} to the party. Further, she may prove to be a useful patron at a later date…

The Rival Magus

This option is somewhat more extreme, and should only be used if you feel sure it will not derail the ongoing plot.

Unknown to @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav}, @UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie} the Crow is much more than he seems. After the adventurers have learned to ignore Blackie’s antics, he perches on a picture-frame above @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann}’s head, peering down into the book he is reading. Blackie then reads aloud. Ernst’s eyes bulge in alarm as black smoke boils up from the pages of his book and takes the shape of a twisted @UUID[Actor.utm6xYRTBpHI8Zzr]{Lesser Daemon}. It takes 1 Round to form its confused, feathered body and then it attacks the nearest Character with its thin claws.

@UUID[Actor.utm6xYRTBpHI8Zzr]{Fhluger'dagh}

Ernst drops his book with a shriek as soon as it starts smoking. He then flees the inn, leaving all of his luggage behind. This means he does not travel to Altdorf with the Characters, but can be encountered later in the campaign when he resurfaces in Death on the Reik.

As for Blackie, he flies out through an open window with a cackle of maniacal (and very human-sounding) laughter. Whether ‘Blackie’ — who was sent to disrupt the agents of the Red Crown (see @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst}) and replaced the landlord’s pet crow — is ever seen again is up to you.

" + }, + "Wanted: Bold Adventurers": { + "name": "Wanted: Bold Adventurers", + "text": "

Our Heroes are a ragtag band whose thirst for adventure leads them to follow the road to Altdorf trodden by many from the Empire’s countryside and smaller towns. Altdorf, the vast and bustling capital of the Empire, where the streets are paved with gold and anything is possible.

Their journey is rudely interrupted by an encounter with a wrecked coach and a band of Mutants, whom they find feasting on the remains of the passengers and crew. Among the corpses they find a lead that promises great wealth, if not exactly adventure. What they do not yet know is that the corpse in question is that of Kastor Lieberung, a high-ranking Chaos cultist who was the magister impedimentae (master of trappings) of the Order of the Purple Hand.

Starting The Adventure

The adventure starts with the Characters heading for Altdorf by road. The reasons for this are left for you to resolve with your group. It is assumed by the adventure that the Characters are heading from Delbren to the Middenheim-Altdorf road, to then head southwards to the capital, but the starting point could be anywhere. Any place about two days from Altdorf by road is perfect, ideally in late Jahrdrung.

Two days by coach, that is. Walking could take as much as a week. For this reason, the adventurers’ first concern is to secure places on a coach headed for the capital. Some of the Characters may know each other already; the others will meet for the first time as they converge on a nearby coaching inn, the Coach and Horses.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

As well as your usual awards for good roleplaying and bright ideas awarded at the end of your gaming session (30–50 XP is typical) XP should be awarded for the following:

  • @Exp[10,Caught Phillipe the gambler cheating]{10 points for catching Phillipe the gambler cheating}

  • @Exp[20,Captured Phillipe]{20 points per Character for capturing Phillipe}

  • @Exp[5,Persuaded Lady Isolde to let them ride inside the coach.]{5–20 points for Characters who persuade Lady Isolde to let them ride inside the coach.}

Feel free to award XP for anything else that is deserving, using the general level of the awards given above as a guideline.

" + }, + "The Journey": { + "name": "The Journey", + "text": "

The next morning, the Characters prepare to set out for Altdorf at last. The journey is to be more memorable than any  of them expects.

\n

Rise and Shine!

\n

The morning is misty and overcast. The passengers — @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde}, @UUID[Actor.s3C4siPuECgh14Vl]{Janna}, @UUID[Actor.LBc3rDFHm6j2rI6C]{Marie}, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} and possibly @UUID[Actor.RXY98JwsYTfmOfGa]{Phillipe} — assemble in the barroom at 8 o’clock for breakfast, which is served by @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav}. The coachmen are nowhere to be seen — they are still in bed sleeping off their previous night’s drinking. By 9 o’ clock it becomes apparent that they are not going to show up: a quick look at the coach shows that it has not even been prepared for the journey. Waking the coachmen is an easy matter, but getting them to hold an intelligible conversation is not. Both are nursing titanic hangovers, and speak only in mumbles. While they prepare the coach and horses they are seen to stumble and frequently clutch their heads, moaning as they do so.

\n

It is almost 10 o’clock before the coach is finally ready and the passengers can embark. This poses a new set of problems: only six people can travel comfortably inside. Lady Isolde flatly refuses to be ‘crammed in with commoners’, claiming ‘it is bad enough having to travel with riff-raff without their dirty knees and elbows being constantly thrust into one’s face’. The coachmen are of no use in this argument; they climb unsteadily into their positions and sit there clutching their heads, in no apparent hurry to depart.

\n

Characters willing to brave the elements can travel on the roof: none of the NPCs will agree to do so. Trying to cram extra passengers inside will meet with strong resistance from Lady Isolde, who will threaten retribution from her very important relatives in Altdorf. Trying to get a refund from the coachmen is impossible: the adventurers’ fares have long since been spent, made apparent by the coachmen’s current discomfort.

\n

The situation can be resolved in several ways. A Character could win the lady over with a suitable song or recital (with a successful Entertain or Play Test), or a Skill such as Charm could be used. Note: when dealing with Lady Isolde, all Charm Tests from Silver or Brass tier Characters suffer a penalty of -10 (see @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.R7RQ4hfivLrG0XaF]{Status}). If they fail to win over Lady Isolde, any Characters who cannot fit into the coach will have to travel on the roof.

\n

If the party considers waiting for the next coach, Gustav will inform them that there is ‘not one due for another two days, and it’s likely to be as crowded as this one. Why, the one before this was really crowded! They were packed on to the roof, and a few were hanging on the sides as well…’

\n

In the unlikely event the Characters succeed in winning over Lady Isolde and cram themselves into the coach, she very shortly regrets this and soon orders the Characters out. If they get out, all will be well: if not, Lady Isolde will be very bad-tempered during the journey, only speaking to offer her fellow travellers a choice insult.

\n

A Short Delay

\n

By the time all of the passengers are ready, the coachmen are no longer prepared to depart. @UUID[Actor.ND9BHKtUxtQqty7w]{One} goes to the inn’s outhouse and cannot be persuaded to unbolt the door for at least 20 minutes. The sounds and smells from within are unpleasant. 

\n

The @UUID[Actor.uzWAvJDoBl0osDnW]{other coachman} is heard snoring softly from his seat atop the coach. If the Characters decide to steal the coach, they have to deal with the outraged passengers, and in due course they are wanted by the road wardens. They will be in serious trouble if they are ever caught!

\n

The Journey Begins

\n

Finally, the coachmen are ready to begin the journey, and whip their horses into a slow walk — about 2 miles an hour! If instructed to make more speed, the coachmen will whip the horses up, but will soon let them slow down to a plod. At this speed the coach’s movement is a slow, gentle rocking that is easy on the coachmen’s aching heads, but it is obvious that the coach will not make it to the next inn before dark!

\n

If one of the Characters offers to take over the reins, the coachmen will not object. They are more than happy to curl up and sleep off their hangovers while someone else does the work. Any Character with the Drive Skill can make the coach travel quite quickly; anyone else must pass an Average (+20) Drive Test or the journey is somewhat slow going. If a Character fails by -2SL or more, the coach will strike a rock or other obstacle, sending a wheel flying off ! The coach careens dangerously into a ditch; all passengers take 1 damage, jolting any sleeping coachmen immediately awake.

\n

It takes a total of at least 100 points of Strength and a successful Challenging (+0) Strength Test to right the coach (for example, 4 Characters with a Strength of 25 each). Each @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.lQThXbnpgQ30VBXR#assistance]{assisting} Character adds +10 to the Test to right the vehicle. Fortunately, the wheel that rolled free is undamaged. It takes a successful Average (+20) Drive Test, or a Very Easy (+60) Trade (Carpenter) Test, and 10 minutes to replace the wheel.

\n

Raindrops Keep Falling

\n

About 20 minutes after the coach gets under way again, it begins to rain. The first drops soon develop into a downpour that rapidly soaks Characters riding outside. 

\n

Lady Isolde is vehemently against wet commoners entering her coach. Marie, her bodyguard, enforces this. Trying to get into the coach while it is still moving requires a successful Difficult (−10) Athletics Test to swing down to the side followed by a Very Easy (+60) Strength Test to pull the door open. Failure to swing down successfully results in the Character falling to the road and taking a 2-yard fall, plus a further [[/r 1d10]] Damage for the speed the coach is moving, for a total of [[/r 2d10+6]] Damage (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{falling}). The driver stops for any Character who falls off the coach.

\n

Repeated attempts to enter the coach are possible, but anyone succeeding is kicked by Marie. She uses her Melee (Brawling) Skill, which is opposed by a Difficult (−10) Dodge or Melee (Brawling) Test. If she hits, resolve Damage as normal; further, the struck PC must also pass a Challenging (+0) Strength Test to avoid falling to the road. Characters who avoid the kick successfully force their way into the coach and a scuffle ensues. All the NPCs inside do their utmost to push wet PCs out. Fighting in the coach with anything but fists or daggers incurs a penalty of −20 to hit. 

\n

The coachmen take no part in this fight unless the Characters start to damage the coach (for instance, by trying to cut through the roof ) in which case they tell them to stop. If this doesn't work, a coachman threatens with his blunderbuss and fires on any Character who does not stop; however, this shot only works on an even roll to hit because of the rain (such as 24 or 32). If an odd number is rolled, such as 23 or 35, the blunderbuss needs to be reloaded in a dry spot before it can be fired again. Note: firing the blunderbuss is a last resort, because the noise causes hungover Gunnar and Hultz almost as much pain as the shot inflicts on the adventurers!

\n

The Road Junction

\n

The rain stops after a couple of hours. Eventually the coach reaches the junction with the main Middenheim–Altdorf road. A milepost by the roadside claims: ‘Altdorf, 120 miles’.

\n

There is a coaching inn at the junction. Called the Five Brothers Lodge, it is owned by the @UUID[JournalEntry.XGUpnYfS67guNIWJ.JournalEntryPage.R2BCxi4CJH4hUrru#four-seasons-coaches]{Four Seasons} Company. The party’s coach does not stop here, but should the Characters insist on leaving, there is a two hour wait before the next coach arrives; this is full and does not stop. The next coach after this arrives in another four hours. It has room for the Characters to travel on the roof at a cost of @Pay[10ss]{10/–} each. However the Character continue, they will soon encounter something unpleasent on the road.

\n
\n

Options: Fellow Travellers

\n
\n

Those who have played The Enemy Within before know more about their fellow travellers than their Characters should. In order to keep things fresh, you can replace these NPCs with others, or mix them up.

\n

If you wish to create your own NPCs, you should make sure each has a reason for making the journey to Altdorf, as well as the resources to do so. In addition, the NPCs should be created for their potential to generate conflict, both between themselves and with the Characters. They may object to sharing a coach with a ragtag group of adventurers, especially when the weather turns bad, and they may have other habits and attitudes that, while infuriating for the adventurers, will be entertaining for the Players as tempers flare along the way. Ensure none of the NPCs are particularly useful in a fight, though they may have other valuable skills that will make the journey easier. But when the crucial encounter with the Mutants takes place, it should be absolutely clear to the Players that their Characters are the only ones capable of defending their coach and its passengers.

\n

Alternatively, you could simply swap the purpose of one NPC with another. For example, @UUID[Actor.NTvkBP3VP4dtBqM0]{Ernst Heidlemann} the physician’s student may not be secretly studying daemonic magic as part of the Red Crown Chaos Cult. It could be @UUID[Actor.goVesadmHWsl5E98]{Lady Isolde} instead. Or her @UUID[Actor.s3C4siPuECgh14Vl]{maid}.

\n
" + }, + "The Coach and Horses Inn": { + "name": "The Coach and Horses Inn", + "text": "

@UUID[Scene.bhj3sBk67Z3wD2eY]{The Coach and Horses} is similar to thousands of other coaching inns found throughout the Empire. Its exact location does not really matter, so long as it is about two days’ journey from Altdorf. Although the Characters are likely to have visited a coaching inn before, this may be the Players’ first experience of one. For this reason, it is worth taking some time to describe the inn when the party first arrives.

Coaching inns are found throughout the Old World. They serve as stopping places for weary travellers and allow coachmen to change horses on long journeys and to repair any damage to their vehicles. Coaching inns are also used by road wardens as temporary bases and as holding cells for any criminals captured on the dangerous byways of the Empire. In times of unrest, coaching inns act as strongholds for the local populace, who flock behind their stout walls to avoid rampaging mercenaries, Beastmen, or Goblins. But in more peaceful times, coaching inns are a welcome place to rest.

Coaching inns are usually independently owned, but chains of inns owned by coaching companies, often called ‘coaching houses’, can be found on the well-travelled routes. The owners of the inns make their living not only from their paying guests, but also from rents paid by the various coaching houses that use their facilities, and from a small fee paid by the State Army to supply the road wardens. The map shows a medium-sized inn. Some are far larger, resembling castles more than inns, while others consist of nothing more than a bar, a few bedrooms, and a stable.

The Inn's Staff

The Coach and Horses is an isolated coaching inn, staffed by @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav} the landlord and his barman, @UUID[Actor.EFX8iIi0LTkzcASP]{Herpin}, as well as an array of ostlers, cooks, servants, a porter (Fredrick), and a smith (Artur). The Characters are only likely to interact with Gustav, Herpin, and maybe Gustav’s Crow, @UUID[Actor.fuSC9ZpTC5GfxZJT]{Blackie}. If you need profiles for any of the other inn staff, assume any Characteristics are 30, and any Skills relevant to their career are Tested at 40.

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.0jHVJMlaaDBs67jJ]{1. Outer Wall}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.NmkXYGwhL68HWyvA]{2. Porter}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.pnSJbXiDIMcBFfSr]{3. Courtyard}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.1ZyrscGw4PUH3asE]{4. Barroom}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.VCJNYFYqYSvYY3X1]{5. Stables and Coach House}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.Ezx06cZo9HW6OBlK]{6. Smithy}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.hPCtfx7ebfrvIwvC]{7. Stores}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.NCbM4ufTEWFM7GlO]{8. Brewhouse}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.3KUyAbRUrvIqsNPA]{9. Common Room}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.4rjyYEqJx2nbcfec]{10. Bedrooms}

@UUID[JournalEntry.mbXVJGCGSm8m7ANd.JournalEntryPage.DHR7STnC0dqgK0vW]{11. Servants' Quarters}

@UUID[.kCNfolLSWoZX6cPi]{12. Road Wardens}

" + }, + "1. Outer Wall": { + "name": "1. Outer Wall", + "text": "

Most inns outside the major cities have a defensive wall of some description. Depending on the location, it is either made from stone or wood and is usually 8–12 ft high. Entrance is via a pair of gates leading to the road. The gates are normally open unless the landlord has reason to expect trouble from outside. In wilderness areas where rampaging monsters are more common, the gates are always closed and barred, and coachmen wishing to enter for the night must blow a horn to alert the inn’s staff as they arrive. The Delbren road, which passes through the forested foothills of the Five Sisters, is not quite so wild, so the gate of the Coach and Horses is kept open during daylight hours.

" + }, + "10. Bedrooms": { + "name": "10. Bedrooms", + "text": "

These rooms offer privacy and comfort, being better furnished than the dormitories. Each room sleeps two comfortably, but four can be accommodated by sharing beds. The average cost of a bedroom is @Pay[10ss]{10/–} per night. All of the bedrooms are locked; their keys are held by their occupants or Gustav, the landlord. The locks are standard: Challenging (+0) requiring  2 SL to pick.

" + }, + "2. Porter": { + "name": "2. Porter", + "text": "

A porter is generally on call at all times of the day and night to see to any arriving or departing coaches. The porter meets a coach as it arrives and directs the driver to an available stable.

" + }, + "11. Servants' Quarters": { + "name": "11. Servants' Quarters", + "text": "

The inn’s servants sleep here. Often visiting coachmen are put up here for the night, although some inns make bedrooms or the dormitory available to them — as long as the inn is  not crowded.

" + }, + "3. Courtyard": { + "name": "3. Courtyard", + "text": "

The courtyard is paved, and serves as an area for general horse grooming and coach repairs.

" + }, + "4. Barroom": { + "name": "4. Barroom", + "text": "

This is the area that travellers use most. In the barroom, they can relax and sample the inn’s food and beverages. The barroom is also where the landlord, Gustav, is most likely to be found. There he oversees the staff or waits on tables personally. Meals range in cost from @Pay[3bp]{3d} for bowls of soup or bread and cheese, @Pay[6bp]{6d} for a small pot of beef stew or a sizeable pie, and @Pay[12bp]{12d} or @Pay[1ss]{1/–} for a full plate of the daily roast, sausages, and vegetables. The locally brewed beer is a reasonable @Pay[2bp]{2d}, but the imported wines are expensive and sold by the bottle, ranging from @Pay[2ss]{2}–@Pay[6ss]{6} shillings.

" + }, + "5. Stables and Coach House": { + "name": "5. Stables and Coach House", + "text": "

Here, the inn’s ostlers stable and look after the horses. In bad weather and during the winter months, coaches are placed undercover in the coach house; otherwise, they are usually left out in the courtyard.

" + }, + "6. Smithy": { + "name": "6. Smithy", + "text": "

A blacksmith/cartwright/farrier works here, conducting minor repairs as needed. In smaller establishments, the smith doubles as a groom, a barman, or whatever else is needed.

" + }, + "7. Stores": { + "name": "7. Stores", + "text": "

Goods transported by the coaching companies can be left here for the night. It is common practice for passengers’  luggage to be stored here as well. Most innkeepers refuse to take responsibility for any thefts that may occur during the night, but the stores are safer than leaving luggage with the coach. Travellers are advised to keep any valuables with them at all times.

" + }, + "8. Brewhouse": { + "name": "8. Brewhouse", + "text": "

It is common practice for coaching inns to brew their own beer on the premises, a custom enjoyed by many guests as each new inn brings a new beer to try.

" + }, + "9. Common Room": { + "name": "9. Common Room", + "text": "

This is a large dormitory capable of sleeping up to 20 guests in beds and more on the floor. Dormitories are usually serviceable and clean, but they are often noisy places, especially when full of snoring, drunken travellers. Dormitories are frequently used by poorer guests as their average cost per night is only @Pay[15bp]{15d}, or @Pay[10bp]{10d} without a bed.

" + }, + "12. Road Wardens": { + "name": "12. Road Wardens", + "text": "

Many inns have a couple of rooms set aside for road wardens, often marked with local State Army heraldry. The road wardens have beds for the night and a place to deal with their administrative duties, while the inn gains the benefit of the wardens’ presence. Often these rooms are also used by State Army officials, though most officers prefer to purchase larger, private rooms.

" + } + } + }, + "Mutants In The Empire": { + "name": "Mutants In The Empire", + "pages": { + "Mutant Society": { + "name": "Mutant Society", + "text": "

While there is no overall ‘mutant society’ within the Old World, nearly all mutants live in one of three ways - secretly among the general populace, in service to one of the Cults of the ruinous powers, or in the wild and forgotten palaces of the Empire. Each way of life comes with its own challenges

\n

Secret Mutants

\n

The fortunate few have mutations that are not obvious at a glance, or can be hidden. They pass as normal — living much the same lives as they led before their affliction. However, their experience of life is radically different. Fear of discovery stalks their every waking moment, and some become so paranoid, or so over-careful in their appearance and behaviour, that they raise suspicion.

\n

Many secret Mutants, feeling unable to withstand the scrutiny that accompanies a normal life, hide in plain sight among the Empire’s invisible people. It’s easy to get lost among beggars and other barely visible members of the urban underclasses. A vaguely human bundle of rags huddled under a bridge does not invite further scrutiny, and beggars tend not to be suspicious about their fellows.

\n

The hardest decision any secret Mutant will ever have to make is whether to let friends and relatives know about their condition. A supportive family can help and hide a Mutant, even one with obvious mutations, by spreading stories about a trip to some distant place and deflecting enquiries. On the other hand, some family members may decide to turn a corrupted relative in to the authorities, for a reward, out of fear that the taint could spread to the rest of the family, or because they fear for their family’s reputation.

\n

Secret Mutants are most commonly encountered in larger towns and cities, where the population is large enough for a person to become nameless and unknown. Those few who continue to live in towns, villages, and isolated farms are almost always hidden by their families. Drastic steps, up to and including murder if necessary, are often carried out to ensure that the shameful and dangerous secret is never discovered.

\n

Cult Mutants

\n

Some Mutants declare war on society, knowing the world is against them, or because they have declared loyalty to one of the Ruinous Powers. These mutants were often Cultists before their transformation, and continue to serve afterward, believing their condition is a gift from their Chaotic patron. Some even seek further signs of their unspeakable favour.

\n

Mutants who can pass as normal remain active in everyday life — even as they conduct rituals in secret and carry out their plans to undermine the Empire and the Old World. Those who can no longer show their faces tend to live in hidden cult temples, acting as guards and caretakers, relying on their fellow Cultists for food and other necessities.

\n

Bandit and Feral Mutants

\n

To many unlucky mutants, especially those in rural areas, the only hope of survival is to lose themselves in the forests as soon as the first signs of mutation manifest. Those who live long enough often encounter other mutants, surviving through a mixture of scavenging and banditry. It has been estimated that as many as three-quarters of ‘Beastmen attacks’ along the Empire’s highways and around remote villages and farms are actually the work of Mutants. The truth is impossible to determine.

\n

In some places, the existence of a nearby Mutant group is a shared secret for a family or village. Food and other necessities are left at a prearranged spot, both to support mutated family members and to give them less reason to come raiding. The reason for such offerings is carefully kept from outsiders.

\n

Mutants and Beastmen

\n

The strongest and most violent mutants may survive an encounter with a group of Beastmen, and be allowed to join them. They are tolerated as long as they are both useful and strong enough to survive the routine violence of Beastman society. Even so, they are regarded as lower than @UUID[Compendium.wfrp4e-core.actors.vrYs3cbxvXtre6rv]{Ungors} and treated accordingly.

\n

Occasionally, a wandering Beastman may become leader of a group of feral Mutants. When a comparatively peaceful and reclusive Mutant band suddenly becomes aggressive and destructive, this is usually the reason.

\n

The Mutant encounter in @UUID[JournalEntry.2JX9k58tn9lJfkqS]{Chapter 2} of Enemy in Shadows is typical of their modus operandi. Lurking in the forests, they watch for weak targets and attack without mercy. A group of armed adventurers is not usually an attractive target, but they may come upon the aftermath of a Mutant attack.

\n
" + }, + "Creating Mutants": { + "name": "Creating Mutants", + "text": "

A basic profile for creating mutants can be found @UUID[Compendium.wfrp4e-core.actors.P0GkA7DPaLbeOTkf]{here}. One mutation is usually enough, but you can add more if desired. However, it is rare for a mutant to have more than four mutations, as after this point the weight of corruption becomes overwhelming.

The Corruption tables in core (@UUID[RollTable.YQ5XdjikeSiwo8fn]{Physical Mutation} and @UUID[RollTable.5HKnpyOk4XDPdZ7V]{Mental Corruption}) offer some simple mutations, but the stigmata of Chaos are infinite. Each of the four Ruinous Powers has distinct preferences in the ‘gifts’ bestowed on followers and victims. The expanded table below introduces many new, simple mutations. It offers five columns for random dice rolling: one for each of the Ruinous Powers, and a fifth for when the Power is not important.

@UUID[RollTable.cL9568fX5ZbnCs62]{Expanded Mental Mutations - Undivided}

@UUID[RollTable.Il315RbrrVIgKFsU]{Expanded Mental Mutations - Khorne}

@UUID[RollTable.HIlYwE7LxsW7OX0z]{Expanded Mental Mutations - Nurgle}

@UUID[RollTable.JGMaOUFnjYhLgiDS]{Expanded Mental Mutations - Slaanesh}

@UUID[RollTable.iUFJ2mYmXj564CzL]{Expanded Mental Mutations - Tzeentch}

@UUID[RollTable.6oQSawzDAUfAAFSH]{Expanded Physical Mutations - Undivided}

@UUID[RollTable.Wlq6Fd8c9edaWfzt]{Expanded Physical Mutations - Khorne}

@UUID[RollTable.x6Ubbxs23muXUBBS]{Expanded Physical Mutations - Nurgle}

@UUID[RollTable.jkRP5HTexP6UDMDI]{Expanded Physical Mutations - Slaanesh}

@UUID[RollTable.QcZT0gHJCrbC3iR6]{Expanded Physical Mutations - Tzeentch}

@UUID[RollTable.2FMjitsYqRS8rtxK]{Fixations}

If you want to change the default Mutation tables to use the Expanded tables, you can do so via the Table Settings, located in the System Settings

" + }, + "Mutants of the Empire": { + "name": "Mutants of the Empire", + "text": "

In the Empire’s bustling cities and remote villages, children are occasionally born with mutations that set them apart. Others develop mutations as a result of exposure to the corruption of Chaos, willing or otherwise.

Many are killed to hide the shame of their condition by their next of kin or their neighbours, and to avoid suspicion falling on the rest of the family. Others flee to the forests or remote places, living as outcasts, surviving by foraging, hunting, and banditry. But many, seeing no other source of protection — loathing the families and friends who now reject them — join secret cults or Beastman herds, where they are often terribly mistreated.

Mutants have always been an open secret in the Empire. Everyone knows of their existence but few speak of them. Instead, people have either hunted and killed them in secret, or gone to great lengths to cover up any potential association by blood or proximity. After all, no one wants to attract the attention of witch hunters, or give ammunition to jealous neighbours or business rivals. To have a mutant in the family is a secret shame that must never be mentioned. 

Recently, the Emperor’s Mutant Decree has brought the matter irrevocably into the light. Some welcome his announcement that mutants do not exist, even as they know it to be false. They think no one can be accused of being related to a creature that does not legally or actually exist. Others, given to a little free thought, worry that the forces of Chaos have somehow established themselves within the Imperial Palace, a truly horrific concept. None, however, would be foolish enough to share this thought.

Not all mutants are outcasts. A few gifted with mutations that are easy to hide and with the wit to conceal the truth are able to live more or less freely in the Empire. Some loathe the society around them and strive to bring it down by aiding the forces of Chaos. Others are simply frightened individuals doing the best they can to avoid the witch hunters’ fires. 

" + } + } + }, + "Chapter 7 - Into The Darkness": { + "name": "Chapter 7 - Into The Darkness", + "pages": { + "Optional Encounters": { + "name": "Optional Encounters", + "text": "

In addition to the locations marked on the sewer map, you may wish to throw in a few more hazards and encounters to keep things interesting. The following Optional Encounters are presented to help you recreate the atmosphere of the sewers and are not intended to provide heavy opposition for the Characters. The most important thing is to communicate how dark, damp, and smelly the place is, using strange, distant echoes and nearby splashes to unsettle everyone.

To use the Optional Encounters, you can either roll [[/gmr 1d10]] every ten minutes or so with a result of an 8 (representing the 8-pointed star of Chaos) indicating an encounter, or you can simply use them you see fit. Having determined that an encounter is to take place, you can either choose one or generate one randomly using [[/gmr 1d100]] on the Random Event Table. 

Be wary of slavishly sticking with random events — for example, three successive methane pockets is stretching the bounds of probability somewhat! 

Also, it may be a good idea to decide on the encounters you wish to use before play starts, rather than during, otherwise the Players will be alerted that something is about to happen as you spend time reading the list and trying to select an appropriate event.

@Table[optional-encounters-minor-sewer]{Optional Encounters (Minor Sewer)}

@Table[optional-encounters-major-sewer]{Optional Encounters (Major Sewer)}

Random Events

These random encounters and hazards are meant to be inconvenient rather than dangerous, and you should not be afraid to amend Test results or reduce Damage caused if the Characters are having a hard time. The events of this Chapter should worry, frighten, and infuriate the Characters rather than kill or seriously wound them. 

*: You should mark the location of these encounters on your sewer map, as they will be in the same place should the Characters return. Obviously, a methane pocket does not remain if it is ignited. 

You can drag the Event from the Table of Contents onto the map to mark it

Amoeba

On a number of occasions, as the Characters make their way along the sewers, you should draw their attention to inexplicable ripples on the surface of the effluent.  

They might even see a sewer rat, swimming down the middle of the channel, abruptly disappear beneath the surface. Having built up the tension in this way, run the following encounter with a sudden and dramatic start.

The sewage in the channel suddenly heaves, and a nauseating stench assails the Characters’ nostrils as a phosphorescent, obscenely slimy tentacle bursts from beneath the surface and lashes out at the lead Character. It does not make an attack at this stage, but attaches itself to the wall or walkway in order to haul a huge, bloated, amorphous body out of the channel. If any Character waves a naked flame at it, the thing backs off and then retreats into the channel with a great splash. Otherwise it flows forward relentlessly, forcing the adventurers to give ground or be enveloped in its slimy body.

@UUID[Actor.xVlO02kFFeIkQYCP]{Amoeba}

Bats

The Characters disturb a colony of bats roosting on the roof of the sewer. The bats panic and form a milling cloud. Each of the Characters is subject to one attack at WS 30 with the Weapon +2 Trait, modified by Armour and Toughness Bonus as usual. After this, each Character must pass an Average (+20) Dodge or fall into the sewage flow while trying to avoid the screeching bats, and also gaining a @Condition[Prone] Condition.

Deadly Mould

A patch of Red or Yellow Mould is growing on a wall of the sewer (equal chance of each type). It can be identified with an Easy (+20) Lore (Plants) or Challenging (+0) Lore (Herbs) Test. The Characters spot the mould before they come to it. In a major sewer, the Characters can only avoid triggering the mould’s spore release by crossing to the other walkway. If this encounter takes place in a minor sewer, there is no way the Characters can pass the mould without triggering the spore release. If triggered, the mould fills the sewer with a cloud of spores for 5 yards to either side of the original patch.

  • Red Mould: The spore cloud lasts for 3 Rounds. Characters in the affected area must make a Challenging (+0) Endurance Test or gain 1 @Condition[Blinded] Condition, plus a further +1 @Condition[Blinded] Condition per −SL. 

  • Yellow Mould: The spore cloud lasts for [[/r 1d10]] Rounds. Characters in the affected area must make an Average (+20) Endurance Test or gain 1 @Condition[Blinded] Condition, plus a further +1 @Condition[Blinded] Condition per −SL. Also, all Characters lose 1 Wound for every Round spent in the cloud, disregarding  modifiers.

Rats

The adventurers disturb a swarm of Rats. It comes boiling down the sewers toward the Characters, delivering 1 attack at WS 25 with the Weapon +4 Trait against each Character in passing, before disappearing into various small holes and crevices. Boots count as 1 Armour Point against this attack.

After this, each Character must pass a Challenging (+0) Dodge Test or fall into the sewage flow while trying to avoid the squeaking Rats, and also gaining a @Condition[Prone] Condition.

Thief

This encounter may be introduced in a similar fashion to the @UUID[Actor.xVlO02kFFeIkQYCP]{Amoeba}. At various times, the Characters might hear an echoing footstep, or a distant cough. Eventually, the Characters see a dark figure ahead. It notices the party almost immediately, and runs. The Characters have disturbed a thief using the sewers to move undetected beneath the town. The thief heads for the nearest manhole, quickly losing the Characters before escaping into the streets of Bögenhafen. Or, if you prefer, the thief leads them — via a roundabout route — to @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} tavern.

Methane Pocket

A pocket of methane has gathered in a section of the sewer that is slightly higher than elsewhere. The Characters first become aware that they are walking up a slope, and then notice the air is beginning to smell even fouler than usual. 

Any Character who has completed a miner or rat catcher Career automatically knows what this means. Others do if they succeed at an Average (+20) Lore (Engineer) or Lore (Geology) Test, or pass a Challenging (+0) Intelligence Test if you deem a Character has any other Skill or Talent that is appropriate. The pocket of gas is flammable and there is the danger of an explosion unless torches, lanterns (apart from Davrich lamps), and other naked flames are extinguished.

The gas pocket is [[/r 2d10 yards]] long, occupying the full width of the sewer. The chance of an explosion is a cumulative 10% for every yard a Character travels through the gas pocket with a naked flame. If an explosion occurs, the gas ignites with a sudden flash and a loud bang. Every Character loses [[/r 1d10]] Wounds, modified by Armour Points and Toughness Bonus like normal, and must succeed at a Challenging (+0) Endurance Test or gain a @Condition[Prone] Condition. Additionally, all Characters gain (Toughness Bonus – SL) @Condition[Deafened] and @Condition[Stunned] Conditions, and 1 @Condition[Ablaze] Condition. 

If the Characters do not realise what has caused the explosion, do not explain. Tension is increased if the party are left wondering whether it was attacked by a trap, magic, or worse.

Unseen Obstacle

At this point, there is a chance that the leading Character either trips over a small iron rod, or bangs their head on a torch bracket jutting out into the passage. Alternatively, there might be a discharge pipe at foot or ankle height. In all cases, make a secret Challenging (+0) Perception Test for the lead Character, which is one step harder if the Character is moving faster than Walking speed. If the Test is failed, the Character does not spot the danger until too late. Failing to spot the obstacle means the Character trips badly; loses [[/r 1d10]] Wounds, modified by Armour Points and Toughness Bonus like normal; and gains a @Condition[Prone] Condition. Further, the Character must succeed at a Challenging (+0) Athletics Test or fall into the sewage flow.

Dangerous Walkway

The walkway on one side of the sewer is especially dangerous at this point. Perhaps there is a gap of [[/r 1d10]] yards where it has crumbled away, or maybe it is unsound and collapses under pressure, or there could be a slippery stretch. If you choose one of the latter two options, the lead Character must pass a Challenging (+0) Perception Test to notice the danger in time. Otherwise the Character slips or the walkway collapses underfoot. In both cases, success at a Challenging (+0) Athletics Test avoids a fall into the sewage.  

Hole

There is an unseen pothole in the sewer beneath the Character’s feet. The lead Character must succeed at a Hard (–20) Athletics Test to not slip into the hole. If failed, the Character’s foot is caught, and the Character must take a @Condition[Prone] Condition. Further, if the Test is an Impressive Failure (–4 SL) or worse, the Character also suffers a injury to a random Leg Hit Location as the ankle twists badly. This cannot be avoided with Critical Deflection.

" + }, + "Out of the Sewers": { + "name": "Out of the Sewers", + "text": "

When the Characters emerge from the sewers, they should have uncovered some traces of sinister goings-on in the town. There are various things they may try to do next, and this section covers most of the more likely possibilities.

However, given it is likely to be late at night, there is little they can do immediately. With the exception of the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.Z3QGbxxJlrP3lm7q]{Watch barracks} and various inns, most establishments are closed. Persistent knocking might rouse people from their beds, but any NPC disturbed in this way will be angry, and unlikely to be of any help until the morning. Especially angry NPCs might go as far as to empty a pot of night soil over the Characters for their trouble!

Home to Bed

It should not be long before the Characters realise their best course of action is to turn in for the night and take up their investigation in the morning. Quite apart from the difficulty of finding any co-operative NPCs at this hour, you might consider requesting Challenging (+0) Endurance Tests. Those who fail take a @Condition[Fatigued] Condition that is not removed until they rest.

Depending on events, the Characters might be based at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.F90QVpybJBI8at4x]{Journey's End Inn}, or they might return to the Berebeli, which is moored at the docks.

The Journey's End Inn

Adventurers staying at the Journey’s End and covered in sewer soil are ordered to leave the inn by the landlord. They may only return once they have had a bath — or at least a dip in the river, which is very cold at this hour. There is nowhere open that offers a bath, so the river is their only choice — or a malodorous night outside in the chill spring air.

In the morning, the Characters are presented with a bill for @Pay[10ss]{10/–}, covering the room where they left their luggage for the night. If they protest about this, the innkeeper explains that the escaped Goblin was caught and killed in a warehouse on the docks, about an hour after they entered the sewers. Since they failed to recover it according to their agreement with the Festival Court, they must pay for their accommodation. 

The adventurers may attempt an Opposed Haggle Test to reduce the bill (using the rules found in @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i]{Going To Market}), and each hot bath they request adds @Pay[1ss]{1/–} to the total. Until they pay up, the Characters are not allowed to remove their luggage, and this ‘request’ is backed up by a couple of large and brutal-looking bar staff.

No one in the inn knows exactly where the Goblin was killed, but they will suggest that the adventurers call on the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall} for more information.

The Berebeli

The Characters may wish to return to Josef ’s barge, @UUID[Scene.fjSU58G83rHfvIDn]{The Berebeli}. @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} has been drinking wine all evening and does not appreciate being disturbed. He objects to the sewer stench even more strongly. Soiled Characters are thrown overboard unless they are wounded — but the sight of them thrashing about in the water soon dispels Josef ’s bad temper, and he helps them aboard, laughing loudly, and lets them stay for the night.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

Rewards

In addition to your typical award for having a great roleplaying session, XP should be awarded for the following:

  • @Exp[5,Falled in the sewage]{5 points for falling in the sewage}

  • @Exp[5,Found Gottri Gurnisson’s body  10 points for befriending the Crooked Fingers]{5 points for finding Gottri Gurnisson’s body  10 points for befriending the Crooked Fingers}

  • @Exp[5,Dealt with a difficult Random Event]{5–10 points for dealing with a difficult Random Event}

  • @Exp[5,Found the Mutant Goblin pelvis]{5 points for finding the Mutant Goblin pelvis}

  • @Exp[5,Dealt with the Daemon in the Hidden Temple.]{5–20 points for dealing with the Daemon in the Hidden Temple.}

As ever, use the listed XP amounts above as a guideline if you wish to provide other XP awards.

" + }, + "Into the Darkness": { + "name": "Into the Darkness", + "text": "

Our Heroes head into the sewers in search of the escaped @UUID[Actor.ofriuk4J7tV25DRG]{Mutant Goblin}. There they stumble across the secret temple where @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} plans to conduct the ritual he believes will save his soul.

Entering The Sewers

Unless the Characters squeeze into the sewers through the same hole used by the Goblin, they are let in through the manhole marked with this Journal Entry on the @UUID[Scene.o2rtweOR2Yq5q797]{sewer map}. The stench hits as soon as the cover is removed, and grows progressively worse as the Characters descend. A vertical shaft leads downwards into blackness. Although there are conveniently placed footholds, the slime-coated shaft does not inspire confidence.

After descending almost 8 ft, the shaft opens into a primary sewer channel. To reach the walkways running to either side of the central effluent channel, the Watch provides an 8-ft-long ladder. It has hooks at one end, and must be lowered down the shaft, hooked into the lowest foothold, and manoeuvred so its base rests on one of the walkways. This is a tricky task. The first Character into the shaft must make an Average (+20) Athletics Test to position the ladder and climb safely down on to the walkway. Failing the Test means that the Character slips and falls into the sewage. Falling Damage is halved from 7 yards to 4 yards because of the cushioning effects of the town’s stinking waste!

Once safely down, the Characters find themselves in a major sewer running east and west, at a junction with another major sewer running south-east towards the city wall.

Meanwhile, Elsewhere

While the Characters were occupied at the fair, Teugen met with a trade contact who provided him with the final component necessary for his ritual — an ancient scroll, looted from a distant tomb. But time is running out, for the seven years of power granted by his contract with Gideon shortly expires...

With the scroll safely under lock and key, @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} had @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon} pick up @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson} from the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#festival-court-and-stocks]{stocks}, where he was languishing after his encounters with the Characters. The Dwarf was brought to Teugen, lured by promises of free drink, and then sacrificed in order to summon a Daemon to guard the sewer temple. The Daemon’s orders are to destroy any living thing (except Teugen or @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}) that enters the temple. After the summoning was concluded, Gottri’s corpse was dumped into the sewers and has drifted to Location 3 on the sewer map. Meanwhile, the escaped @UUID[Actor.ofriuk4J7tV25DRG]{Mutant Goblin} fled into the sewers. Reaching the hidden temple, it squeezed through the grille on the door, hoping to hide there for a while. Unfortunately for the Goblin, it was killed and eaten by the Guardian Daemon.

" + }, + "Adventuring In The Sewers": { + "name": "Adventuring In The Sewers", + "text": "

Bögenhafen has two types of shaft in its sewers: Major and Minor. 

\n

Major sewers (shown by a heavy line on the sewer map) have two walkways, each 3ft wide, on either side of a 5ft wide effluent channel. The channel is usually some 5ft deep, and filled at least half-full with the worst Bögenhafen has to offer. The curved ceiling reaches 10ft above the walkways at its highest point. The walkways are only wide enough to allow Characters to proceed in single file.

\n

Minor sewers (shown by a narrow line on the @UUID[Scene.o2rtweOR2Yq5q797]{sewer map}) are simple pipes, 5ft in diameter with a sewage flow normally about a foot deep. These are relatively easy, though smelly, to negotiate.

\n

There are two types of junctions in the sewer system. Where a minor sewer flows into a major sewer, the junction is beneath the walkway and the walkway is not interrupted. Where two major sewers meet, the walkway is interrupted, requiring the Adventurers to improvise a bridge of some kind or to make a leap of 5ft to cross.

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Movement In The Sewers

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There is effectively no risk involved in moving along the sewers at Walking speed. Any Character moving faster must succeed with a Challenging (+0) Athletics Test (taken as a Free Action) before taking the extra Movement, or fall into the effluent.

\n

Characters who wish to cross the effluent channel must leap or wade. Because of the cramped conditions, there is only room for a run-up if the Character runs diagonally across the effluent channel, a leap of 4 yards. If the Test is failed, the Character falls into the effluent channel. 

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Characters wading in the sewage flow must take an Athletics Test before their Turn in Combat (or every minute outside Combat) in order to avoid slipping and falling over. Characters who wish to go along minor sewers must wade.

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Getting Mucky

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It is quite possible that Characters will fall into, or wade through, the sewage. The sewage-drenched halve all Fellowship-based Tests until they clean themselves and their clothing. Only Characters shorter than 4ft run any risk of drowning if they fall in the effluent channel of a major sewer. Roping the Characters together avoids this.

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Infected Wounds

\n

The sewers are unsanitary, to say the least. After any encounter where a Character suffers any Wound loss while in the sewers (other than those suffered from Falling) each affected Character must succeed at an Easy (+40) Endurance Test or gain a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}; if this Test is an Impressive Failure (−4 SL) or worse, the Character instead suffers a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}. 

\n

Further, if a Character should suffer a Critical Wound when in the sewers, even if Critical Deflection is used, a Challenging (+0) Endurance Test must be attempted. On a success, the Character gains a @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}. On a failure, the Character instead develops a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}.

\n

Diseases

\n

As long as the Characters stay out of the effluent, they are likely to escape the sewers without contracting something nasty. However, it is quite different should they take a dip. Exposure to the sewage comes in two forms: Wading, and Immersed. 

\n

Wading is moving through the effluent, but keeping your head above the muck. Immersed means your head has gone under.

\n

After every half an hour, or part thereof, of Wading, take an Average (+20) Endurance Test. If passed, nothing happens, beyond being rather soiled. If failed, the Wading Character contracts @UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox}. 

\n

If Immersed, take a Difficult (−10) Endurance Test. If passed, nothing beyond the horror of a sewage-dunking happens. On a Marginal Failure (−0 SL), the @UUID[Compendium.wfrp4e-core.items.UAwTqZ3hqNb7vq9s]{Itching Pox} is contracted. On a Failure (−2 SL), contract the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}. On an Impressive Failure (−4 SL) or worse, the @UUID[Compendium.wfrp4e-core.items.herUmN51D9TiL2Vn]{The Bloody Flux} is contracted. 

\n

Sight, Sound, and Smell

\n

The sewers are unlit. Even Characters with the @UUID[Compendium.wfrp4e-core.items.Item.x0WMGwuQzReXcQrs]{Night Vision} Talent cannot see unless they carry a source of light such as a torch or a lantern. 

\n

Sound echoes and carries for twice as far as normal in the sewers, so there is a +10 modifier to all sound-based Perception Tests. 

\n

Lastly, the smell in the sewers is, to say the least, unpleasant. Upon entering the sewers, all Characters must succeed at an Average (+20) Endurance Test or suffer the effects of the @Symptom[Nausea] Symptom until they leave the sewers. Any @Condition[Stunned] Conditions gained from this last until the end of the next Round.

" + }, + "Primary Locations": { + "name": "Primary Locations", + "text": "

The following primary locations are important to the adventure. Their locations are marked on the sewer map.

\n

Goblin Entry Point

\n

This is the narrow shaft the Goblin used to enter the sewers. There are a number of similar ‘breathing’ shafts perforating the town walls. They prevent the build-up of dangerous pockets of methane gas in the sewer system, and their outlets are covered by iron grilles. The grille at the end of this shaft has rusted away to nothing. The shaft is 12 inches square in cross section, and the @UUID[Compendium.wfrp4e-core.items.TaYriYcJkFuIdBKp]{Contortionist} Talent, and a slender frame, is necessary for any Character wishing to enter.

\n

The Goblin cut itself as it wriggled down the narrow passage. A successful Very Easy (+60) Track or Average (+20) Perception Test, modified according to the best available light, can spot this bloody trail.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Light SourceModifier
Lantern-10
Candle/Lamp-20
Torch-30
\n

If the Goblin’s trail is found, it can be followed with little trouble to the @UUID[.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}, where it vanishes. The tracking Character must make another Very Easy (+60) Track or Average (+20) Perception Test to pick the trail up again whenever it crosses an obstacle such as a gap in the walkway. 

\n

Door to the Crossed Pikes

\n

Set into a narrow archway in the slime-covered sewer wall is a rickety and jerry-built wooden door. Its edges are defined by a strip of light coming from the far side, but peering through these gaps reveals nothing and no sounds can be heard.

\n

The door opens inwards, and is securely locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(D −20, SL 2; TB 5, W 4)}. A successful Challenging (+0) Perception Test reveals a strange symbol scratched into the brickwork beside the door. Any Character succeeding at an Average (+20) Secret Signs (Thief ) Test knows it indicates a safe house. On an Impressive Success (+4 SL), the Character also recognises the safe house is likely run by the Ranaldan Crooked Fingers order as a place to hide people and goods from the authorities. The brick bearing the sign is loose, and there is a key to the door hidden behind it.

\n

The door leads to the cellar of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes} tavern. lf the Characters are tempted to enter, perhaps because they have followed the @UUID[Compendium.wfrp4e-core.items.KEEmMZK5mpcoRU69]{Thief} mentioned in the Optional Encounters, they quickly land in trouble with the owner of the Crossed Pikes, @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, and are made to promise to keep the entrance to the sewers a secret. However, this is a good way of introducing the adventurers to the local criminal underworld!

\n

Uninvited Guests

\n

If the Characters enter from the sewers, they have to find the hidden key, use an Open Lock Spell, or break the door down @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(TB 3, W 8)}. On the cellar side, the door is concealed behind a stack of empty crates that fall over with lots of noise if the door is broken down. The rest of the cellar is piled with barrels and more crates. Three men sit among them. One is dark-haired and wiry: @UUID[Actor.sElqSPHULTbnUjf2]{Baumann}. One is tall and broad with a goatee: @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt}. The third is compact with dark hair: @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}. They look surprised when the Characters enter the cellar, but do not appear to be unduly worried and make no aggressive moves unless they are attacked.

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@UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}

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@UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}

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‘Come in, why don't ya?’ says Baumann. ‘Have a seat.’ He points at a chair with a dagger he was using to clean his fingernails.

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If any of the Characters have not yet entered, Baumann calmly calls them into the room. When they are all inside, he pulls a hidden lever, and a pit opens up under all of them. The party drops through a hole in the floor. As they are taken completely by surprise, they have no chance to react as a dozen Ranaldans leap on them, bind them securely and stick sacks over their heads. They are all then carried upstairs into one of the bedrooms...

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Once in the room, the sacks are removed and the Characters are disarmed and gagged. @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt} perform this operation, while Baumann sits against the door, still cleaning his fingernails with the dagger.

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‘Ah,’ he says, ‘that’s better. Now we can talk — or rather, I can talk, and you can listen. But where are my manners? I’m Franz, and my two friends here are Rein and Rein. They’re twins.’

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‘Pleasure to meet you, ain’t it, Rein.’

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‘It certainly is, Rein. For us, at least.’

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‘Now you see,’ Baumann continues, ‘we have something of a problem. That door you found may not be much to look at, but we like it. It’s funny how you can become attached to things. Call us selfish if you like, but we’re really quite possessive. We don’t really want to share it with anyone. If people keep wandering in and out of it willy-nilly... well, it will just wear out, won’t it? And that would be a shame. In fact, we’d be quite upset.

\n

‘So, we’re not quite sure what to do. My two associates here tell me they’d like to beat you to a pulp and drop you in the sewers with a  bag of bricks round your neck. But that wouldn’t be very nice. They do tend to get excitable when they’re upset about something. I’m sure you’ll understand and forgive them, won’t you?

\n

‘“No,” I said to myself when I saw your faces. “These people are reasonable. I’m sure they’ll understand.” So, I’m going to ask you to look on it as our little secret. You can keep a secret, can’t you? I’m sure you can. And I have great confidence in my judgement. I get that from my mother, you know. She was very gifted in that direction. 

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So, I’d be very disappointed if I turned out to be wrong, and so would my two friends here. And all of our other friends. We’re very lucky people, you know: we’ve got lots of friends. I suppose we’re just naturally sociable.

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‘Now, will you promise to keep our little secret? Just for me? It would make me very happy if you promise.’

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The Characters have very little choice here. If they refuse to cooperate they are indeed beaten to a pulp and dropped in the sewers attached to bags of bricks. If the Characters agree to keep quiet about the door, Baumann congratulates them on their wise decision, pointing out that he knew all along that they could be trusted and that he wouldn’t do this for just anybody.

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Then, the Characters are led back into the sewers, where they find their weapons in a bundle a little way down the walkway. As the door is shut behind them, Baumann calls after the Characters that his friends will be keeping an eye out, and that they have ‘nasty, suspicious natures, you see’, and that they ‘hate to be disappointed’. With that, the door closes, and a series of scraping sounds are heard from behind it as crates are moved to block the doorway and ensure the Characters cannot regain entry.

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Gottri's Corpse

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As the Characters approach this point in the sewers, they see a sizeable blockage in the effluent channel ahead. The party’s approaching light disturbs a dog-sized Rat sitting on the blockage — its beady eyes glare at them, then it dives into the sewage and swims away (or, if you wish, you can turn this into a combat encounter using the @UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rat}, perhaps with the @UUID[Compendium.wfrp4e-core.items.15ENOMf345S5AL68]{Brute} or @UUID[Compendium.wfrp4e-core.items.9NROryHer1uXAKwY]{Elite} Creature Traits added if you wish it to be particularly vicious). On closer inspection, the obstruction is seen to be the eviscerated corpse of a bedraggled, male Dwarf.

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If the Characters fish the torn body from the flow of sewage and inspect it, it is immediately recognisable as @UUID[Actor.x7MElaaMHCu8Jfzc]{Gottri Gurnisson}, the drunken Dwarf who was in the stocks at the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.ojsOLsZWgcl5ZJHG]{Festival Court}. If the Characters did not visit this location, one of them (chosen at random) vaguely remembers seeing the Dwarf at the fair, possibly in a beer tent.

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The body is horrifically mutilated, and shows evidence of many knife-cuts. One arm is missing, and appears to have been torn or bitten completely off. The chest is torn open, and the heart is missing.

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If the Characters saw @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter’s mutilated body they can attempt a Challenging (+0) Perception Test. If successful, they note the wounds on the Dwarf ’s body are similar. On +3 SL or more, the Characters suspect the wounds on both bodies were made by similar creatures, but not by the same individual; the thing that attacked the Dwarf was slightly larger.

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If the Characters try to trace where the body came from by following the effluent upstream, they eventually arrive at the junction near the @UUID[.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple}.

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It’s possible they may conclude that the body was dropped down a manhole. However, if a Character succeeds at an Average (+20) Track Test or Difficult (−10) Perception Test and investigates the manhole shaft closely, it is obvious the cover has not been disturbed for quite some time. Note: any Character wishing to inspect the manhole cover needs to climb the slippery brickwork beneath, which stands over the middle of the effluent channel. This requires a successful Very Hard (-30) Climb Test or the ladder by which the adventurers originally entered the sewer. 

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Discharge Pipes

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At these points the sewer discharges into the Hafenbach and Bögen rivers. The walkways disappear and the effluent channel narrows to a pipe just 2ft wide. There is normally a gap of 6 inches between the surface of the effluent and the top of the pipe.

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Open System

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At this point, the sewer rises above ground and turns into an open channel flowing through one of the poorer areas of  the town.

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Hidden Temple

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The Mutant Goblin’s trail ends at a stout wooden door set into the wall of the sewer. There is a small opening with iron bars at about eye height, through which can be dimly seen a large cellar. A smoky torch burns in a wall bracket, casting flickering shadows around the room. Traces of green-black Goblin blood are found on the iron bars. A successful Average (+20) Perception Test reveals a bare Goblin footprint halfway up  the door. 

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Any Character with the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent or a Channelling Skill feels distinctly uneasy about this place, but is unable to say why. Any Character with the @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see traces of dhar — roiling, tainted black magic — in the chamber, but is not able to detect anything further. Characters with the @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions} Talent can feel the influence of the Dark Gods in the room ahead. The @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(TB 4, D 12)} is bolted on the inside. Lying on the floor by the door is a pile of broken and chewed bones, the only identifiable one being a three-socketed pelvis…

\n

By entering or bringing light into the cellar, the Characters can see the stone-lined room is a temple of some kind. A large octagram is painted on the floor in dark-blue paint and a silver candlestick bearing an unlit black candle is positioned at each point. An engraved circle of copper, about 3 inches thick and 15ft in diameter, lies inside the octagram.

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In the centre of the copper ring, a seven-pointed star with a beast’s head and the words ‘Ordo Septenarius’ is written. The beast’s head is partly obscured by a large, dark stain (the Goblin’s blood).

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An iron cabinet stands against the back wall and a small pool of a dark liquid has collected on the floor in front of it. In the far corner (in front of a secret door) lies a large, silk handkerchief embroidered with the monogram — ‘F.S.’

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The Characters barely have time to take all this in — the bones, the octagram, the cabinet, the scrap of cloth (@UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}’s handkerchief ) — before a stream of thick, foul-smelling, black smoke flecked with blue and pink suddenly begins to issue from the centre of the octagram. The smoke rapidly coalesces into a horned, fang-filled creature with multiple glowing eyes, four beclawed arms, and multiple lash-like tongues. The entity howls as it coalesces, and magical energies whip out in all directions, lighting the room in blue and pink coruscating light. A Daemon. Any Characters succeeding at a Challenging (+0) Lore (Theology) or Easy (+40) Lore (Chaos) Test will recognise this as a manifested Horror of Tzeentch, a servant of the Chaos God of Magic and Change.

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@UUID[Actor.dzHu9jN6HBFOTR2b]{Guardian Daemon}

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The Daemon does not attack the Characters immediately. Though still struggling with the material plane, it has quickly grown fond of its new physical existence, and particularly enjoyed eating the Goblin. It is bound to protect the Hidden Temple, and recognises that it cannot do so if destroyed, so violence is its last option, not its first. So, it gibbers on the spot, hissing and roaring to frighten the Characters away as pink energies run along the length of its disturbing body as new eyes, mouths, and tentacles sprout and disappear on its head. 

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Cool Tests to resist the Fear and Intimidation attempts are required. If this doesn’t cause the Characters to flee or attack, the Daemon reluctantly attempts to talk with them. It speaks Language (Daemonic), but is somehow understood. It explains that it can’t let the Characters stay, and that it tried to explain this to the three-legged thing, but it wouldn't listen. 

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So, it ate it. It claims that if the Characters do not leave, it will summon more Daemons to drive them away. This is a bluff, but the Characters have no way of knowing this. The Daemon does everything in its power to make the party retreat.

\n

If the Characters destroy the Daemon, they can explore the room. The cabinet is locked @UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.AjknZNGhx7Z9R9KW]{(TB 3, W 5)}. If the Characters open the cabinet, they find a bloodstained sacrificial knife lying on a silver tray (value 2 GC) and a scroll bearing the @UUID[Compendium.wfrp4e-core.items.soyujZNyzu7NKxMs]{Manifest Lesser Daemon} Spell.

\n

The Characters cannot find the secret door, which is bolted and barred from the other side. This exit leads, via a flight of stone stairs, to @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}’s @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{offices}.

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Options: Free the Daemon!

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Instead of having the @UUID[Actor.dzHu9jN6HBFOTR2b]{Guardian Daemon} trapped in the Hidden Temple awaiting the Characters’ inevitable arrival, you could free it. Replace the Guardian Daemon’s Territorial (Hidden Temple) Trait with Territorial (Sewers). Now ramp up the creepiness of the sewers by having the Daemon whisper from the shadows, taunting them, insulting them, mocking them. Instead of finding @UUID[Actor.xVlO02kFFeIkQYCP]{Amoebae} or Ranaldan Thieves, the party find a slew of mutilated corpses, many with bloody smears leading in the direction of the Hidden Temple. When the Characters eventually arrive (or are driven towards) the Hidden Temple, have the Daemon appear as it slams the door behind them and locks them in, cackling. Then it starts flinging blue fire through the door’s grate!

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Alternatively, you could have the Daemon trapped in the Hidden Temple as normal, but capable of whispering in the darkness of the sewers. It seeks to attract as many mortals into the Hidden Temple as possible to kill them. And eat them. The Goblin didn’t find its way to the Daemon by chance. It was lured there. Just like the Characters following it…

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" + } + } + }, + "Bögenhafen": { + "name": "Bögenhafen", + "pages": { + "A Guide to Bögenhafen": { + "name": "A Guide to Bögenhafen", + "text": "

‘Bögenhafen is changing for the better. Mark my words. Our success will not just make Bögenhafen rich, it will make everyone rich.’

– Johannes Teugen, Bögenhafen Merchant Prince

Bögenhafen is the largest town in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{the Vorbergland}, the fertile strip of territory between the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald Forest} and the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. It is bustling and cosmopolitan, with as many merchants from Bretonnia, the Wasteland, Wissenland, Middenland and beyond as hailing from Reikland. Because of this, it is a hub of trade full to bursting with busy folk going about their business, working hard, hustling, seeking always to line their pockets and get ahead.

By day the streets are packed with teeming throngs of people: Humans, Dwarfs, Halflings, and even the occasional Elf or Ogre. During @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest} the town grows busier, its population massively swollen by the influx of traders, speculators, and ne’er do-wells, all in search of a quick score or an easy mark. Seclusion is a precious rarity, reserved only for the town’s wealthiest denizens, safe in the luxurious placidity of the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{Adel Ring}.

By comparison, at night when the thick mists rise from the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}, the town adopts an eerie, unpleasant aspect. Tendrils of fog swirl through the alleys and avenues, shrouding all in a darkling haze. Only the very brave, or the very foolish, venture into the veiled night, and not all of those return. Nonetheless, one certainty in Bögenhafen is this: if there is a profit to be made, someone will take the risk.

" + }, + "Bögenhafen Today": { + "name": "Bögenhafen Today", + "text": "

Bögenhafen has a population of about 10,000 and sits at the last point on the river @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{Bögen} where it is navigable by large, river-going vessels. The town acts as a local market centre, with goods from Altdorf, Nuln and Marienburg coming by river to be traded for local wool, wine, lead, and silver brought down from the mountains. Trade is the primary source of revenue for the town. As such, mercantile interests dominate the political life, and the real power in Bögenhafen lies in the hands of just four wealthy @UUID[.MumhV0cvijjcPL6O#the-merchant-houses]{families}: the Haagens, the Ruggbroders, the Steinhägers, and the Teugens.

The town is largely independent of any noble oversight. It is governed by a @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council}, chiefly in the interests of the dominant merchant houses. The high trade tax-yield, especially during the lucrative @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest}, means that Bögenhafen itself is far wealthier than its surrounding duchies, a fact that still rankles the local nobility who see very little of that coin. Inhabitants of the town are expected to pay annual taxes for owning property, with a higher duty charged for riverfront holdings, and for boats and wharves owned. Everyone who brings in goods to trade pays a levy on all merchandise.  

As the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{Schaffenfest} takes place outside the town walls, it is exempt from much of this taxation, making it an especially  enticing opportunity.

" + }, + "Town Rulers": { + "name": "Town Rulers", + "text": "

The town lies within the boundaries of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{Duchy of Saponatheim} and falls under the jurisdiction of @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf Wilhelm von Saponatheim}. However, the graf takes little interest in the town’s affairs, providing his share of the town’s taxes keeps flowing. He holds court at @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}, some 60 miles to the north, and rarely visits the town, not even maintaining any property within its walls. To all intents and purposes, Bögenhafen functions as a freistadt and the Town Council is the highest authority.

The Town Council

The council meets once a month, barring any pressing matters requiring an extraordinary meeting. It has 15 seats.

  • Eight seats belong to the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}: one for the Guildmaster (currently @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}), one for each of the four main mercantile families, and the other three occupied in rotation by representatives of lesser mercantile concerns (currently including @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friederich Magirius}).

  • Five seats are occupied by the heads of other prominent guilds: the @UUID[.2mN1OxAEvRu8mxh3]{Physicians’}, @UUID[.ea7UVl5zceXm9Y3Z]{Tailors’ and Weavers’}, @UUID[.BW0Sta1Faky6JaoT]{Teamsters’}, @UUID[.8vxbXHGPEkkvKC8Q]{Stevedores’}, and @UUID[.DzjqJ9LidpR53u1d]{Mourners’} Guilds (the holder of the latter seat is currently also the local priestess of Morr).

  • One seat is reserved for a representative of one of Bögenhafen’s Craft Guilds. This honour rotates through the heads of the @UUID[.13Cf84YZtQ2aYTYc]{Cartwrights’}, @UUID[.sJnETwUOi2pTP1AZ]{Carpenters’}, @UUID[.gMqTyOKhYkq270QG]{Jewellers’}, @UUID[.8Tj1ZqKLiGpPaJyS]{Metalworkers’} and @UUID[.W8ju8zephzQTxJOt]{Masons'} Guilds.

  • The final seat is filled by the highest-ranking priest of Sigmar in Bögenhafen, currently @UUID[.xQ3m1lMjKHmAdIpf]{Ludo Edel}.

In addition to the voting council members, the Chief Magistrate (currently @UUID[Actor.P3HlNMK6rubzDoxM]{Heinz Richter}) sits on the council, but by tradition has no vote. Other town luminaries are invited, or summoned, to testify, offer counsel, and lobby the voting members. In particular, priests of other cults often speak in council when matters pertain to their faith. Most notably, the ranking Verenan routinely offers legal advice (which frequently contradicts that of the Chief Magistrate), while the High Priestess of Shallya regularly petitions the councillors on behalf of the poor. Officers of the Watch are often present when public order is under scrutiny, or complaints are lodged about the behaviour of the Watch. Their steely-eyed, stone-faced presence at such meetings generally serves to intimidate most complainants, meaning few citizens bother reporting corrupt watchmen, choosing instead to pay their bribes and keep their heads down.

Given their majority control of the council, should the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants’ Guild} be united in their interests (which they usually are, should they stand to make a profit) they are the de facto rulers of Bögenhafen. By traditional precedent, the Chair of the Council is always a representative of the Merchants’ Guild, though not necessarily the Guildmaster.

The Guilds

As is common in the Reikland, the guilds of Bögenhafen have an almost total monopoly of the labour market in the trades with which they are concerned. Guild membership is compulsory in most cases for anyone wishing to ply their trade in the town. When a large job needs to be undertaken, generally one commissioned by the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} - another guild, the local nobility, or one of the four great merchant families - tradition dictates that such work must be arranged through the guild, and not directly with the craftsfolk. The guild negotiates the fee for the job and the cost of materials, and then allocates the share of the workload, and share of the fee, to the individuals undertaking it.

The @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild} is by far the most prominent of @UUID[.MumhV0cvijjcPL6O#the-guilds]{Bögenhafen’s guilds}, and it is dominated by the four principal mercantile houses of the town. Competition from traders outside of the the guild is not tolerated, but members are more or less free to conduct their business as they see fit. Guild membership is not cheap, but is a prerequisite for the lucrative trading opportunities on offer in Bögenhafen.

The main function of the litigious @UUID[.2mN1OxAEvRu8mxh3]{Physicians’ Guild} is to defend its members from legal suits, and to prosecute charlatans (or unlicenced physicians).

Any person found practising medicine in Bögenhafen who is not a guild member is liable to instant arrest on charges of assault and attempted murder; the patient is not permitted to speak on behalf of the accused, and the guild has a standing reward for information leading to such an arrest. There are several surgeons in Bögenhafen, as an enquiry at the guild headquarters will discover.

The @UUID[.DzjqJ9LidpR53u1d]{Mourners’ Guild} is a religious organisation dedicated to the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.HfmrIexylrgxIz2x]{Cult of Morr}. It is responsible for organising funerals and seeing to the upkeep of the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ITXeNwaJo1u2UfCc]{Garden of Morr}, paid for through the funeral arrangement fees. It also supervises the construction of tombs and other monuments in the Garden, subcontracting the work via the @UUID[.W8ju8zephzQTxJOt]{Masons’ Guild}. Anyone conducting a funeral or disposing of a body without the supervision of the Mourners’ Guild risks arrest on charges of bodysnatching or necromancy. As with the @UUID[.2mN1OxAEvRu8mxh3]{Physicians’ Guild}, there is a standing reward for information leading to the arrest of such miscreants.

The guilds are engaged in constant internecine conflicts and bickering over perceived slights and marginal increases in profits. Generally speaking, the @UUID[.BW0Sta1Faky6JaoT]{Teamsters’ Guild} tends to side with the craft guilds, the @UUID[.2mN1OxAEvRu8mxh3]{Physicians’ Guild} and @UUID[.ea7UVl5zceXm9Y3Z]{Tailors’ and Weavers'} Guilds normally support the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}, and the @UUID[.8vxbXHGPEkkvKC8Q]{Stevedores’ Guild} always votes against the Teamsters.

The Merchant Houses

There are four notable merchant houses in Bögenhafen: Haagen, Ruggbroder, Steinhäger, and Teugen. In addition, there are many smaller mercantile concerns struggling to eke out an existence, but nearly all long-distance trade is conducted by the four great families. All of the great houses have family homes in the ostentatious luxury of the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{Adel Ring}, with separate offices elsewhere in Bögenhafen.

Haagen

The Haagen family are Wastelanders, with several trading contacts in Marienburg. They are Bögenhafen’s main dealers in luxury goods. Jochen Haagen is head of the family. Since the bulk of their trade is by river, the Haagens are closely allied to the @UUID[.8vxbXHGPEkkvKC8Q]{Stevedores’ Guild}, and they maintain their own small fleet of sailing barges. They own @UUID[.gFoH3drwPzLrSPtQ]{a wharf}, five adjoining warehouses, and a suite of offices on the Bergstrasse.

Ruggbroder

The Ruggbroder family deal mainly in grain and other farm produce, bringing it into Bögenhafen in exchange for cloth and metal goods produced in the town itself. Heironymus Ruggbroder is the family head, who maintains a firm hold on the reins of the business despite being well into his seventies. They used to have a virtual monopoly on trade with @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} and Bretonnia, but are now in competition with the @UUID[.MumhV0cvijjcPL6O#teugen]{Teugens} in that direction.

They own several warehouses along the Ostendamm, but do not actively involve themselves in river shipping, using the barges and crews of their suppliers or small independent operators instead. House Ruggbroder has close connections with the @UUID[.BW0Sta1Faky6JaoT]{Teamsters’ Guild}, as it is Bögenhafen’s largest employer of carters and muleteers. It is the smallest of the four great merchant families, and it has the closest connections with the lesser traders of the town.

Steinhäger

The Steinhäger family has a number of Dwarf and mining contacts. It concentrates mainly on the distribution of goods from @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf}, Nuln, and Marienburg to the communities along the edges of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, in exchange for furs, metals, and other produce. @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger} is head of the family, and is assisted by his brother Heinrich. They own a wharf and several warehouses, and they maintain offices near those of the Teugen family, behind the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}.

Teugen

The Teugen family is one of the oldest families in Bögenhafen. It is effectively the nobility of the town. It has never actually held any titles, but the family is on friendly terms with many of the noble houses of the Reikland. They own wharves on both banks of the river, as well as many of the warehouses along the Ostendamm and the Westendamm, and a suite of offices in a small square behind the @UUID[.fZdKRk3o4e6rELi0]{Merchants’ Guild}.

The family had been suffering a sharp decline in its fortunes over the last 20 years or so, but this was drastically reversed by the arrival of @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen} from the university of Nuln. Johannes returned to Bögenhafen following the death of his older brother, Karl. He has remained in town as the head of the family, and has overseen his house’s dramatic return to its former glory.

The Teugen family conducts trade by road and river to all parts of the Empire. Johannes’s contacts in Nuln give him access to timber and other produce from Stirland and Averland. He has also opened up trade in brandy and metals through Helmgart and the Axebite Pass to Bretonnia. Moreover, he has also been steadily eroding the @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} family’s trade with Marienburg.

Probated Breath

Following the events of Shadows Over Bögenhafen, it is likely several important families are dishonoured or in disarray. Indeed, a number of them may have lost their head of house. As such, there is every chance that these properties may be the source of much legal wrangling, or that other households — wealthy merchants, or politically active nobles — may have taken ownership, keen to exploit the power vacuum left behind following the fall of the Ordo Septenarius.

" + }, + "A Visitor's Guide": { + "name": "A Visitor's Guide", + "text": "

‘The streets are paved with gold. Gold. That’s what they said in Fiehlstadt, and that’s why I came ’ere. Well, I don’t know what I just trod in, but it sure ain’t gold!’

– Wilbur Wohnacht, Failed Merchant

Bögenhafen is a town that thrives on trade. Commerce has seeped into the very cobbles of its thoroughfares, and the streets teem with traders, merchants, and hustlers, all out to make a quick profit. Many a Reiklander comes to Bögenhafen in search of riches, hoping to make their fortune, little realising that the game is rigged in favour of the wealthy merchant houses that dominate the town’s economic, political, and social landscape.

The town’s central and mercantile districts are welcoming to visitors, especially during Schaffenfest, and anyone new to the town will struggle to walk 10ft without someone offering sales and services. Anyone spending cash freely soon finds themselves a target for those with less fortune, and will struggle to shake their train of ardent followers, each swearing they know the best deals to be had.

Still, there are opportunities aplenty in Bögenhafen for those with the will, and the lack of scruples, necessary to turn a profit. Merchants need labourers and guards. The wealthy need servants, and craftspeople. And if you’re willing to risk life and limb, almost anything is possible. The locations below have adventure hooks in bullets, for you to draw on as you see fit.

" + }, + "The Adel Ring": { + "name": "The Adel Ring", + "text": "

Set around the lush @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Jj1YKlCDLefLfV1G]{Saponatheim Gardens}, the Adel Ring is Bögenhafen’s most exclusive district, and is where all of its wealthiest citizens have their homes. The mansions of the great and good of the town, each with their own private grounds, form three sides of the ring. The fourth is composed of luxurious terraced townhouses, where the relatively less affluent merchants, artisans, and minor nobility reside. The gates and doors are clearly marked with the symbols of the owning families; the better to ensure all can see how gaudily ostentatious one’s home is, and therefore how sickeningly wealthy one is. Given the nature of the homes in the district, there is a near-constant Watch presence here, and the patrols are quick to approach anyone acting suspiciously or who clearly does not belong.

" + }, + "Haagen Herenhuis": { + "name": "Haagen Herenhuis", + "text": "

The @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} family mansion is stately and reserved. Its walled gardens feature delicately intricate topiary and numerous gas-powered lamps, enabling its owners to take the night air in style. Of course, given @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}’s frequent misty nights, the lamps tend to lend the grounds an eerie, less benign air. The dark stone house itself is two storeys high, with a collonaded single-storey entrance hall jutting from the middle. Atop this edifice sits a gilded galleon, bearing the symbol of House Haagen: a Griffon’s head over three coins.

Jochen Haagen is the head of the family, a sober, shrewd businessman with a fine eye for luxuries and detail. His wife Maria is one of Bögenhafen’s most celebrated hostesses, and regularly organises dinners, parties, and salons. Despite the success of these soirees, Haagen remains something of an outsider, albeit a wealthy one, within the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. Jochen’s interest in the Ordo Septenarius has been politely rebuffed. The Haagens’ daughter, Jutte, is studying at the University of Marienburg. Jochen has three brothers: Pieter, Gherijt, and Kasijn. Pieter, the youngest, is at university in Nuln, while Gherijt and Kasijn travel the Empire securing contracts and overseeing Haagen business holdings.

  • The Haagens deal in luxuries, and rumour has it many of those luxuries can be found in their mansion. When the Characters overhear a plan to rob the Haagen house one night, they could warn Haagen in the hope of securing a reward, or break in themselves first hoping to secure even greater riches.

  • In addition to the Haagen symbol, the gilded galleon atop the Haagen mansion bears a figurehead in the shape of a mermaid, clutching a purse, the symbol of Marienburg. This not-so-subtle reminder of the Haagen family’s roots is the source of much disgruntlement amongst older families with longer, more local histories. Rumour has it that House @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} will pay handsomely for someone to steal the figurehead, and deliver it. Should the Characters do so, they quickly discover they have been misled and, if they are not careful, they may be jailed.

" + }, + "Kleinwald Manor": { + "name": "Kleinwald Manor", + "text": "

This house bears an air of genteel neglect, befitting the status of its owners. Its gardens are lush, if somewhat unkempt, and while its facade is lined with large, expensive windows of glass imported from Marienburg, they have not been cleaned in some time. Little traffic graces the house’s front entrance, though the rear passage is busier, as servants bustle in and out at all times.

Laurenz and Leota Kleinwald, the rulers of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.ZVxhE9KeMGRHZ9xi]{The County of Kleinwald}, a small region on the eastern border of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim}, own the neglected manor. The Kleinwald twins are cousins of Ubersreik’s infamous @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG.JournalEntryPage.U5fSG8wDw2ZCLIWG]{Bruner} family. They are rarely present in their @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen} manor house, let alone their backwater holdings in the sticks. When possible, they visit various relatives at court in @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf}, or in various other towns, cities, and mansions of the Empire, in their never-ending pursuit of a good time.

  • While their master and mistress are away, the servants like to play. Stimms, the butler, runs a small gambling house for the domestic staff of the other houses on the Ring. He and his peers take great pleasure in reclining on the Kleinwalds’ furniture, drinking their wine and mocking their name. Eventually his luck runs out, and Lowhaven thugs trash the manor in revenge for ‘lost revenue’, as Stimms hasn’t been paying a cut to the Halflings. When word arrives the next morning that the Kleinwalds return to Bögenhafen within hours, Stimms turns to the Characters to help repair the house, delay his master and mistress, or come up with a better plan to save his skin!

  • The Kleinwalds decide to host a party and invite the Characters, having heard about their exploits. Once they have them in their house, the twins attempt to seduce or manipulate each of the PCs in an attempt to play them against one another. Whomever goads one into violence towards their peers wins the bet, and the right to bed any and all of the Characters. Should the party grow wise to the ‘game’, it is ejected with little ceremony.

" + }, + "Magirius's Townhouse": { + "name": "Magirius's Townhouse", + "text": "

@UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius}’s three-storey house is one of the terraced townhouses on @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}. The entrance is notable with a heavy wooden front door with distinctive brass knocker fashioned in the shape of a bunch of grapes. Three wide stone steps lead to the front door, flanked by two quaint potted plants. The front of his house is neat and well maintained, and a warm glow shines from the windows as if inviting passersby in to take the time of day.

Magirius primarily trades in wine and brandy. He is a tall, elderly bachelor who lives alone, save for his house servant, Klaus. His estranged wife and daughter currently reside in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.ce2KXRME2HzCxXhg]{Wheburg}, much to Magirius’s shame. He maintains small offices at both the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and the @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}, where he diligently applies himself to doing good. The epitome of the benign philanthropist, he is as savvy as he is compassionate. He personally organises donations on behalf of the Ordo Septenarius for the soup kitchen attached to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.tQ9j7bm6xKGIntrS]{Shallyan Mercyhouse} in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}. Nevertheless, Magirius enjoys the luxury his wealth and status affords him, and he regularly dines at @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.hrhI8KH1G877iK0N]{The Golden Trout}.

  • Friedrich’s relationship with Klaus has been the source of much good-natured speculation amongst his friends at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}. In truth, Klaus is Friedrich’s illegitimate half-brother, the son of his father and his former housekeeper, Kathe (who shared the truth of Klaus with Magirius on her deathbed). Klaus has no idea of their relationship, nor that he stands to inherit the house and Magirius’s business, should Friedrich and his daughter die.

  • Magirius is good friends with Doktor Fördern of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians' Guild}. When he learns that his friend is a hedge witch, he is shaken to his core, and does not leave his house for a number of days. He asks the Characters to follow his friend, to ensure he is not up to anything ‘immoral’. Should they follow the doktor, they will see nothing suspicious, but their actions may inadvertently draw the attention of witch hunter Fabergus Heinzdork who is in town on the lookout for witches to burn.

Oh Brother, Where Art Thou?

When the party arrives at Magirius’s house, as part of Shadows Over Bögenhafen, Klaus is not around. He is most likely out purchasing supplies. Alternatively, he could also have been killed by @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}, should you wish to increase the violent horror of the scene. However, it may prove more powerful should he survive, allowing the Characters to be present when Klaus discovers his relationship to @UUID[Actor.7rE1jYAeMNKfrgcQ]{Magirius}. But only after they were unable to save his life.

" + }, + "Ruggbroder House": { + "name": "Ruggbroder House", + "text": "

Ruggbroder House is past its prime, just like its owner. Heironymus Ruggbroder is well into his 70s, though still in possession of all of his faculties. The house’s paintwork is somewhat faded, and the gardens are far from fashionable, though well-maintained. The Ruggbroder symbol, a sheaf of wheat in a mailed fist, is not only engraved on the gate posts to the house, but also worked into numerous pieces of topiary visible from the street, a gesture regarded by most of the town’s wealthy as somewhat tasteless.

Heironymus is rarely seen out of doors. He conducts his business from home, eschewing his office in the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and his family offices alike. The majority of his affairs can be conducted by letter, or through the use of an intermediary, and he almost never admits visitors who are unknown to him. Ruggbroder has only one son, Gosbert, who currently resides in Bechafen, as far from his tyrannical father as possible.

  • Ruggbroder’s chief clerk, Clotilda Kundicht, is the most common ‘face’ of the business.  Clotilda serves as her master’s proxy when necessary, and spends almost every hour in the Ruggbroder offices carrying out Hieronymous’s orders, which he sends by letter, daily. Ruggbroder denied her a leave of absence to attend her sister’s funeral in Trosreut, but she really wants to go. The journey there and back should take no more than a week: can the Characters cover for her?

  • Rumours begin to spread that Ruggbroder is dead, and that he died some weeks earlier. The truth is that he suffered a stroke, and lingers in a barely conscious state. His valet, Meinrad, is hiding this fact, forging his master’s signature, in order to fleece as much money as possible from the estate before it all goes to Gosbert. When Kundicht suspects the handwriting on her latest missive may be a forgery, she disappears, leaving the Characters with a mystery to solve, in a house to which they cannot gain (legal) access.

" + }, + "Saponatheim Gardens": { + "name": "Saponatheim Gardens", + "text": "

This grand park occupies the centre of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}. It is secured behind a high, wrought-iron fence, with four locked gates (one at each point of the compass). Homeowners in the Ring receive a key to the gardens, and it is a point of principle that the gates remain locked when not in use, the better to prevent the riff-raff from gaining entrance. Past the fence, and the high hedges that run parallel to the barrier, lies a beautifully idyllic, pastoral scene. A grand fountain, complete with a bronze statue of Bögenauer, sits in the centre, reached by a branching network of meandering, gravel walkways in amongst the lush grass and many great, broad trees.

Upkeep of the park is paid for by a subscription from the Adel Ring’s homeowners. While the fee is low, many residents overpay,  the better to demonstrate their affluence. As a result, the park bears a high number of benches and memorial gardens, bearing plaques depicting the family crests of many of @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}’s wealthier citizens.

  • An irate, and surprisingly literate, agitator, Franz Durchwatternen, is outraged at the wealthy’s appropriation of the gardens. He has combed through the town records and discovered that the land on which the Saponatheim Gardens are situated was bequeathed by the Saponatheims to ‘the people of Bögenhafen in perpetuity’, and thus should be open to all. As he leads an angry mob to the Adel Ring, the Characters can defend the park with the Watch, attempt to defuse the situation, or join Durchwatternen in glorious revolution!

  • When the waters of the fountain run red as blood, most in Bögenhafen take it as an ill omen, perhaps presaging some great river-borne disaster for the town. Should the Characters investigate, they will discover it was the work of a consortium of merchants from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.9WswKDPgqHAo8AcB]{Kemperbad}, keen to damage faith in Bögenhafen and drive trade their way.

" + }, + "Saponatheim Castle": { + "name": "Saponatheim Castle", + "text": "

Saponatheim ‘Castle’ is anything but. The mansion was modified by the @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf's} grandfather, with artificial cladding in the form of crenelations and arrow slits added with scant regard for how dark it makes the rooms and how much it restricts the view. The architects even added a portcullis and drawbridge, though the former is rarely lowered, and the latter never raised.

The house remains empty for much of the year, as Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim} seldom deigns to visit @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}. He turns a blind eye to the unfettered rule of commerce in the town. Any attempt to curb the guilds’ influence would, he knows, result in civil strife and a disruption to his finances, which he can scarce afford in these troubled times. Despite this pragmatic realisation, Graf Wilhelm resents the ‘upstart money  grubbers’ (and his dependency upon them) and avoids the town whenever possible.

  • The graf ’s cousin, Lord @UUID[Compendium.wfrp4e-rnhd.actors.bhRLPO2mf2oRb4dv]{Siegfried von Saponatheim}, makes a rare and unannounced visit to his cousin’s estate, arriving in an elaborate coach surrounded by a bustling entourage of servants and guards. Once settled in, he sends a note to the Characters, inviting them to visit. Somehow, they have come to his attention, and he requires their services to locate a certain apothecary of negotiable morals who is hiding somewhere in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}, as there is a particular ‘emetic’ powder he wishes to purchase.

  • When the Graf ’s young nephew, Magnus, comes to inspect the State Army troops, there is widespread panic amongst the Watch, especially on the part of @UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin}. Lieutenant Brotte needs the party’s help to gain access to Lord von Saponatheim, while the Captain rewards anyone who delays her long enough for him to completely discredit her before she does the same to him.

" + }, + "The Steinhäger Mansion": { + "name": "The Steinhäger Mansion", + "text": "

The estate belonging to the @UUID[.MumhV0cvijjcPL6O#steinhager]{Steinhäger} family lies on the western side of @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}. The building is an unusual mish-mash of different architectural styles, having been expanded repeatedly over many decades. Even now, builders (contracted through the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.W8ju8zephzQTxJOt]{Masons' Guild}, of course) are working on an extension, a new wing containing a planned library, sleeping chambers, and a rooftop terrace.

The Steinhägers are one of Bögenhafen’s more prolific merchant families, led by @UUID[Actor.Coxv92EfL6VmlpCS]{Franz Steinhäger}, assisted by his brother, Heinrich, and his son, Albrecht. Heinrich bitterly resents being two years younger than Franz. He is utterly convinced the family would be more successful were he the eldest. This frustration is only compounded by Franz’s increased reliance on Albrecht, who is only 17 years old. Heinrich suspects this isn’t an intentional slight, but knowing this doesn’t lessen its sting.

  • Heinrich has been actively working against his elder brother’s interests. He has made contact with a Marcus Schultz, seemingly a merchant in @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} who claims to be part of a clandestine group of smaller merchants keen to form a Reikland-based mercantile consortium, the largest consolidated fiscal power in the Empire. In truth, Schultz is an agent of Altdorf ’s Black Chamber, keeping tabs on subversive elements within the Empire. He plans to blackmail Heinrich in order to use him as an intelligence source. When Heinrich realises he has been played, he pays the Characters handsomely to find Schultz’s contact in Bögenhafen (Odelina Landau) and retrieve the evidence.

  • Franz paid a mason from Nuln to construct the secret entrance to the sewers from his offices. When the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.W8ju8zephzQTxJOt]{Masons' Guild} hears a rumour of a non-guild-affiliated contract, they task the Characters to find evidence, which can only be found in Franz’s personal chambers within the mansion.

" + }, + "Teugen House": { + "name": "Teugen House", + "text": "

Secure behind 15-ft-high walls, topped with iron spikes, the @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} House is one of the safest places in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}, assuming you are @UUID[Actor.LG5qATEIFPE9bezB]{Johannes Teugen}. By day, the tall metal gate lies open, and visitors are welcome, but when the sun sets the gates are locked and guards, accompanied by large and vicious dogs, patrol.

In addition to his numerous guards and staff, Teugen lives with his cousin, @UUID[Actor.IvvkdVTJzutEsrlX]{Gideon}. Some say Gideon is a slender youth who returned with Teugen from Nuln, following the death of Teugen’s older brother, Karl. However, others believe Gideon must be a child as Teugen has recently been seen accompanied by a smaller figure. Whatever the truth, since Teugen’s return he has rekindled the success of his family, leading many in Bögenhafen to whisper that perhaps Karl’s death was a blessing from the gods.

  • Of late, Teugen’s neighbours have begun to notice eerie occurrences: mysterious lights, strange voices, uncanny chills, and shrieking nightmares. When Oskar Unterhelm, who lives in a townhouse facing Teugen’s manor, dies overnight seemingly of shock, town gossips whisper that he was some sort of witch. His hair turned a bright, cerulean blue and his lips a shocking, vibrant pink. His partner, distraught, turns to the Characters to clear his legacy.

  • Rumour has it that Johannes’s brother died of some rare and virulent disease, known as @UUID[Compendium.wfrp4e-eis.items.dDILARjlekBnsR0j]{Purple Brain Fever}. An apothecary in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit} is willing to pay silver for anyone who breaks into Teugen’s house and collects Karl’s bedding in the hope that the disease is still active even after all this time. Of course, what the Characters don’t realise is that the apothecary is really Gideon, the shape-shifting daemon, playing an elaborate prank on the party with the intention of infecting one or more of them with the disease.

" + }, + "Altstadt": { + "name": "Altstadt", + "text": "

Altstadt, the oldest part of Bögenhafen, is home to the town’s lower-class citizens. The streets are unpaved and churned to mud. The taverns are cheap and nasty with low ceilings and smoky atmospheres. During the day, the district is packed with labourers and the poor, though the crowds hide numerous pick-pockets, beggars, and footpads. By night, the streets are patrolled intermittently by the Watch, albeit in double-strength patrols, so serious crimes are rare. 

" + }, + "Cartwrights' Guild": { + "name": "Cartwrights' Guild", + "text": "

The most influential of @UUID[.MumhV0cvijjcPL6O#the-guilds]{Bögenhafen’s craft guilds}, the Cartwrights’ Guild maintains friendly relations with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters' Guild}, given their mutual interests, and generally follows their lead in political matters. The guildhouse lies on a quiet backstreet, above the workshop of current guildmaster, Johan Wachter. A gold-painted wagon-wheel hangs above the wide, double doors, which are generally cast wide open during the day, releasing the heat of hard labour and clouds of sawdust. 

Wachter has been guildmaster for over 20 years now. He has maintained strong relationships with the town’s other cartwrights, as well as the guildmasters of the other craft guilds, especially the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sJnETwUOi2pTP1AZ]{Carpenters' Guild}, largely by eschewing politics. Rather, he concentrates on working hard, producing quality goods, and always maintaining a scrupulous veneer of politeness.

  • Unknown to all, Wachter is manufacturing secret compartments into his wagons to aid smuggling of illicit goods and people past the town walls. When one of his wagons is used to smuggle blackpowder into Bretonnia, he fears reprisals. He wishes to shift the blame, and will pay the PCs to testify against his apprentice, Olli, in court.

  • When cartwright Klaus Kenwurt’s workshop is infested by Knirschenkäfer (a wood-eating beetle) he is forced to burn everything to eradicate the insects, ruining his livelihood. Guildmaster Wachter hires the PCs to investigate, suspecting an act of professional sabotage. Should the PCs follow the clues, they discover Kenwurt’s partner is the source of his ruination. He has an obsession with decay and he has already fallen to Nurgle, the Chaos God of Decay. To eliminate their rivals, he has hidden Knirschenkäfer in a number of other workshops around the town. The infestation of Kenwurt's own workshop was an accident as some of the beetles escaped.

" + }, + "Stevedores' Guild": { + "name": "Stevedores' Guild", + "text": "

The Stevedores’ Guild occupies a large, heavily timbered building on the Hafenstrasse, opposite the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.BW0Sta1Faky6JaoT]{Teamsters' Guild}. All dock workers in Bögenhafen are, by law, members of the Stevedores’ Guild. The ground floor of the guildhouse comprises a large meeting hall. Complex bylaws restricting the licensing of taverns means they cannot serve ale or beer. Instead, a range of strong liquors and spirits are available behind the rough-hewn wooden bar, many of them imported, such as brandy from Bretonnia, gin from Marienburg, and kvas from Kislev, in addition to locally distilled moonshine. The guild building itself is split into several small decorated chambers and halls, with one put aside for each major gang of Stevedores. Each gang specialises in porting (carrying) a different kind of stock, and some take significant skill to correctly manage. Deal Porters, those who deal with wood, use very different unpacking, carrying, and packing techniques to fish porters, or a grain porters. Each gang wears different coloured hats for easy identification.

Guildmaster Gurney Dumkopf is a hulking brute of a man with a background in wine porting. He can usually be found propping up the bar in the guildhouse, holding court amongst his favourites, while his whistle-carrying foremen handle the day-to-day business of work schedules and contracts for each of the gangs. Dumkopf ’s chief concern is his guild’s status. Even the rumour of anyone unloading their own boats without the use of licensed guild members results in Dumkopf leading a gaggle of half-drunk dockers to ‘sort ’em out’. This has landed the huge man in trouble with the Watch many times for beating up innocent visiting merchants, but Dumkopf could not care less if he tried. After all, he has long had very close ties to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, and House @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} in particular, so he always managed to avoid anything but a slap on the wrist and a  minor fine.

  • Beyond defending the guild’s monopoly, Dumkopf ’s stevedores act as hired muscle for anyone who can pay, except for the Teamsters, of course. Lucius Schwapp, a merchant trading in pottery, used them to rough up a rival, but fearing prosecution he solicits the Characters to break into the guildhouse to destroy any evidence of the transaction. Unfortunately, the only record is in Dumkopf ’s head…

  • The stevedores’ racketeers have been infiltrated by a secretive cult of Khorne, the Blood God. The Bloody Nose meet irregularly, when Morrslieb is full, to pummel one another until blood streams from their face, under the strict prohibition of telling anyone about the cult’s existence, or their activities. Should the party get involved in any fist-fights, they may inadvertently find themselves part of a ritual gathering.

" + }, + "The Half Measure Tavern": { + "name": "The Half Measure Tavern", + "text": "

At all hours of the day, hoots of raucous laughter as well as cheers and groans of dismay can be heard emanating from the Half-Measure. Entering through the low, wide door (ducking if you are over 4ft tall), you are greeted by the sight of dozens of Halflings, and almost as many Humans, merrily quaffing drinks and playing dozens of pub games, such as @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.C3WAJak8lIdXHJEI]{Beast}, @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.h8vp4TpYMA7nShR7]{Bowling}, @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.IEIxf2v9QunTVQ2f]{Dwile Flonking} and @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.vSnJs2wpgPfHzSaZ]{Scarlet Empress}. (For more on these games, see Rough Nights & Hard Days.)

Foxglove ‘Foxy’ Shortbottom is the landlady of the Half-Measure. An especially garrulous woman, even by Halfling standards, she personally welcomes in all visitors, ensuring everyone is having a good time. Gambling is not tightly regulated in Bögenhafen (providing taxes are paid, of course) and so at any time a lot of money is changing hands in the Half-Measure.

  • The Half-Measure is a front for the local Lowhavens, lead by Philophiloradei ‘Lori’ Lowhaven, a particularly ruthless Halfling. Lori was attracted to the rampant greed on display in Bögenhafen, but finds the process of paying taxes, and the competition afforded by other legitimate gambling operations, deeply frustrating. Should the Characters have any pull with the Town Council, she would appreciate their help getting gambling outlawed, the better to drive up her clandestine revenues.

  • When the Characters have a run of bad luck gambling, Foxy offers to waive their marker if they do her a little favour. Albrecht Steinhäger is in, playing cards for high stakes. Unfortunately, the young man is not very good, and has lost almost all of his funds. All the party needs to do is join the game and throw a few hands, subtly, to convince Steinhäger his luck is hot, before the Lowhavens’ man, a charming dandy with a Bretonnian accent, takes him for every penny he has.

" + }, + "Teamsters' Guild": { + "name": "Teamsters' Guild", + "text": "

Situated directly across the Hafenstrasse from their bitter rivals, the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, the red-and-black-decorated Teamsters’ guildhouse is a sprawling series of once-separate wooden buildings, subsequently bought and connected by the guild. There is a small office, where the Guildmaster works, and a large dining hall where members of the guild are guaranteed generous portions of food, which are reasonably priced (and not entirely devoid of flavour).

Guildmaster Bengt Schwegel is a devout Sigmarite, and an ardent supporter of the temperance movement. As such, no alcohol is available in the guildhouse, though no self-respecting teamster would leave home without a hipflask. Schwegel’s guild deals with all matters connected with merchant caravans and the transport of goods overland. Given the considerable rivalry between the Teamsters’ Guild and the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}, street fighting between the rank-and-file members is not uncommon.

  • Someone is trying to stir up the already considerable tension that exists between the Teamsters’ Guild and the Stevedores’ Guild. Both guildhouses have been daubed with offensive slogans, and while each guildmaster blames the other, even a cursory investigation reveals that a faction of Lowhaven Halflings is behind the insults (as none of the graffiti is higher than 4ft above the ground). The Lowhavens are keen to exploit the chaos, to muscle in on the work of both guilds.

  • Mutant attacks on road traffic are increasing, in frequency as well as severity. The town’s road wardens cannot be spared to investigate, given the high volume of visitors present for @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}, so Guildmaster Schwegel approaches the Characters to track down any bandits and deal with them. Should they successfully locate the camp, they discover the bandits are escaped Bretonnian peasants using crude mutant disguises to hide their identity and cow their targets.

" + }, + "The Artisan Quarter": { + "name": "The Artisan Quarter", + "text": "

This quarter is bounded roughly by the Handwerker Bahn, the Eisen Bahn, and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{The Göttenplatz}. The buildings in this area vary from small, unpretentious workshops to the elaborate, ostentatious dwellings of master craftsmen. The inns are of average quality, and most are patronised by one particular profession of artisan, such as The Chisel and Saw, frequented  by carpenters, and The Well Roughed Urn, popular with illiterate potters.

The Artisan Quarter is teeming with people visiting the various workshops: ordinary townsfolk looking for a new chair, kitchen knife, or whatever; servants from the wealthier households about the same business; apprentices sent out by their masters to get materials and equipment; and parents seeking to apprentice their offspring to the various craftsmen. This district is also a favourite haunt of beggars and thieves, since a great deal of money changes hands here.

" + }, + "Carpenters' Guild": { + "name": "Carpenters' Guild", + "text": "

The frontage of the Carpenters’ Guild consists of hundreds of planks of wood, from different trees and with various grains and finishes. Tradition holds that when an apprentice graduates, receiving their journeyman’s licence, they hew and plane a new plank or beam for the guildhouse’s frontage. When older planks need to be removed, these are treated as treasured relics of the guild and used by master craftsmen in their finest pieces.

The guild is currently without a guildmaster. Its former leader, Reine Fasht, passed away last month. Guild business is being overseen by Fasht’s nephew, Holtz, while the town’s master carpenters politic and squabble over who should replace her as master. This is not through any ambition on their part. Rather, nobody wants the job.

  • A shipment of rare Bloodpine wood is available at a reduced price, following the death of a local timber merchant. While the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} is keen to sell the wood elsewhere for a healthy profit, the Carpenters’ Guild wants the timber for its members, to make custom furniture and establish Bögenhafen as a centre for such exotic woodwork. Lacking a Guildmaster to lobby on their behalf, the guild turns to the Characters for help.

  • While historical relationships between the Carpenters’ and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.13Cf84YZtQ2aYTYc]{Cartwrights' Guild} have been strong, the Cartwrights’ Guildmaster, Johan Wachter, sees the leadership vacuum and is keen to merge the two guilds for all wood-workers’ benefit (and to take full advantage of the Carpenters’ Guild’s superior location). However, he needs the support of the majority of the town’s master carpenters, as well as the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, to secure the arrangement. Should the Characters be in a position to help, he will pay them handsomely.

" + }, + "Metalworkers' Guild": { + "name": "Metalworkers' Guild", + "text": "

The Metalworkers’ Guild is a tall, narrow building situated on the Eisen Bahn, not far from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sJnETwUOi2pTP1AZ]{Carpenters' Guild}. Its facade bears an intricately wrought iron sculpture of a Griffon, the work of Guildmaster Davrich Schweisser. On ascension to the position, new guildmasters vie to produce the finest metalwork they can, displaying their work as an emblem of the guild’s skill. This does mean that smiths working in precious metals rarely achieve the exalted position.

Within the guildhouse lie a series of offices and clerks. No workshops are on-site, as the smoke, heat and incessant banging of a metalworker’s shop are not conducive to sensitive business meetings. Schweisser is a shrewd leader, and on friendly terms with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, upon whom his members rely for ores and metal shipments. He has recently secured a contract to provide the chainmail for the State Army regiments of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim} (including the Town Watch), which will bring a significant amount of money to the smiths  of Bögenhafen.

  • Keen to further expand Bögenhafen’s reputation as a centre for metalworking excellence, Schweisser is in negotiation with a consortium of manufacturers from Nuln about securing the means to produce handguns. He knows that the Graf ’s favourite regiment, the Reikland 118th Regiment of Foot (‘The Greenbacks’) uses handguns. He sees this as a sure-fire way to earn the Graf ’s favour (and even more money). Agents of the Oldenhaller family, also from Nuln, employ the Characters to ensure this does not happen by any means necessary.

  • One of the guild’s members, Terrell Schwermann, is a Journeyman Alchemist of the Gold Order. Keen to keep his wizardly ways hidden from his peers, he asks the Characters to convey a message to his sister, Trude. She is a shaman of the Amber Order, who is expecting Terrell to meet her in the woods beyond Ardlich. When the Characters arrive, they blunder into a trap set by rogue witchhunters, keen to eradicate all wizards from the Reikland. Whether the Characters survive the assault, and whether they turn on their employer, remains to be seen.

" + }, + "Masons' Guild": { + "name": "Masons' Guild", + "text": "

The imposing Masons’ Guild is clad in sparkling-white marble, veined through with streaks of red and blue. Its grandeur has led to its nickname of ‘Little Altdorf ’. Within, the building is intricately carved, and visitors’ footsteps echo through the large, empty chambers with high ceilings. This lends the interior an unsettling, almost funereal air of awkward reverence.

Kristof Ritter and Robb Tief-Haufen are the joint Guildmasters of the Masons’ Guild. The two men share the administrative load between them, allowing them both the time to maintain their own, thriving, businesses too. When it is the Masons’ turn to sit on the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council}, Ritter and Tief-Haufen alternate, always ensuring they have briefed one another thoroughly beforehand. They are on especially good terms with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sJnETwUOi2pTP1AZ]{Carpenters' Guild}, who provide them with the scaffolding needed for their stonework.

  • Okri Brondason, a Dwarf mason, has recently arrived in Bögenhafen, looking for work. As a Dwarf, he feels he should be exempt from Human laws, and thus does not require a guild licence. The Guildmasters respectfully disagree. Ritter and Tief-Haufen hire the Characters to convince Brondason to purchase a licence, without causing a diplomatic incident.

  • Albrecht Hecht, a street preacher and part-time flagellant, convinces the Characters to investigate the Masons’ Guild, adamant that it is the front for a secret cult of the ruinous powers, conducting rituals in a profane dark tongue in the guildhouse’s echoing chambers at night. In truth, the Guild does conduct rituals at night, but these are innocent in nature, mimicking Dwarfish Ancestor-Worship, and conducted in cod-Khazalid. However, should word of these activities spread, it is likely that witchhunters, or an ardent mob, may leap to the wrong conclusion.

" + }, + "Bögenseite": { + "name": "Bögenseite", + "text": "

Bögenhafen’s docklands sprawl on either bank of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}, encompassing the Westendamm (the northwestern bank) and the Ostendamm (the southeastern bank). The majority of buildings on both sides are warehouses and storage facilities, usually under the protection of a hired guard and a vicious dog or two. The warehouses are nearly all wooden: numbered from 1 to 58, starting from the western end of the Ostendamm.

By day, Bögenseite, or ‘the Docks’ as it’s commonly known, is packed with stevedores busily loading and unloading boats and moving goods in and out of warehouses. There are also the masters and crews of any barges that have recently arrived, and scribes and other lackeys of the various merchant families overseeing the transfer of goods, as well as the occasional exciseman assessing an incoming cargo for tax. At night, the dock areas are virtually deserted. Even thieves are rare, since warehouse security is generally robust and Watch patrols are regular.

" + }, + "Haagen's Wharf": { + "name": "Haagen's Wharf", + "text": "

Bögenhafen’s docklands bristle with wharves and jetties for the thriving river trade that flows through the town. Foremost of these is Haagen’s Wharf, owned by House @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen}. The Wharf is cleaned regularly and painted brightly, the better to reflect the Haagens’ illustrious status. 

Trade on the wharf is legally overseen by Jochen Haagen, though this is generally delegated to his clerk Davrich Scherp, a placid Wastelander with a keen eye and a sharp mind for figures. Scherp casts a personal eye over all arrivals on his wharf, and is quick to record any shortfalls or anomalies. The majority of the wharf ’s trade is luxury goods (expensive cloth, wine and jewellery), which are quickly and efficiently transported and stored in the nearby Haagen warehouses.

  • When Scherp doesn’t arrive for work, a concerned Haagen tasks the PCs to locate his missing clerk. Following the clues left at Scherp’s ransacked house reveals he has been taken into the sewers against his will. Further investigation reveals Scherp is being held by Warlock-Engineer Veekt, of the Skaven Clan Skyre, as part of a labyrinthine plot to move refined warpstone through the Skaven warrens beneath Bögenhafen in order to avoid the tolls imposed by local Warlord Clans.

  • Corbus Dwaas, a wizard trained at the Marienburg University, is in Bögenhafen at the behest of the Haagen family. An expert in the ancient legends of the Paths of the Old Ones, he has been commissioned to fashion an ‘aethyric canal’ between Marienburg and Bögenhafen. Such a route would give the family unrivalled primacy on trade, dramatically reducing transport times and bypassing taxation almost entirely. The PCs are hired as discreet (not to mention expendable) security to watch over Dwaas as he tinkers with his arcane machinery inside a Haagen warehouse. Unfortunately, when Dwaas activates his aethyric conductor array, he is inadvertently sucked into the Realm of Chaos and unleashes a horde of gibbering Daemons on the party.

" + }, + "Kringler’s Ferry": { + "name": "Kringler’s Ferry", + "text": "

Unless you own your own boat (or are a very strong swimmer), one of Hannes Kringler’s ferries is your only way to cross the Bögen. Kringler and his small fleet row passengers across the Bögen for a fare of @Pay[6bp]{6d} per person, aiming to shuttle four to six people at a time. Kringler leases dockside frontage through the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores' Guild}. On both banks he maintains a berth outfitted with a heavy bell, lest he require summoning from being moored on the opposite bank.

Despite his advancing years and swollen joints, Kringler makes numerous return journeys every day himself, no matter the weather. He is legendarily dour, meaning many of his passengers go to great lengths to elicit a laugh or smile from the ferryman. Accordingly, a sweepstake is being run by the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.8vxbXHGPEkkvKC8Q]{Stevedores’ Guild}, with an ever-increasing prize fund on offer for when he finally breaks.

  • One of Kringler’s boats goes missing and he hires the PCs to find it. As the oars were locked away overnight, he assumes the boat has drifted downstream. The party discovers the small family that stole it sleeping nearby. The mother and father fled the town after realising their infant daughter was a Mutant, with tiny rabbit ears and a fluffy white tail. By rights, the Characters should turn the family over to the authorities, but the baby looks so cute and innocent…

  • When Liesel Langensang, from the Engineering School in Altdorf, arrives in town, rumours abound that she is here to investigate building a bridge across the Bögen. Desperate to preserve his livelihood, Kringler pays the Characters to dissuade her. The garrulous engineer is, in truth, a cultist of @UUID[Compendium.wfrp4e-starter-set.journals.d8nvgs2H5MmtKhdM.JournalEntryPage.L5gV9pgaWXB3floP#the-fractured-eye]{The Fractured Eye}, a Chaos Cult dedicated to the pursuit of all knowledge, so any attempt to investigate her closely is not appreciated.

" + }, + "The Dreieckeplatz": { + "name": "The Dreieckeplatz", + "text": "

The Dreieckeplatz is the administrative hub of the town. Many of the buildings have elaborate facades, with decorative columns and arches, and usually a statue or two of the town’s patron deity, @UUID[.tljcJvtTJ5v9fxDZ]{Bögenauer}. There are several upmarket inns and taverns, some of which may be restricted to members only. Prices are correspondingly high (double those listed in the Consumer Guide).

By day, the Dreieckeplatz is thronged with people from all walks of life. There are beggars and entertainers trying to make a few shillings from the passers by, lawyers and councillors going about their business, agitators haranguing anyone who will listen about all kinds of grievances, vendors selling food and other items, and countless others engaged in pressing business. By night, the area is scarcely less busy as the wealthier inhabitants of the town visit the various eating and drinking establishments situated around the square. Pickpockets are an ever-present danger - despite the regular Watch patrols.

" + }, + "Town Hall": { + "name": "Town Hall", + "text": "

This impressive, many-pillared building dominates @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lg0JIRE2SbIXzELU]{the Dreieckeplatz}. A large, central spire houses a Dwarf-built clock and bell. As well as the council chamber, small offices for the councillors and various meeting rooms, it houses the town’s official records and a heavily guarded vault that holds the state’s portion of tax revenue between the monthly visits of the the Graf ’s excisemen from @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}. The impressive facade is arguably more palatial than the estates of most of the neighbouring nobility, an observation which is greeted by sniffs of disapproval and mutters about overcompensation from anyone with noble blood. 

Chief Clerk Roland Stein and his platoon of bureaucratic minions handle the daily affairs of the town. While the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} makes the important decisions, anyone without the backing of a guild, a lot of money, or noble status needs to convince Stein to allow them to petition the Council. To do that, they first need to convince the underlings to let them  see Stein. 

Anyone ushered into his presence is greeted with indifference and disdain, as he actively seeks to thwart any work being accomplished within the town hall.

  • On the eve of the arrival of @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{the Graf ’s} tax collectors, the vault is discovered to be empty with no discernible means of entrance or exit other than the locked door. Should the PCs investigate, they may discover hints that something supernatural is afoot, as an intricate pattern of crosses has been etched faintly into the walls of the vault suggesting the work of Ranaldan fingersmiths.

  • Stein lives a double life. At night, he frequents ‘Gemütlich’s Merry Minstrel’, a tavern famed for its entertainment. There, Stein, masquerading as the Silver Graf, plays his oboe for money and the crowd’s adulation. Should the Characters uncover this secret life, they will find dealing with Stein’s bureaucrats far simpler. 

" + }, + "Town Courts": { + "name": "Town Courts", + "text": "

Those miscreants who live long enough to be tried formally are sentenced here. A lifesize statue of Verena stands before the courthouse, though the courts are no longer formally affiliated with the cult, or local temple, of Verena. The building is only open on days when the court is in session. Otherwise, the great steel-banded doors are locked, with only a lowly porter present on site to grudgingly open the door to any who call. To the rear of the court itself lies an adjoining manse, decorated with Verenan iconography of owls and swords. In days gone by, this was the manse of the High Priestess of Verena, but since the courts and the cult parted ways it has been the home of the presiding Chief Magistrate.

Within the courts lie a number of small chambers for magistrates, lawyers, and witnesses to await being called, and cells to house the accused. Verdicts of not guilty are rarely delivered, as this would be seen to make the system look ineffective. The @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} appoints the magistrates. @UUID[Actor.P3HlNMK6rubzDoxM]{Magistrate Richter} is chief among them. He inhabits the manse’s apartments with his housekeeper Gertie, who dotes on him.

  • A post outside the courts bears Bögenhafen’s bounty notices. When passing the courts, the Characters notice that one of the posters bears an image suspiciously similar to one of their party. Can they lie low until they clear their name? Or will the bounty hunters find them first? Assuming, of course, the party doesn’t turn on one another in the pursuit of a quick payday.

  • The party is summoned to the Chief Magistrate’s manse, where he offers them a job. He has received a blackmail note, accompanied by documents implicating his son, a student at the University of Nuln, with a group known as the Ordo Ultima, a student society haunted by rumours of dark acts of unholy worship. Richter has already sent agents to bring his son back to Bögenhafen by force, and he charges the Characters to identify the blackmailers, determine what they know, and learn how they came to know it.

TRIALS

Characters arrested in Bögenhafen are taken to the nearest Watch barracks and kept in the cells there until a trial is arranged. Trials take place in the Town Court, and lawyers are only available to those who can afford them. If formally charged, the chances of being declared not guilty are minimal as most magistrates assume guilt. Sentences include fines, imprisonment, execution or indentured work dredging the river or labouring in the tin mines of the Tauzück Hills. Citizens who feel they have not received justice may petition the liege lord of the area, Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim}, at Castle Grauenberg, which is some 60 miles to the north of the town. The graf is generally unwilling to interfere with the workings of the town’s legal system unless the petitioner is very influential or a personal friend, or is actively supported by such a person.

" + }, + "Golden Trout Club": { + "name": "Golden Trout Club", + "text": "

A high-class eating and drinking house, frequented by many of the town’s wealthier merchants and visiting nobles, the Golden Trout Club consists of three separate buildings connected by covered walkways. The two largest buildings are the Club’s dining chambers (comprising both a large, communal dining room and a number of private rooms) and the lounge, where members come to drink, read, and discuss weighty matters. Nestled behind these lies the building with the kitchens, cellar and staff quarters, which is markedly less salubrious than the other two.

The food and drink served in the club is exquisite, and the waiting staff proudly boast of the skills of their Halfling chefs. Prospective members must be recommended by two existing members and approved by the committee, and the club is open only to members and their guests. A painted sign, depicting a fish with a coin in its mouth (taken from the town’s coat of arms) hangs proudly above the entrance to both the dining chambers and the lounge.

  • Following a rash of suspected poisonings, Herr Flintzer, the club’s manager, hires the Characters to investigate, discreetly. Once they realise the dishes and drinks the victims consumed were all different, the clues eventually lead to Agnesthika ‘Aggie’ Tumbleberry, a Halfling waiter with a grudge against the club. It transpires that the chefs are Human, with Halflings only employed in low-status, poorly paid positions. In want of proper guild support, Aggie has turned to poison to make her point.

  • The club is renowned for the quality of its cellar, most famously a rare Bretonnian brandy sourced from Quenelles. When word reaches the club that the Graf ’s excisemen are coming to inspect the books, Flintzer tasks the Characters to hide the casks of (inferior) local brandy, with which he has been filling the Quenelles bottles, before his reputation is sullied permanently.

" + }, + "Merchants' Guild": { + "name": "Merchants' Guild", + "text": "

The Merchants’ Guild is indisputably the most powerful organisation in Bögenhafen. It dominates both the town council and Bögenhafen’s social scene. The guildhouse itself occupies an unnecessarily large and ostentatious building on the corner of the Bergstrasse and the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lg0JIRE2SbIXzELU]{Dreieckeplatz}.

The ground floor of the building is used as a meeting place for merchants (local and visiting) to conduct trade and exchanges, and there are a number of chairs, tables, and benches for the use of the merchants and the guild’s clerks.

Upstairs consists of a series of offices used by local merchants. While the four great houses do have offices here, these are rarely used by the heads of the houses, who opt to use their own, private offices in their own buildings instead. Competition for the other available office space is stiff, with many smaller merchants lobbying and pressuring the guild for access. @UUID[Actor.7rE1jYAeMNKfrgcQ]{Friedrich Magirius} is the current guildmaster

  • The Merchants’ Guild has taken to employing a number of Halflings as ‘table-lings’. They are fitted with a shoulder-mounted ‘head-desk’, for Human merchants and clerks, and are expected to scurry around the guild, always keeping their heads level (to avoid spilling the ink-wells contained in their head-desks). While many local Halflings are outraged at this demeaning practice, pressure from some in the Lowhaven clan has kept these voices quiet. Now, the diminutive racketeers need the Characters’ help to vouch for Fitzkellerheim ‘Fitz’ Shortbottom, a Lowhaven informer, to ensure he gets employed by the guild.

  • Pieter Haagen, youngest brother of the @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} family, has recently arrived from university in Nuln in disgrace. He was tricked into marrying a woman he knew only as Lotte. Her name was actually Carlotta Huydermans, a daughter of a senior member of the Huydermans crime family. Now, the Haagens are receiving threatening letters from Nuln, claiming that certain favours are due on account of the families’ new ties, and implying that it would be bad for the Haagens should they refuse. The Haagens ask the Characters to help annul the marriage, though a despondent Pieter still claims to be in love with his ‘Little Lotte’.

ROUGH TRADE

In the aftermath of Enemy in Shadows, the Merchants’ Guild will be in turmoil. Should members of any of the four great mercantile families be publicly tied to the events, or indeed die in the proceedings, a power vacuum results in other families frantically vying for power and influence.

The Characters may find themselves uniquely situated to aid or thwart these attempts, as they may have inside knowledge regarding the Ordo Septenarius. Whether they choose to use this power to reveal wrongdoers to the authorities, or to blackmail wealthy merchants, depends entirely on their moral compass.

" + }, + "Mourners' Guild": { + "name": "Mourners' Guild", + "text": "

The Mourners’ Guild lies in the heart of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MMywW5wnDZ5fPiR0]{Chapel and Garden of Morr}, which lie beyond the town’s walls. An austere building built from dark blocks of rough-hewn stone, it is here that the local priest of Morr resides, and it is here where bodies are prepared for burial and funerals arranged.

In addition to the foreboding main door, the Mourngate, there is a side entrance through which dead bodies are carried, known as the Lichgate, and a rear entrance, the Fassgate, through which tradesmen come and go.

Within the building lie a number of private reception chapels where mourners can visit their loved one’s remains prior to burial. Behind these, there are a number of tiled rooms where bodies are cleaned and dressed for presentation and burial. Mother Silustena Carlitz is the High Priestess of Morr for not only Bögenhafen, but the entire @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{duchy of Saponatheim}. A kindly young woman, with auburn hair and sensitive eyes, she oversees a number of lay-folk (gravediggers, corpse-washers, and seamstresses) who assist her in preparing the bodies of the deceased to cross the portal to Morr’s realm. She is also responsible for organising the duchy’s Doomsayers, the itinerant order of Morrians who travel the Empire providing Doomings.

When in Bögenhafen, the Doomsayers reside within the Mourners’ Guild. Sparse cells are provided next to Mother Carlitz’s chambers.

  • When a ghost appears in the Mourners’ Guild, Ulli Ehrle, a gravedigger, calls on the Characters for assistance. Unbeknownst to Mother Carlitz, he has been selling bodies to a young physician with an unhealthy interest in human anatomy and an insatiable thirst for cadavers. Now, the spirit of Kristin Gänger, an orphan from the Pit, is haunting him. He will pay the Characters to find her body, put it to rest, and keep his secret from the Morrians. When they find the physician has fled, his chambers deserted, how will they find poor Kristin’s corpse?

  • Mother Carlitz’s youthful appearance is coupled with a patient, wise demeanour and a flawless, pale complexion. She also often wears tinted spectacles and is rarely seen in daylight, which has led Bengt Vargh, an agitator, to assume she is secretly a vampire. The Morrian hires the Characters to dissuade the agitator from further denouncing her. What they don't realise is that he is quite right...

" + }, + "The Göttenplatz": { + "name": "The Göttenplatz", + "text": "

The Göttenplatz, or Square of the Gods, houses most of Bögenhafen’s temples, although the town contains many temples to Sigmar, and the streets echo with their ringing bells every hour. The Göttenplatz is dominated by the huge High Temple of Sigmar, while other, smaller, temples line the rest of the square, interspersed with smaller townhouses, shops,  and hostels.

By day, the Göttenplatz is thronged with folk from across Bögenhafen, most going about their everyday business or visiting one of the temples. At night, people use the Göttenplatz as a thoroughfare, so it is hardly ever deserted. Footpads, pickpockets, and beggars favour this area as much as the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Lg0JIRE2SbIXzELU]{the Dreieckeplatz}.

" + }, + "High Temple of Sigmar": { + "name": "High Temple of Sigmar", + "text": "

Dominating @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{the Göttenplatz}, this temple was originally laid out in the shape of a hammer, but over the centuries additional wings and towers have been added. Four spires now sprout from its roof, each containing a great brass bell. The largest bell, Gross Klara, is only rung when royalty visits the town. By tradition, the many smaller temples of Sigmar cannot chime the hour until the High Temple does so. Given that the High Temple’s sexton, Snorri Hörrohr, is hard of hearing and often misses the @UUID[.gQrFB3GGVEPfLSpt]{Town Hall’s} far quieter bells ringing, this can lead to some confusion with bells ringing at all manner of odd times.

Ludo Edel, the High Priest of Sigmar, is a smooth-cheeked young man, more interested in a quiet life than any great spiritual calling. He achieved his exalted position, despite his relative youth, through his father’s business connections to the @UUID[.MumhV0cvijjcPL6O#teugen]{Teugen} family and thus has a vested interest in maintaining the status quo. He holds regular meetings with his subordinate priests, all of whom are older, more devout and bitterly resentful of Edel. He frequently schools them on the content of their sermons, and isn’t shy in promoting local political issues before solid, Sigmarite concerns. Luckily for the priests, Edel is too self-interested to realise they largely ignore his instructions.

  • When the temple is violated at night, with Ulrican iconography daubed on the walls in blood, the Sigmarite faithful are keen to exact vengeance on the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.sfItDkzElmbFOlkR]{Temple of Ulric}. Should the Characters intervene to calm the angry mob, they have only hours to discover the true culprits before a great riot erupts. In truth, it is the work of Cultists of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.4WTjKs1h4QLj5G90]{The Bloody Nose}, keen to spread violence and bloodshed in honour of the Blood God, Khorne.

  • Infamous witch hunter Fabergus Heinzdork has set up shop in the temple, quite ignoring the blustered protests of High Priest Edel. He intends to stage some burnings in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{the Göttenplatz}; all he needs now are some perfidious miscreants. When his fevered eyes alight on the Characters, their stories had better be straight, and their devotion to Sigmar sincere...

" + }, + "Temple of Bögenauer": { + "name": "Temple of Bögenauer", + "text": "

Bögenauer is the patron deity of the town, and is seen as an embodiment of Bögenhafen’s interests and all that it stands for. The temple consists of a hall with two wings enclosing a three-sided court, within which stands a statue depicting Bögenauer in his guise of merchant-boatman. The town’s coat of arms appears in several places on the walls. The two wings are colonnaded, and there are several small shrines reflecting various aspects of the deity’s influence over the town’s fortunes. Thus, there is a chapel where prayers are offered for the safety of the town’s boatmen, another dedicated to the prosperity of its merchants, a third dedicated to the security of its walls, and so on.

There is no priest at the temple, but on festival days priests of the Cult of Bögenauer travel from Bögensee (a small town near the source of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{the Bögen} in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{the Grey Mountains}) to officiate over ceremonial celebrations. The temple is maintained through donations of time and money from the local guilds, each responsible for the upkeep of the shrine or shrines most relevant to their members. Thus, an implicit contest is in place, whereby rival guilds seek to outdo one another with the ostentatious displays of wealth by their respective shrines.

  • Currently the Sewerjacks’ Shrine is most richly decorated, with lavish murals of steely eyed sewerjacks and clean, trouble-free sewers. However, the source of this generous donation is something of a mystery as Bögenhafen has no official sewerjacks at present. Who could have a vested interest in convincing the people of Bögenhafen that their sewers were safe, and free from rats?

  • Dirk Waller, an aged Boatman, has lost three children and seven grandchildren to accidents on the Bögen. Distraught and full of rage, he is intent on destroying Bögenauer’s temple, believing the river god is not worthy of worship. Should he succeed, morale in the town will suffer, and Waller will likely be executed.

" + }, + "Temple of Handrich": { + "name": "Temple of Handrich", + "text": "

The Temple of Handrich, God of Merchants, Gold, and Philanthropy, consists of a square, domed hall with two semi-circular apses. One apse is used as a private chapel reserved for members of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, while the other is used as an offering room and treasury. Over the main doorway hangs a large, gold-painted disc, the god’s symbol. Given the value of the decorations and votive offerings, one or more guards are always on duty, their mail armour covered by flamboyant tabards of cloth of gold, their halberds brightly polished and wickedly sharp.

The temple has no priest, but the building’s maintenance and the guards’ salaries are paid for by the Merchants’ Guild. Its members officiate at ceremonies to Handrich on certain holy days, or on the eve of significant business negotiations. While in theory any member of the Guild can officiate, more often than not Werner Asche, a semi-retired paper merchant, leads the services, an onerous (and unpaid) honour most merchants prefer to avoid.

  • While Handrich is a minor deity in the Empire, he is widely venerated as Haendryk in the port-city of Marienburg. When a visiting Wastelander merchant realises there is no priest in-situ, he offers to fund a scholarship for the offspring of one of Bögenhafen’s merchant families to train in Marienburg. As the merchants vie for the Marienburger’s favour with flattery and bribes, one of the PCs recognises him as Altdorf ’s Mikhail Ziegel, the infamous charlatan, clearly working some kind of angle. Knowing he’s been spotted, Ziegel offers the Characters the opportunity to join his caper, in exchange for their continued silence.

  • When Jurgen Kemp, a charismatic agitator, rails against the unfettered greed evident in the town’s merchant classes, the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants’ Guild} ask the PCs to make him go away, quietly. However, Kemp’s arguments are convincing and his rhetoric persuasive. In truth, Kemp is a member of @UUID[Compendium.wfrp4e-starter-set.journals.d8nvgs2H5MmtKhdM.JournalEntryPage.L5gV9pgaWXB3floP#the-shifting-grasp]{The Shifting Grasp}, a cult of Tzeentch intent on controlling all river trade in the Empire. He has been sent to undermine the Ordo Septenarius’s work. Kemp works hard to keep the Characters on side. Should he learn they have any information on the Ordo (or assisted in its downfall), he is even more keen to cultivate the party as assets for future use.

" + }, + "Temple of Myrmidia": { + "name": "Temple of Myrmidia", + "text": "

Most visitors to Bögenhafen are surprised to find a Temple to Myrmidia, as worship of this goddess is not widespread in the Empire. The small, colonnaded structure was founded some 80 years ago, after the town survived the onslaught of infamous Goblin Warboss, Grom the Paunch. The victory was largely attributed to Captain Inge von Sternberg, a Myrmidian-trained officer who dedicated every battle he fought to the goddess. Just over a decade after the Greenskin hordes had moved on, the Temple of Myrmidia was completed to celebrate the goddess’s part in Bögenhafen’s deliverance.

Rather than a Priest, the temple is overseen by a friar of the Hermetic Order of Nahmud’s Peace. The current friar is Ida Jaeke, who recently arrived from the Monastery of the Black Maiden in Wissenland. Sister Jaeke is active in helping train the free company militia of Bögenhafen, coordinating her work with @UUID[.sfItDkzElmbFOlkR]{Father Waldo} and the priests who run the many temples of Sigmar, who all bypass Father Edel, the Sigmarite @UUID[.xQ3m1lMjKHmAdIpf]{High Priest} who doesn’t dirty his hands with such low work.

  • The @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} is keen to refurbish the temple to celebrate the centenary of the Town’s defiance of Grom the Paunch. Although the event is still nine years away, the guild is fundraising early, and an oversized spear hangs outside the temple to mark progress. Every Festag, a clerk from the guild comes to paint a little more of the spear dark green, representing Greenskin blood, to show how much coin has been gathered. When the spear goes missing, the Merchants’ Guild offers a reward for its return. Sister Jaeke, who would rather the money was spent on the town’s defences than her temple, hid the spear under her bed.

  • When Lieutenant Brott of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.zQcLPj6onzxmYQRX]{North Barracks} mentions how underfunded the Northern division of the Watch is, Sister Jaeke sets her sights on @UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin}, who is largely indifferent towards Myrmidia, favouring Handrich’s ways instead. Can the PCs help the friar, whose political skills are sorely lacking, to lobby for Brott without alienating the Captain or the Merchants’ Guild?

" + }, + "Temple of Shallya": { + "name": "Temple of Shallya", + "text": "

The bustling Temple of Shallya has a small hall for the high priestess, flanked by two longer wings. The west wing houses an infirmary. The east wing contains two almshouses for homeless women and the terminally ill. Sermons take place in a central courtyard, the better to suffer through the harsh travails of the elements, and are more frequent during spells of inclement weather. All those being treated by the temple, and their close relatives, are expected to attend.

Mother Rubenstein, the high priestess, is the only invested Shallyan in Bögenhafen. She is helped by the ‘Congress of Doves’, a large committee of wives and widows of the town who volunteer their time in Shallya’s service. They are all adherents to Shallya’s tenets, though privately note that while they must render assistance without judgement, Shallya does not expressly forbid judgement on other matters.

  • Mother Rubenstein is concerned when neither her ministrations nor the assembled wisdom of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.2mN1OxAEvRu8mxh3]{Physicians’ Guild} and @UUID[.D7KSvLHIYm6SiXhg]{Temple of Verena} can bring any relief to the terribly afflicted patient. No matter what cures are deployed, he is wracked with pain, and his limbs grow ever more twisted and malformed. Panic spreads, and pamphlets by the thousands are printed, each highlighting likely causes (bread, Halflings, wine, books) and possible cures (beets, goat’s bile, wine, urine). Should the Characters investigate, they discover the patient is, in fact, a fraud. His symptoms are a blend of well-designed tattoos and the Entertain (Contortionist) Skill. The whole affair was dreamed up by the town’s printers to increase trade. Someone has to print all those pamphlets,  after all…

  • When one of Rubenstein’s volunteers, Margo Helberger, appears to contract the @UUID[Compendium.wfrp4e-core.items.Item.UAwTqZ3hqNb7vq9s]{Itching Pox}, no one thinks anything of it. When it lingers longer than it ought to, Rubenstein asks the Characters to investigate, fearing agents of the Fly Lord plans are afoot in Bögenhafen. The truth is less dramatic: Margo is having an affair with one of her husband’s suppliers, a fur trader from Nordland, and has contracted the @UUID[Compendium.wfrp4e-core.items.Item.BC4QyBeYAiw8cRuM]{Packer's Pox} instead. While the disease will pass within weeks, the stain on Margo’s reputation, should the truth get out, may last far longer.

" + }, + "Temple of Ulric": { + "name": "Temple of Ulric", + "text": "

Ulric remains very much a god of the wild north, not the civilised south, so his cult is small in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{the Vorbergland}, for all it was once mighty. Resembling a small keep, complete with stout walls, sturdy crenellations, a fortified door, and an inner bailey, the temple is one of the most defensible points in Bögenhafen, much to the State Army’s chagrin. The large building is also almost empty, defended by just seven men.

Within, the sparse temple is only used by members of the State Army and occasional visitors from the north. The ever-burning flame in the central hall is kept alive by the temple’s high priest, Father Waldo Brandt, and his initiate (and son) Erich. The temple’s only other inhabitants are five ageing Knights of the White Wolf who live in a crumbling barracks built for over a hundred men.

  • Father Waldo was once a soldier; though, to his enduring frustration, he never saw actual combat. His regiment was always used on rearguard duty, or arriving after battles had concluded. As such, he is keen to hear as many stories of actual combat as possible, to spice up his sermons with juicy details. Should the Characters be willing to share some tales, he stands them several rounds of ale at @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.MN5zru2lpRIlPkTK]{the Wolf's Tail}, a tavern on Nulnerweg.

  • Viktor Verrückaug, a hermit and flagellant visiting Bögenhafen for supplies, witnesses two heavily-bearded White Wolf knights training some of the local Watch recruits in hand-to-hand combat and mistakenly assumes the town is under attack by Ulrican berserkers. As he rouses a mob to a peak of eye-rolling rage, can the PCs intervene before blood is spilt?

" + }, + "Temple of Verena": { + "name": "Temple of Verena", + "text": "

The classically designed Temple of Verena is a relatively recent building, constructed only a few decades ago when the council appointed their first non-Verenan magistrate and required the local Verenan clergy to vacate the courts, which they had maintained for centuries. Within the grey-stone building, which is bedecked in dozens of owl-shaped gargoyles, lies the largest library in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{the Duchy of Saponatheim}. While most Verenan temples house their libraries in annexes, or separate buildings, in Bögenhafen the library is the temple. Sermons are conducted surrounded by rows of books, as if the lives of the faithful are enriched simply by being in the presence of knowledge.

The temple has one full-time priestess, Sister Greta Harbokka. There’s a small number of initiates, mostly the younger sons of mercantile families who hope to go on to university at Altdorf, Marienburg, or Nuln, and are keen to earn a letter of recommendation from the priestess. Harbokka is a short-haired woman of 45, with a disarming smile and friendly demeanour. 

It is said she knows everything that transpires in Bögenhafen, though most attribute this to her ear for gossip rather than any divine providence. Lawyers, clerks, and students visit the temple regularly. Harbokka always makes time to talk with her flock, giving them the benefit of a sympathetic ear and her  patient wisdom.

  • Harbokka asks the Characters to visit one of her faithful, Greta Thurg, a lawyer based in Teuerberg who has not visited the temple in some weeks. On visiting Thurg, the party find a woman wracked with guilt. She perjured herself before @UUID[Actor.P3HlNMK6rubzDoxM]{Chief Magistrate Richter} during a recent trial, and she is determined to somehow make up for it. She was coerced to offer testimony defending Philophiloradei ‘Lori’ Lowhaven, and now feels unworthy of Verena’s grace. She has had an appalling string of bad luck since the trial, and is convinced that Verena is scorning her. Can the Characters somehow implicate Lori without earning the ire of the local Lowhavens? And will that redeem Thurg in the eyes of the Goddess of Truth and Justice, or will more have to be done?

  • High Priestess Harbokka asks the party to recover an overdue book, The Middenball Almanac, from a farmer who lives a half-day’s travel from Bögenhafen. She does not realise that within the cover of the almanac lies an ancient tome of forbidden knowledge, and the farmer, Bittan Gerber, seeks to use it to resurrect his dead wife. Should the Characters successfully thwart the aspiring necromancer, they are faced with a dilemma: destroy the book, risking Harbokka’s ire, or return it, risking her life at the hands of witch hunters?

" + }, + "The Pit": { + "name": "The Pit", + "text": "

The northern district of Bögenhafen is widely regarded by the town’s wealthier denizens as a lawless hive of sedition and criminal activity. The narrow, winding streets that weave between the area’s crooked slums are unpaved and fouled with all sorts of filth and ordure. Strangers are regarded with universal suspicion and, unless one of the party has the @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Criminals)} Talent, they may well be set upon by groups of thieves or cut-throats. Watch patrols are few and far between since the Watch is generally regarded as ‘the enemy’ in the Pit. When they do turn out, it is usually in patrols of ten or more and they are likely to crack heads first and ask questions later. 

 

" + }, + "North Barracks": { + "name": "North Barracks", + "text": "

An island of order amid the tumultuous streets of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}, this heavily fortified building is officially known as ‘the North Barracks’. However, soldiers stationed there colloquially refer to it as ‘Fort Blackfire’ as a grim reference to the bloody battle fought in Black Fire Pass, reflecting the hostile demeanour of the locals to their presence. The walls are stout and tall, built of stone, with narrow windows and sturdy doors. Within, the barracks are understaffed. @UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin}, reasoning that the Watch will never curb crime in the Pit entirely, has cut back on patrols, limiting them to the dockland properties. Now the handful of Watch stationed in the North Barracks feel more threatened than ever. 

Command of the barracks lies with Lieutenant Gisela Brotte, an ambitious young Reiklander frustrated with Goertrin’s supercilious attitude to the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} and his disinterest in restoring order to the Pit. A broad-shouldered woman in her 30s, with deep-set blue eyes and a perpetually furrowed brow, she is committed to her work and tirelessly strives to keep her staff motivated and loyal in a town where bribes and pay-offs are almost second nature to  all citizens. 

  • In an attempt to restore order, Lieutenant Brotte has captured Gustav Friek, the infamous leader of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DwTvNIYiISXrS0aq]{The Blackpikes}, an organised crime gang operating within the Pit. Given the populace’s reluctance to testify against Friek, and the magistrates’ fear of reprisals, it is hard to bring the case to trial unless the Characters can secure some hard evidence, or convince anyone in the Pit to speak out against the Blackpikes. 

  • When a riot breaks out in the Pit, the Characters take shelter in ‘Fort Blackfire’, only to find themselves besieged by angry rioters and thugs out for blood. As most of Brotte’s handful of Watch are missing or out on patrol, it falls to the party to support the lieutenant and defend the barracks. Either that, or sell her out...

" + }, + "Shallyan Mercyhouse": { + "name": "Shallyan Mercyhouse", + "text": "

Given the relative poverty of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}’s inhabitants, it is no surprise that the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TjfeXu3fimHJ5I9Q]{Cult of Shallya} finds plenty of work north of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{Bögen River}. The Mercyhouse runs out of a small, converted warehouse not too far from the Westendamm. Its doors are open from sunrise to sunset to offer shelter and food to the needy. A small number of pallets are available for the truly desperate to spend the night. The exterior of the building is decorated in a mural of dozens of white doves (the symbol of Shallya), each painted by a different, grateful recipient of the Mercyhouse’s charity. 

The Mercyhouse is run by Sister Bromein, one of the least likely Shallyans imaginable. A former soldier, she bears the scars of her old life on her face and limbs and, despite nearing 50, she remains straight-backed and well-muscled. 

If pressed on why she entered the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TjfeXu3fimHJ5I9Q]{Cult of Shallya}, she smiles ruefully, confessing enigmatically that she did not choose Shallya, Shallya chose her. 

  • Sister Bromein is not formally a member of the Cult of Shallya. She is tolerated by @UUID[.cKjEK2iwprYOhiT3]{High Priestess Rubenstern}, because (unlike Rubenstern herself ), she is clearly blessed by the Goddess and bears her favour. When High Sister Clairière Du Colombe, a Bretonnian ranking representative of the Cult of Shallya, visits Bögenhafen, she is appalled with Sister Bromein. Sister Clairière demands that Sister Bromein cease her work, despite the good she is achieving. Can the party persuade Clairière to relent, without earning her Goddess’s ire?

  • Sister Bromein is being shaken down by @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DwTvNIYiISXrS0aq]{The Blackpikes} for protection money. While she could easily see off the racketeers, she knows that doing so would offend Shallya. In desperation, she turns to the Characters for assistance.

" + }, + "Chapel of Blessed Sigmar": { + "name": "Chapel of Blessed Sigmar", + "text": "

One of the many smaller temples of Sigmar in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DwTvNIYiISXrS0aq]{The Blackpikes}, @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}’s most notorious gang, respect the Cult of Sigmar and its representative, and avoid conducting any of their ‘business’ in the vicinity. 

Father Sigiwalt is the Chapel’s Priest, an ageing man who has lived his whole life in @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}, save a brief spell training in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. He is an active member of his community, assisting Sister Bromein’s @UUID[.tQ9j7bm6xKGIntrS]{Mercyhouse}, raising funds for an orphanage, and even coordinating the Pit’s Middenball league. While Sigiwalt is too old to play, he rarely misses a match and can be seen on the sidelines roaring in triumph and celebrating each bloody goal. For more on @UUID[Compendium.wfrp4e-middenheim.scenes.QcGj1gJ11g6rSAnd]{Middenball}, see Rough Nights & Hard Days, and Middenheim: City of the White Wolf

  • @UUID[Compendium.wfrp4e-rnhd.journals.OnhGK8IE9SCGAlRT.JournalEntryPage.PUyN4xLHepH0kLtD]{Middenball} matches have grown increasingly violent of late. Father Sigiwalt is concerned, but does not realise the scope of affairs. Cultists of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.4WTjKs1h4QLj5G90]{The Bloody Nose} have infiltrated a number of local teams, and are actively working to make the game more aggressive and violent. When a full riot breaks out during a match, the Sigmarite is knocked to the ground and will be trampled by the incensed mob unless the party can rescue him.

  • Keen to raise funds for the disadvantaged of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}, Father Sigiwalt used his expert knowledge of Middenball to make some wagers at the @UUID[.baPGzG6XF2i26X89]{Half-Measure}. The ever-honest priest little realises the influence Foxy Shortbottom and Lori Lowhaven have over the sport, so when he loses all of the money he is devastated. Can the Characters help him win it back before his congregation discover what he has done?

" + }, + "Teuerberg": { + "name": "Teuerberg", + "text": "

A predominantly mercantile district, Teuerberg is the beating heart of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{Bögen}, it is here that their value is calculated and exchanged, and it is here that most of the town’s merchants have their own offices and private residences. Most of the high-class shops in Bögenhafen can be found here, too. The buildings are noticeably larger and better kept than those in either the Artisan’s Quarter or Bögenseite (and markedly superior to @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.Xry550ZzWeRY4S0O]{Altstadt} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{The Pit}). Most of the inns are of above average quality, with prices to match.

During the day, Teuerberg is filled with people going about their business, with a fair sprinkling of beggars and entertainers trying to make a living from the crowds. 

Pickpockets are rare, or circumspect, given the high profile of Watch patrols in the district. At night, the area remains busy, given the high ratio of townhouses and taverns. Anyone not obviously dressed in a wealthy manner is regarded with suspicion by any Watch patrols after dark, and may find themselves locked up for the night should their behaviour be anything less than obsequious.

" + }, + "The Crossed Pikes": { + "name": "The Crossed Pikes", + "text": "

@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.NrHc49gFam7YvhSK]{The Crossed Pikes}

Located near @UUID[.toO7rVzs22NeNDxK]{Fort Bögenhafen}, The Crossed Pikes is an unassuming tavern, catering mostly to off-duty members of the Watch, as well as guards in the employ of the @UUID[.MumhV0cvijjcPL6O#the-merchant-houses]{Merchant Houses}. The main taproom is generally busy, with a raucous but friendly atmosphere. The barman and owner, @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann}, is constantly bustling back and forth between the bar, his back rooms and the cellar, ensuring everything is going to order.

Baumann is a genial fellow, from @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf} originally, but having lived in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen} for decades. He enjoys gossiping with his patrons, knowing it’s wise to let the Watch indulge in some ‘shop-talk’ rather than take their woes home with them. 

In addition to @UUID[Actor.sElqSPHULTbnUjf2]{Baumann}, a pair of fraternal twins, @UUID[Actor.U7Y0XEF8Cnat4Y7Q]{Reinholdt} and @UUID[Actor.x782doqfhFIEgP8V]{Reinhardt}, serve as bouncers, and a number of bar staff are employed, ferrying drinks back and forth to thirsty patrons.

  • Watch tradition has it that should someone die on duty a wake is conducted in the Crossed Pikes, the deceased body lying in state on the bar for the night before being taken to the @UUID[.DzjqJ9LidpR53u1d]{Mourners’ Guild} the following morning. When officer Jolanka Spirren dies on Geheimnisnacht, that tradition may have unfortunate side-effects, as when Morrslieb rises, so does Spirren’s corpse.

  • Most of Baumann’s patrons would be horrified to know that he is a ranking member of the Crooked Fingers, a devout Ranaldan, and career criminal. A secret tunnel leads from the cellar of the Crossed Pikes to the sewers, while a similar tunnel leads from the sewers to the cells of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.toO7rVzs22NeNDxK]{Main Guard Barracks}. Baumann has, on occasion, used these tunnels to facilitate the escape of certain important, or wealthy, criminals. When he hears a rumour that the corrupt mason he paid to construct the tunnel in the Barracks has died, having been tortured, he asks the Characters to quietly investigate, and ensure that his secret is safe.

" + }, + "Main Guard Barracks": { + "name": "Main Guard Barracks", + "text": "

The Watch, formally known as the Reikland 99th Regiment of Foot, are part of the Reikland State Army, but given Bögenhafen’s lack of oversight from the Saponatheims, they are far from martial readiness. Nonetheless, the Main Guard Barracks (known locally as ‘Fort Bögenhafen’) is a sturdy building, recently refurbished by the @UUID[.W8ju8zephzQTxJOt]{Masons’ Guild}, with stout walls and a number of secure prison cells. However, despite the fort-like exterior, the barracks are not defensible long-term, relying on the town for supplies, services, and fresh water.

@UUID[Actor.pzFQiFUKm7yWhrsL]{Captain Goertrin} is a tall, cadaverously thin man of superb manners and disdainful mien. By day he can usually be found within his luxurious office or visiting the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} or @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.rMGvWWbCDZvvTkFQ]{Town Hall}. His Lieutenant, Gerd Locke, handles the day to day running of the barracks and the coordination of the patrols. Goertrin’s only interest is maintaining his lucrative position. He benefits from numerous bungs and backhanders from  the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} to ensure their interests are prioritised over others.

  • Tomas Krone, notorious art thief, currently languishes in the cells awaiting trial. He was foiled attempting to break into Jochem Haagen’s house when in pursuit of a rare painting @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} acquired from a dealer in Nuln. Should the Characters know @UUID[Actor.sElqSPHULTbnUjf2]{Franz Baumann} in the Crossed Pikes, Krone asks them to relay a request for help. Little do they realise that Krone is actually an agent of Lieutenant Locke, placed in the cells to discover the secret tunnel.

  • Sergeant Jager has a reputation for being tough but fair. After young Siegfried von Bullendorf dies in his custody, Jager is suspended and imprisoned despite swearing he would never be so stupid as to treat a noble like a common criminal. Should the PCs prove his innocence, they will place a capable, and morally flexible, Watch sergeant in their debt, whilst earning the enmity of the actual murderer, Sieghilde von Saponatheim, the local graf ’s dissolute cousin.

" + }, + "Jewellers' Guild": { + "name": "Jewellers' Guild", + "text": "

The Jewellers' Guild’s headquarters is situated in the wealthier part of the town, conveniently near a number of reliable moneylenders and pawnbrokers. The building has only one entrance, with a stout, iron-banded door and no windows. A guard stands just inside the door at all times of the day, ensuring only legitimate, and unarmed, customers enter.

All the jewellers who trade openly in Bögenhafen are guild members, and the guild operates a series of price-fixing agreements. To enforce this arrangement, local bylaws insist that jewels, both cut and uncut, plain or set, can only be sold or traded within the guildhouse. This policy has led to the largest black market trade in precious stones in all the Reikland.

  • Rille von Kaltenwald is humiliated at a society ball when every female guest present is wearing a copy of her signature jewel, an old family heirloom nicknamed the Blue Sun. Tasked by Guildmaster Binge Narbovski to investigate, the Characters discover that the replicas were sent with an anonymous note implying the gift was from the hostess, Maria Haagen. Should the party investigate thoroughly, they discover the replicas were commissioned by Kaltenwald herself, in a misguided attempt to get her name in the society papers in Nuln.

  • Binge Narbovski is a shrewd businesswoman. She controls not only the Jewellers’ Guild, but also the black market, which is run out of a backroom in a tavern called the Golden Empress. She asks the Characters to provide security for an exchange, but when it is raided by the Watch she turns on the party, blaming it for the illegal deal and claiming the Characters forced her to assist. The Watch are reluctant to disagree with a local Guildmaster, so the party likely end up in the cells.

" + }, + "Journey's End Inn": { + "name": "Journey's End Inn", + "text": "

The Journey’s End is a large, respectable inn with comfortable furnishings and attentive staff. The main building has a large common room with tables, a few booths, and a central fire pit. There is a small stage in one corner, where a variety of musicians entertain the guests, although the music is never too loud and never too vulgar. Above, there are two floors of private rooms and suites, with the attic space reserved for the landlord and her family.

Odelina Landau, the innkeeper, is an attractive woman in her late 30s, with a warm smile and a sharp mind. She has negotiated a preferential deal with the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, offering reduced prices for important guests in exchange for certain discretionary tax rebates: bribes. Landau has a large staff, mostly Human, with a gaggle of Halflings working the kitchen, and a Dwarf brewmaster who makes her signature red ales.

  • Gurni Galazil, Landau’s brewer, is often bored. Much of his job as brewmaster requires waiting. He likes to gamble in his spare time. Unfortunately for him, he is bad at dice and now owes ‘Lori’ Lowhaven three months’ salary. Lowhaven wants payment in kind: the key to the service door. Lori is clearly planning to rob the inn’s patrons. In desperation, Galazil turns to the Characters for help. If they can get Lowhaven off his back, without letting Landau know, he’ll ensure they never want for drinks in Bögenhafen.

  • Landau works for the @UUID[Compendium.wfrp4e-altdorf.journals.W4LFOIduFZoqSNsN.JournalEntryPage.e1vvDKWEn2EYw0gZ]{Black Chamber}, the Emperor’s spies, supplying her handler, Spymaster Steppenschweppe, with reports of the goings-on in the Journey’s End. To this end she has a complex network of listening tubes running from her chamber to all of the guests’ bedrooms. Should the Characters discuss anything of interest, such as the identity of cultists of the Dark Gods, they may find themselves on the Black Chamber’s books as informants, or worse.

" + }, + "Physicians' Guild": { + "name": "Physicians' Guild", + "text": "

The Physicians are a minor guild in terms of numbers, but because of their learning and high social position they have considerable influence. As such, their guildhouse is lavishly decorated, looking more like a luxurious townhouse than a place of business. Discreet symbols of Shallya and Verena are worked into the elaborate friezes decorating the imposing entrance hall, as the guild sees its calling as the perfect fusion of the two goddesses’ gifts.

All licensed physicians in Bögenhafen are obliged to hold their surgeries within the guildhouse. The back rooms and upper levels are a warren of small consulting rooms. It has two shared operating rooms that are tiled and fitted with complex pulley systems. They also have drains for blood and other post-operation effluvia that run down to the cellar where there is an outlet to the sewers. By precedent, the position of Guildmaster falls to the surgeon with the most surgical procedures undertaken, meaning young Doktor Schlüsselbaum. At a sprightly 48 years of age, Schlüsselbaum is currently guildmaster, largely due to his cavalier attitude toward cutting open his patients.

  • Deiderich Ochtend, a young doktor recently arrived from Marienburg, harbours a dark secret. A cultist of the proscribed god Khaine, Lord of Murder, he secretly selects patients he deems unworthy and murders them under the guise of a surgical mischance. How many of his patients will die ‘under the knife’ before suspicions are aroused?

  • Doktor Hieronymous Fördern is one of Bögenhafen’s most venerable physicians. When another doctor arrives claiming that Fördern is a fraud, the wronged doktor asks the Characters for help. In truth he is an unlicensed physician and secret hedge witch. His lack of qualifications has not prevented him from saving lives and healing people for three decades. Can the Characters protect his secret allowing Fördern to salvage his reputation? And, if they do, how will they feel when Fördern has a magical mishap three weeks later, accidentally killing five patients?

" + }, + "Tailors' and Weavers' Guild": { + "name": "Tailors' and Weavers' Guild", + "text": "

A small but well-appointed building near @UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.2BZgchXB7mwQdML0]{The Adel Ring}, the Tailors’ and Weavers’ Guild is one of the lesser guilds of Bögenhafen, yet one of the wealthiest. The merchant classes of the Reikland are preoccupied with status, arguably even more so than the nobility,  so business for high-end tailors is booming in Bögenhafen. The guildhouse itself is used primarily for meetings of the handful of tailors and weavers in town, to negotiate prices and coordinate purchase of cloth and fabric from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild} at bulk discounts. A back room has an elaborate shrine to Dehagli, God of Tailors and Fine Living, who is little known outside Averland.

Each master tailor furnishes the guildhouse with a ‘signature costume’ (frequently a lavish ballgown or intricately embroidered doublet), to be displayed in the entrance hall for prospective customers, while weavers hang bolts of cloth in lieu of tapestries. Even low-end tailors have their work displayed, generally towards the rear of the room. By tradition, the guildmaster’s wares are given pride of place. The current guildmaster, Heinrich Dwaart, is an Averlander, and a manufacturer of rough hemp undergarments, a source of shame amongst the guild’s more prestigious members.

  • Dorathandril Sunhair, a High Elf who designs exquisite costumes for the Imperial Court, has recently arrived in Bögenhafen and wishes to obtain a guild licence. An ancient bylaw prohibits guild membership for Elves, and while Guildmaster Dwaart publically regrets this archaic law, in private he is lobbying the council to maintain the status quo, fearing the repercussions of Sunhair’s work entering the market. The Elf has no understanding of Empire coinage, and so will likely offer higher-quality product for far lower prices.

  • The guild is abuzz with rumours of Wilhelm Schneider’s new ‘Kugelmatic Autonomous Yarn and Silk Thread Interweaving Device’, purchased at great cost from the infamous inventor, Wolfgang Kugelschreiber. When Schneider disappears, the concerned guild ask the Characters to investigate. Inspecting his loom reveals that it is destroyed, but seemingly from within. What Schneider’s rivals don’t know is that the hulking device was not created by Kugelschreiber, and was instead powered by a , trapped in a cage and forced to produce silk in great quantities. Now the agitated creature has escaped into the sewers, taking Schneider with it, and webs are already blocking two sewage pipes.

" + }, + "The Wolf's Tail": { + "name": "The Wolf's Tail", + "text": "

Situated on Nulnerweg, not far from @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.hbMNPQNlo3AqXfkU]{the Göttenplatz}, the Wolf's Tail is a small tavern catering mostly to martial types. The door has an actual wolf ’s tail nailed to the wood, which is replaced fairly regularly. Patrons bringing a fresh, high-quality tail are given a discount on their food and drink for the night. Past the pub’s somewhat imposing exterior, visitors discover a surprisingly warm interior, lit year round by two roaring fires.

Ulka Starr, a former mercenary, runs the pub with one eye and a thin smile. Though rarely packed, the Tail does a steady trade, and is frequented by guards and mercenaries in town. This means that, in practice, there is rarely any serious trouble. Given how many skilled warriors have both alcohol and weapons to hand, this is probably for the best.

  • When Ulka’s former quartermaster, Detlev, arrives in town, he claims that Ulka is owed back pay from her former company, The Silver Bastards, which is being held for her in a bank in Ubersreik. As Ulka cannot abandon her tavern, she asks the party to collect it on her behalf. If the Characters agree, they are unaware that Detlev has betrayed Ulka and they are walking into a trap set by Willi Sellebricht, her vengeful former employer.

  • Sitting around the fire in the Wolf ’s Tail sharing stories with the other patrons, the Characters hear of Greenskins raiding nearby farms. Should they investigate, they are able to follow the tracks back to a small hut. A cursory look at the hut reveals road warden uniforms, suggesting that the ‘Greenskins’ are in fact corrupt road wardens, carrying out these attacks in the hope that they will be paid more money. When the road wardens blunder into the Characters, a tense standoff ensues...

" + }, + "The Walls and Beyond": { + "name": "The Walls and Beyond", + "text": "

Like most towns in the Empire, Bögenhafen sits behind stout walls, a necessity given the predations of Greenskins and Beastmen, to say nothing of bandits and rival provinces. For all that the town’s history is littered with ferocious attacks, Human memory is short and imperfect, and so Bögenhafen’s walls have seen better days, and its people spill out during the Schaffenfest with scant regard for what may lie in the forest, watching with glimmering eyes…

" + }, + "East and West Gates": { + "name": "East and West Gates", + "text": "

A pair of near-identical, heavily fortified gateways guard the town’s two main entrances on the @UUID[Scene.aQ5GINBrubaDGQw4]{Altdorf} and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} roads. Each consists of two tall towers linked by a fortified arch, with battlements covering the whole structure, offering a clear view down the road and a secure position from which to fire should the gate need defending. The gates themselves are constructed of dozens of thick wooden planks, bound in iron on the side facing the road. A stout portcullis lies behind each gate, operated by a winch in one of the towers on the town side.

The gates are manned by State Soldiers under the command of the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council}. As part of Bögenhafen’s self-ruling deal with the Saponatheims, there are no nobles in the detachment, meaning sergeant is the highest rank found in both towers. The soldiers are housed in a barracks on the ground floor of each gate. While the town’s Watch is underfunded and somewhat lazy, the soldiers manning the gates are well-trained and prepared, the better to allay the fears of any visiting nobles and ensure taxes are paid promptly.

  • Sergeant Franz Haller is being blackmailed by smugglers, who have kidnapped his daughter, threatening to kill her if he does not allow a incoming shipment through the East Gate without taxes or delay. The smugglers neither know nor care that any irregularity on his part is bound to be reported by one of his subordinates. Out of his mind with worry, Haller takes to drinking heavily. The Characters meet him in the Black Engineer tavern, and his whole, sad story comes tumbling out.

  • As in many towns, it is the custom to display the bodies of hanged criminals over the gates as a warning to others. The body of Red Hans Tarmun, a notorious local bandit who terrorised the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} road for years, is currently hanging in irons over the West Gate. One night, as Morrslieb grows fat, the corpse begins to twitch and move, its arms stretching out to those below, grabbing at the ravens that seek to feast on its flesh, crushing their bodies and hurling them to the ground. As Mother Carlitz, the local Morrian High Priestess, is away from town conducting funeral rites in a neighbouring village, it falls to the Characters to deal with the restless dead, and Hans’s vengeful wife, the witch Felda Tarmun.

" + }, + "Gardens and Chapel of Morr": { + "name": "Gardens and Chapel of Morr", + "text": "

Outside the north-east corner of the town walls, the Garden of Morr is a reflection in miniature of Bögenhafen’s society. The great mausoleums and family vaults of the wealthier citizens are on the west side along the town wall, while the eastern part of the burying-ground is crowded with the densely-packed and frequently reused graves and raven-stones of the lower classes. The unmarked mass graves of criminals and paupers lie along the north wall. The dark and brooding black stone Chapel of Morr stands almost in the centre of the garden. There are no doors in the portal leading into its dark innards.  The chapel is carved with symbols of Morr, ravens and black roses, though the portentous impression is somewhat undermined by the wind that whips and whirls in through the open portal, bringing dead leaves and detritus in its wake.

As Mother Carlitz, the priestess of Morr, spends much of her time at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.DzjqJ9LidpR53u1d]{Mourners' Guild}, the chapel is generally empty unless it is being used for a funeral service. Not far away, a small lean-to shack huddles against the town’s outer walls. Gravediggers keep their tools there, and lay-members of the @UUID[.DzjqJ9LidpR53u1d]{Mourners’ Guild} often spend time drinking in the shack when not digging graves or washing corpses. It is part of their remit to act as gravewardens, protecting against grave robbers, though most lack any real dedication to the cause. Should they suspect body snatchers are about, they ring the handbell kept in the shack for such occasions, and hope the interlopers leave quickly, or that the Watch come before the grave robbers escape.

  • Mother Carlitz suspects bodies have been going missing from the paupers’ graves, though this is hard to prove as she is reluctant to disturb the rest of those she has sent through Morr’s portal. Should the party investigate on her behalf, they not only discover a Ghoul has been feasting on the recently interred remains, but a local youth has taken to covering the creature’s tracks, regarding it as a pet. Why the Ghoul has not attacked the child is a mystery…

  • When the Characters hear word of strange goings-on in the Garden of Morr, Mother Carlitz asks them to spend the night there to ensure nothing amiss occurs. When they hear noises they spring into action, expecting grave robbers or necromancy afoot. Instead, they find a newly married young couple, Prokop and Marilda Schale, locked in a passionate embrace. Prokop, an Ostermarker, believes it is a good omen to conceive your firstborn atop the grave of your ancestor. So the couple have been spending their nights together here, where Marilda’s mother is interred. Whether the party allow them to continue is entirely up to them as Morr provides no sign of his preference.

" + }, + "Hetztford": { + "name": "Hetztford", + "text": "

Bögenhafen lies at the confluence of several important trading routes through Southern Reikland. However, a local bylaw prohibits the construction of a bridge within 10 miles of the town, so all traffic across the river near the town is by ferry. Fortunately, 12 miles south-west of Bögenhafen lies Hetztford, a natural ford across the Bögen. It is guarded by a fortified toll house and lies in the shadow of an ancient Elven ruin. The only road leading to it passes through Bögenhafen, and the @UUID[.MumhV0cvijjcPL6O#the-town-council]{Town Council} has staunchly refused to build a road running around the town, ensuring that any using the ford pay a toll twice: one in Bögenhafen, and again to cross at Hetztford.

  • Rumours persist that the Elven ruins at Hetztford harbour ghosts: tormented spirits that died millennia ago, yet still stalk the ruins by night ready to feast on the souls of the unwary. When a caravan of Strigany mistakenly set up camp by the ruins, locals are convinced they will disturb the dead and so an irate mob forms to chase them off. Can the Characters warn the poor Strigany families and convince them to leave before they are attacked? Or will they join the mob?

  • A coalition from the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.W8ju8zephzQTxJOt]{Masons' Guild} is keen to dredge the ford and construct a bridge, allowing for smoother road traffic as well as letting river traffic make it further up @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{the Bögen}. When their surveying team disappears, Guildmasters Ritter and Tief-Haufen task the Characters with discovering the truth. Any attempt to investigate causes the party to be attacked by an extremist Priest of Taal, determined to conserve the pool that gathers by Hetztford rather than have it despoiled by increased traffic.

" + }, + "Postern Gate": { + "name": "Postern Gate", + "text": "

This is a minor entrance to the town. It consists of a single iron-bound wooden door flanked by a pair of arrow-slits. The gate was constructed at the behest of the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.fZdKRk3o4e6rELi0]{Merchants' Guild}, to better facilitate @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.ZAQXRrI07W7YqIba]{The Schaffenfest}. While the gate remains locked at other times, during the day while the Schaffenfest is on, it is open to all, guarded by four members of the Watch at all times.

  • A concerned young watchman asks for a favour. A drunken party just entered the town, all but carrying one member of the group who had seemingly drunk too much ale. The guard is concerned that something nefarious is going on, and asks the Characters to follow the group and ensure all is well. Should the party successfully track the group, it discovers several local youths trying to smuggle their friend, Holtz Breicher, home without his parents discovering that he has been sampling @UUID[Compendium.wfrp4e-core.items.b6tGqvNe1jYBdeN5]{weirdroot}. When Holtz’s eyes start glowing, one blue and one pink, his friends desert him, leaving the party to deal with the befuddled, and possibly magically sensitive, young man.

  • The Postern Gate is the ideal place for smugglers to do their business. ‘Lori’ Lowhaven tasks the Characters with ‘borrowing’ the key for a few hours to allow her to make a copy. Success earns a favour. Failure earns imprisonment. Refusal likely leads to death.

" + }, + "The Schaffenfest": { + "name": "The Schaffenfest", + "text": "

As commerce is the lifeblood of Bögenhafen, taxation is ever at the forefront of its fortunes as a town and centre for trading. Through a longstanding writ from the Saponatheims dating back to 2390, Bögenhafen is allowed one day a year (Geltgrubetag) for trading livestock without paying the usual tax. The @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf’s} grandfather ratified this treaty at the town’s request, hoping the lost revenue in flesh-trade would be more than offset by increased revenue through tolls and other taxes. Indeed, it is stipulated in the charter that the livestock being sold must be physically present when the sale is concluded to maximise Saponatheim’s tax yield. 

The Schaffenfest is a bustling, thriving affair packed with citizens of all social classes, from the lowliest beggar to the wealthiest noble and everything in between. Here, all rub shoulders beneath strings of brightly coloured bunting and lanterns, taking in the spectacles on offer and revelling in the opportunities afforded them.

Always looking to increase profits, merchants travel from across the Reikland and beyond to take advantage of this opportunity for tax-free trade in animals. Because of this, the livestock market dominates the Schaffenfest, both in terms of size and stench. While most of the animals traded here are sheep and goats, a number of cattle, pigs, and poultry are also sold, and increasingly horses and other animals are being driven to Bögenhafen; the lengthy journey worth making for the potential savings on costly horseflesh. While only a single day is tax free, the festival spreads over three days now, giving merchants plenty of time to peruse the stock and negotiate prices, before finalising contracts and exchanging goods and payment on Geltgrubetag.

  • Of course, where great crowds gather to spend enormous sums of coin, others follow looking to profit. Hence, the Schaffenfest is replete with distractions and entertainments galore. A myriad of exciting opportunities beyond livestock await at the Schaffenfest. Strigany fortune tellers, games of chance, bunko artists, musicians and acrobats, firebreathers from far-off Araby, Estalian sword-dancers, and so much more. Enterprising merchants set up stalls selling almost anything that could be needed, and several things that aren’t. Food stalls are everywhere, as are beer stands and tents, and beggars, pickpockets, charlatans, and bawds beyond number ply the crowds in their own ways, all seeking a way to line their own pockets at someone else’s expense.

  • The party notices one particularly skilled bunko artist who never seems to lose. They may grow suspicious, suspecting the charlatan to be a witch. Should they voice such concerns, even quietly, the accusation is repeated by the crowd and an angry mob quickly forms. Of course, she is not a witch, but a skilled Charlatan and devotee of Ranald, who will not take kindly to the attention the party brings on her.

  • Gilbert Mutigge, a cattle trader from Averland, has made the long journey from Wuppertal with a vast herd of Averlander Longhorns. He stands to make a great profit should he make it to the Schaffenfest, but with time running short a number of his drovers have come down with the @UUID[Compendium.wfrp4e-core.items.txeLd7R13qxSvmsr]{Galloping Trots}. Should the Characters be able to help, he pays them well. However, they best be careful what they eat, as agents of Graf von Saponatheim are keen to make sure the herd is late so tax is paid when it’s sold.

" + }, + "Shrine to Taal": { + "name": "Shrine to Taal", + "text": "

Just outside the town on the road to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart} stands a small shrine to Taal, where travellers offer prayers as they set out for the mountains. Maintained by local hunters and woodsmen, the shrine consists of a small circular drystone hut with a conical thatched roof, and a deer-skull hangs over the lintel. While Bögenhafen has its share of vagrants and the down-at-heel, none dare sleep in ‘Taal’s Hut’, for fear of offending the wild god.

  • When a wounded stag seeks refuge in the shrine, its hunters, a party of minor nobles, are unsure how to proceed. Some are eager to dispatch the beast, while others worry about offending Taal. When the Characters stumble upon the scene, they may be able to save the stag, possibly earning Taal’s favour. Alternatively, they could drive the stag out from the hut earning some silver, and Taal’s disdain.

  • By tradition, local hunting parties leave a portion of Taal’s bounty in the shrine for the god. These offerings always disappear overnight, ostensibly taken by Taal. When the Characters notice a child sneaking from the hut under cover of darkness they may pursue, discovering a small gathering of Mutants exiled from Bögenhafen years ago and long thought dead. They have remained in the forests, hidden, eking out a poor existence and avoiding the eyes of humanity. Now they have been found out, they may respond angrily like the cornered beasts they so resemble.

" + }, + "Water Gate": { + "name": "Water Gate", + "text": "

This is little more than a gap in the walls where the Hafenbach stream flows into the town to join the river Bögen. There is a small, sheltered guardpost atop the wall here, with a winch which can be used to lower or raise an iron portcullis, blocking off entrance to the town through the stream.

  • When a horrifically disfigured corpse is found pinned against the gate’s portcullis, there is panic and speculation. The body bears the marks of ritual slaughter, and must have been killed recently outside the walls. Should the Characters investigate, they discover the body was a bandit, one of Red Hans’s outlaw band, who was killed by some villagers when he attempted to raid their homes. They mutilated the corpse, fearing reprisals from his comrades. Unfortunately, the Characters have inadvertently led a group of the violent ne’er-do-wells straight to the village, and now they need to be defended.

  • The rising sun reveals that the waters of the Hafenbach have turned a very peculiar shade of purple. In places, green flames dance upon the stream. Someone in a nearby tavern swears that a fish jumped out and asked him for a towel and a pair of shoes, in clear and fluent Reikspiel. Can the PCs find the source of this oddness (a chunk of warpstone, washed downstream and caught on the gate’s portcullis) before the town breaks out into mutation, or before Skaven Warlock-Engineer Veekt gets his eager claws on it?

" + }, + "The Duchy of Saponatheim": { + "name": "The Duchy of Saponatheim", + "text": "

Although the Duchy of Saponatheim is one of the largest provinces in the Reikland, nearly all its land is densely forested, leaving it largely untouched by human hand. Barring the occasional ruin or heavily fortified population, most of the duchy is left to Beastmen, Bandits, Greenskins, and other terrible creatures that haunt its misty depths. It’s only in the south, where the treeline of the Reikwald breaks to the fertile Vorbergland and the land is tamed, that civilisation can be claimed to rule. Here many towns, villages, and farms dot the rolling foothills leading to the Tauzück Hills in the south, the largest of which is Bögenhafen, one of the richest towns in the Reikland.

Graf @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Wilhelm von Saponatheim} from @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg} rules the majority of the province. The duchy is divided into a patchwork of fiefs, which are parcelled out to lesser members of the family and favoured supporters. These titles are always granted as lifetime holdings, rather than hereditary positions. This means they return to the graf ’s gift on the holder’s death. 

This allows the graf to maintain a tight control over his family, though earning himself little loyalty. There are only two permanent fiefs left in Saponatheim: @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.ZVxhE9KeMGRHZ9xi]{The County of Kleinwald} and @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.YYPNmc1fF0JpQ1zz]{The Barony of Stürmdunkel}.  The rest were disbanded over two centuries ago during Magnus the Pious’s reformation of the Empire.

The duchy lacks the rich mineral deposits of other, wealthier provinces, a source of much irritation to the graf. Trade is the biggest source of income, but the Saponatheims have little control over Bögenhafen’s merchants. The talk of court is that he is beholden to his common-born tenants, lacking the strength to bring them to heel.

Another notable settlement where the graf has no control is the fortified town of Kurtzehre, which lies just to the south of Bögenhafen. It is home to the Duchy’s greatest concentration of Dwarfs, and is where the Dwarf masons who constructed, and still maintain, Bögenhafen’s sewers reside. They avoid Bögenhafen itself, disliking the ‘manling stench and their shoddy work’, and have rebuilt what was once a small village of the Empire in stone. The handful of Humans and Halflings who reside in Kurtzehre now do so at the sufferance of renowned stonemason Gudruk Stonebeard. He is in charge of the town, no matter which of the graf ’s ineffectual relatives are granted nominal control over the area for this generation.

  • When Stonebeard hears the Characters have spent time in the sewers, he invites them for a banquet to hear a report of how the sewers are holding up. Should the party report any word of giant rats, unholy temples, or secret passages,  Stonebeard howls in indignation, and immediately begins preparations to visit Bögenhafen to insist upon making things right, likely bankrupting the town in the process.

  • Gold is found in a tributary of the Bögen, at the village of Gammler near the Reikland Circle, sparking something of a goldrush. The PCs may eventually realise the gold is being transmuted thanks to uncontrolled gouts of Chamon, the Gold Wind, which is spilling out from the Reikland Circle, a collection of ancient stone megaliths that normally keep the Winds of Magic in check. A Journeyman Alchemist of the Gold Order has been trying to tap into the Circle, little realising the consequences of his actions. When the PCs tell him, the colour drains from his face as he knows that the ‘gold’ remains magically active and will likely corrupt and mutate the hapless riverfolk collecting it.

" + }, + "The County of Kleinwald": { + "name": "The County of Kleinwald", + "text": "

The County of Kleinwald lies on the eastern border of @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.T8GAVCAjpM6PTmUS]{The Duchy of Saponatheim}. While many trappers, charcoal burners and other peasants call it home, there is little of note in the area. A small range of densely forested hills, the Heuvals, are bifurcated by the region’s eastern border with the Duchy of Midwald. While there are a few copper mines in the area, they all lie on the wrong side of the border, meaning no revenue passes through Saponatheim coffers.

Noble twins Laurenz and Leota Kleinwald rule the county. The siblings are famed for their debauchery and disinterest in matters serious or devout, just like their cousins Gutele and Boniel von Bruner of Ubersreik. They make no secret of the disdain they feel for their ‘little lands’ in Kleinwald and do their best to avoid spending time there. Their long-suffering mother, Heidi (from @UUID[Compendium.wfrp4e-starter-set.journals.TSyoR9nSk7cehypG.JournalEntryPage.U5fSG8wDw2ZCLIWG]{House Bruner} in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik}), recently passed away, leaving control to the twins. Thus far, they have shown no interest in taking their responsibility seriously.

The seat of power in Kleinwald is Schevinger Castle. The small, crumbling keep has only one draughty tower and few amenities. Saponatheim bylaws mean that the ruler must spend at least one night in the castle per year, or else the land will revert to @UUID[Compendium.wfrp4e-rnhd.actors.KfVnMx7Bn1DWErM6]{Graf Wilhelm} control. To make their ‘stay’ more bearable last year, the twins held an enormous, drunken party that lasted all night, before sleeping in the coach back to their manor in @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}.

  • Records vary regarding which of the twins was born first. Reikland precedent would indicate that Laurenz, as the male heir, should inherit, but a legal expert (hired by Laurenz himself ) in Nuln cites a different precedent as House Kleinwald has its roots in Wissenland, and its laws could apply. This would give Leota power. The Characters are hired by both of the twins to press the case for the other twin’s rights.

  • When the time comes for Laurenz and Leota to spend the night in Schevinger Castle again, they hire (or strongarm) the Characters into providing security and, they murmur with a grin, ‘entertainment’. Unfortunately, the night they chose is Hexensnacht, when the dead grow restless. As the sun sets, their tormented mother’s spirit rises. She has a bone to pick with her wayward offspring.

" + }, + "The Barony of Stürmdunkel": { + "name": "The Barony of Stürmdunkel", + "text": "

To the duchy’s south and west lies the densely forested Barony of Stürmdunkel. It is ruled by Baron Hiedemann of House Stürmdunkel, the last of the illustrious bloodline that used to rule all of Saponatheim many centuries ago. 

As part of the deal the Stürmdunkels made with Emperor Magnus the Pious, Hiedemann also commands over half the Duchy of Saponatheim’s State Army, an honour in which he revels, and one the graf of Saponatheim would happily wrest free from him. Hiedemann maintains a number of regiments, as well 

as ensuring that the citizenry are well drilled should they be called up to serve in free company militias. Though much of the land has been cleared of the densest forests, a number of patches are maintained despite being home to the usual array of Beastmen, Mutants, and Greenskins, providing Hiedemann's forces ample opportunity to hone their skills. The @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen} is especially misty near Castle Hohenwand, his official seat, and the baron regularly drills his troops in these  bewildering conditions.

Hiedemann splits his time between Castle Stürmdunkel to the south of the Barony and Castle Hohenwand to the west, barring the occasional visits to @UUID[Scene.PjdjWCf0haIiXEW6]{Bögenhafen}, or to his liege at @UUID[Compendium.wfrp4e-rnhd.scenes.RQQBIZT9OyHMFL27]{Castle Grauenberg}. Hohenwand is an imposing fortress with high, strong, defensible walls, built by Dwarfs over a thousand years ago. It is here that the headquarters for the State Regiments of Saponatheim reside. The walls are garrisoned by halberdiers, in the form of the Reikland 47th Regiment of Foot, ‘The Hedgepigs’, and by a recently founded regiment of handgunners, the Reikland 118th Regiment of Foot, ‘The Greenbacks’. Hiedemann is a great believer in the power of blackpowder, and is actively petitioning the graf for more investment so he can field more than a few support detachments  of handgunners.

Castle Stürmdunkel is where Hiedemann’s family resides, both his personal family in the form of his wife, Theodosia, and daughter, Marlaina, and his martial family, the Knights of Stürmdunkel. This knightly order was founded by Hiedemann’s distant ancestors and was, for many centuries, little more than an excuse for decadent noblemen of the locality to gather and have parties. However, when Hiedemann’s grandfather became baron he whipped them into shape, determined that when the time for war came, as he knew it surely would, they would be ready. Caparisoned in their black armour, wielding their black-laquered hammers carved with lightning bolts, these dark and stormy knights are now a force to be reckoned with.

  • Captain Wallinger of the Greenbacks is in need of more blackpowder, as his most recent shipment was ruined. Should the Characters be able to bring some (or, even better, source a long-term supply) the captain (and by extension the Greenbacks) are in their debt. 

  • Sir Maximillian Anstrengung, a legendary Knight of Stürmdunkel, rarely removes his armour or helm, even indoors, which has led to some speculation about what he might be hiding. When the Characters catch a glimpse of his horrifyingly ravaged skin, they may well assume he is hiding a terrible mutation! In truth, he was badly burned by a River Troll’s acidic vomit. He is very touchy about it, not surprisingly.

" + }, + "Dark Cults and Seedy Gangs": { + "name": "Dark Cults and Seedy Gangs", + "text": "

Bögenhafen is emblematic of a change that is taking place across many parts of the Empire. The old ways, with the iron rule of the nobility shored up by faith in Sigmar, are eroding. The burgeoning middle classes (merchants, traders, and artisans) are gaining power, wealth, and influence, transforming the social strata of the Empire. As such, it is no surprise that cults of the dark gods lurk in the shadowy recesses of Bögenhafen’s alleyways and basements, as they are not only attracted to change, they cultivate it.

 

" + }, + "The Bloody Nose": { + "name": "The Bloody Nose", + "text": "

The Bloody Nose is a relatively recent cult, founded in Bögenhafen a few decades ago by ‘the Klaus’, an especially violent stevedore from Tahme. There are whispered legends of roots in a far older order devoted to violence and bloodshed, but none within the cult has the knowledge, or interest, to pursue these claims. Most cult members are stevedores, although a number of private guards and soldiers of the Watch have recently been indoctrinated. None initially realise the path they walk as they simply revel in the opportunity to fight for fun, but as the blood flows down their faces, so too do they lose their souls, drop by drop.

The Bloody Nose meets irregularly, when Morrslieb is full. Members convene in an empty warehouse, using their knowledge of the docks to ensure their secrecy. Their gatherings begin with a ritualised ceremony in which, firstly, all members swear to keep the existence of the cult secret, before everyone is ‘greeted’, a process which involves punching one another in the nose until blood streams down their face. Once everyone is bleeding, matters become less formal with drinking games, storytelling, and wrestling bouts competing with more violent melees involving dozens of cultists pummelling one other into unconsciousness.

  • Following a particularly raucous meeting of the Bloody Nose in a @UUID[.MumhV0cvijjcPL6O#haagen]{Haagen} warehouse, dozens of dogs are found lapping enthusiastically at the blood. When the Characters are called in to investigate, things rapidly turn nasty as the dogs develop the @UUID[Compendium.wfrp4e-core.items.15ENOMf345S5AL68]{Brute} and @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} traits and turn on the party.

  • Gunther Faustkämpfer has been a member of the cult for years. He revels in the opportunities it affords him for relentless violence and bloodletting. He finds the lack of leadership since the Klaus’s death frustrating. He is determined to establish himself as cult leader by earning the favour of the Blood God in ritual combat. At night, he seeks out the biggest, toughest-looking Character and punches the PC square in the face, without provocation or warning. He then attempts to bludgeon his victim to death with his bare hands. He is accompanied by three or four other cultists, who do their best to prohibit anyone else interfering.

" + }, + "The Blackpikes": { + "name": "The Blackpikes", + "text": "

The Blackpikes take their name from a local variety of @UUID[Compendium.wfrp4e-core.items.Bda4Wvnlt3q5zkKC]{Stirpike}, rarely spotted in the Bögen these days. Members of the gang have a crude black fish tattooed on their bodies. While some paranoid investigators have sought to prove a link between the Blackpikes of Bögenhafen and @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-fish]{the Fish} of Altdorf, none have lived long enough to conclusively establish the connection.

Gustav Friek, a notorious gangster, leads the gang. Friek’s interests have, thus far, been predictable: shaking down businesses for protection money and taking a cut on smuggling and other illicit activities taking place within @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{the Pit}. A much-feared figure in the town, he eyes the rich territories across the Bögen enviously. 

His lieutenants are readying themselves for the call to arms when the Blackpikes cross @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{the Bögen} to wage war on  their rivals.

  • The Characters are approached by Polli Wengerbäss, a low-level member of the Blackpikes. She wants out of Bögenhafen, and will pay the party to smuggle her out under the cover of the misty nights. What the Characters don’t know is that she is pregnant with Friek’s child, and he will do anything to get her back.

  • When the Characters spend the night on a barge (to save money on inns), they hear a commotion from across the water. Should they investigate, they pull two young men from the water, tired and bedraggled, and not speaking any Reikspiel. Shortly thereafter, a rowboat pulls astern full of Blackpike Racketeers, demanding the return of their ‘merchandise’. Should the Characters call for the approaching Watch patrol, the thugs flee leaving the Characters with two more mouths to feed, and with the enmity of Friek and his Blackpikes.

" + }, + "The Vigilant Eye": { + "name": "The Vigilant Eye", + "text": "

For more than 300 years the Vigilant Eye has kept watch over Bögenhafen. In 2203 IC, when Drachenfels the Great Enchanter tore a gaping rift into the Realms of Chaos at his castle in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, it caused thousands of smaller tears to rip free across @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{The Vorbergland}. In Bögenhafen, this resulted in Daemons by the hundreds clawing into reality. Only one person survived that day: @UUID[Actor.W0qIBRusYSrbM3pS]{Volker Drauchen}. He watched, horrified, as Daemons stalked the streets, slaughtering every living soul. Why they spared Drauchen is impossible to know. But as Horrors of Tzeentch capered before him, he began to make sense of it all, to see method in their madness, and a warped seed took root in the fertile soil of his mind. When the rift sealed after a week and the Daemons vanished, Drauchen started his work.

Thus, the Cult of the Vigilant Eye was born. Drauchen, granted arcane power through his exposure to the raw stuff of Chaos, began to recruit others. Knowing the skein between worlds was weakened at Bögenhafen, he saw it as his sacred duty to preserve the town against all threats, knowing that one day it would prove vital to the Great Architect’s Plan.  

@UUID[Actor.W0qIBRusYSrbM3pS]{Volker Drauchen}

As his cult grew, he retreated to the shadows, manipulating others to carry out his will. Thus, he empowered Wilhard Kleinwald to eliminate the Orc Warlord Zzadrag, and later ensured Beastlord Gurkthar Gorehorn was defeated by Abermann von Stürmdunkel. He also aided Captain Inge von Sternberg in holding back the Greenskin tide of Grom the Paunch by ordering Vigilant Eye cultists to support him. As the decades passed, Drauchen took to meditating on the schemes of his Dark Lord, Tzeentch, for longer and longer periods, and has not been seen since the mid 2400s.

In Drauchen’s absence, the Cult is overseen by Unter-Magus Else Überraschung, a sergeant in Bögenhafen’s Watch who lives in Altstadt. Like all cult members, she is sworn to ensure the town’s continued survival. The ranks of the cult are solely filled with lower-class citizens of the town and its environs. 

Many of them are members of the Watch or the local road wardens, although the majority occupy lowly positions within greater organisations: clerks for the great merchant houses, stevedores and teamsters, and other menial jobs. They have only one concern: preserve Bögenhafen.

  • When the Characters get in trouble while investigating the Ordo Septenarius, Sergeant Überraschung overrules the Watch patrol that arrested them and lets them go, determined to thwart the Ordo’s plan. Should they investigate, Überraschung goes to great lengths to ensure the Characters do not discover the existence of the Vigilant Eye, without hindering their obstruction of the Ordo’s ritual, even to the extent of sacrificing her own life.

  • While the unter-magus staunchly opposes the Ordo’s plan, others within the cult suspect that it was for this purpose that they have been protecting Bögenhafen all along. The leader of this faction is Klaus Kurbschnitte, a cooper from @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.NmhaWZTD7644IfbX]{the Pit}. Kurbschnitte will hire the Characters to attack Sergeant Überraschung and her Watch patrol, hoping to eliminate not one, but two threats to the Ordo’s plans. 

" + }, + "Timeline of Bögenhafen": { + "name": "Timeline of Bögenhafen", + "text": "

Being a summary of the major events in the history of the town of Bögenhafen and the Reikland Estate of Saponatheim.

c−3750 IC

Elves found the outpost of Tor Yvanithress near the site of modern-day Bögenhafen. It trades with Karak Zanda near Axe Bite Pass, passing goods by ship downriver, and eventually on to Ulthuan.

c −2000 to −1600 IC

War of the Beard/War of Vengeance. A bitter war breaks out between Elves and Dwarfs in the Old World.

c −1700 IC

Elves abandon Tor Yvanithress after a terrible defeat at the hands of King Karaghar of Karak Zanda.

c −1500 IC

Many Dwarf holds, including Karak Zanda, are destroyed by terrible earthquakes that tear through the Old World. Many Dwarfs flee their mountain halls only for Greenskins to attack their refugee trains.

c −500 IC

Human Unberogen tribesmen, the tribe that will later be led by Sigmar, build a fort in what remains of the Elven Ruins of Tor Yvanithress. They name it Boigenfastis, which means Twisted Fortress in Old Unberogen, and drive back competing, indigenous Humans living in the area.

c −300 IC

Boigenfastis is sacked by Greenskins.

c −50 IC

After years of warfare, Unberogens build a fortified fishing village in an easily defended crook of the river near the ruins of Boigenfastis, calling it Geboigenhafno (Bent Harbour). In time, this becomes Boigenhafno, and later Bögenhafen.

-30 IC

A twin–tailed comet soars through the sky, heralding the Time of Sigmar.

21 IC

First shrine to Bögenauer established in Bögenhafen.

131 IC

The first Temple of Sigmar is built in Bögenhafen on the site of the modern-day High Temple.

c. 300 IC

The Sturmtunkal Clan of the Unberogens rises to prominence in Bögenhafen, with Alrieich von Sturmtunkal claiming the title of Herizogo, a precursor to the modern-day title of duke. This is the earliest recorded ancestor of House Stürmdunkel.

c. 500 IC

The first Castle Grauenberg is built by House Schnital overlooking the River Bögen some 60 miles north of Bögenhafen. The Schnitals establish a toll, bringing them into direct conflict with the Stürmdunkels, who rely on river trade to Bögenhafen for their well-being. This starts over a thousand years of conflict between the two ancient Houses.

c. 850 IC

The Grey Driving. Ignoring the advice of the Grand Theogonist of Sigmar, Emperor Sigismund IV invades the fertile lands beyond the Grey Mountains. The local Human Bretonii tribesmen are easily dispersed. Soldiers by their thousands pass through Bögenhafen, significantly increasing its population, which swells to more than 5,000 for the first time.

955–970 IC

The First Monfort War. Spurred by guerrilla-war successes of the Duc de Paréfon to the south-east, Bretonni tribesmen rise up against Grauesland. Under the leadership of Vauquelin, the self-appointed Dux Mons Fortis (Duke of the Strong Mountain), and with support from a local warlord named Gilles, the Empire is driven back across the Grey Mountains. Refugees from this war bring Bögenhafen’s population to over 10,000.

978 IC

The Bretonni tribes are bound together by Gilles the Uniter, founding Bretonnia. The existing Dux Mon Fortis becomes one of Gilles’s dukes, titled Duc de Montfort in Gilles’s dialect of Bretonnian. The new duke consolidates Bretonnian power on the other side of the Axe Bite Pass to Bögenhafen, laying the foundations of a mighty fortress to oversee his troubled lands.

998 IC

Dwarfs from Karak Ziflin arrive in Bögenhafen to open diplomatic relations with the rapidly expanding town.

c. 1050 IC

Ida Tränken secures a deal to sell Dwarf beer from Karak Ziflin in Bögenhafen, founding what will be known later as the Teugen Merchant House.

1111–1115 IC

The Black Plague. Thousands fall to the disease, leaving only a few hundred survivors in Bögenhafen. 

1363 IC

Margot Saponà, a Bretonnian soap magnate from Marienburg, founds the village of Saponàtheim in the shadow of Castle Grauenberg. The ruling House Schnital agree to let her produce fragranced soaps on their land tax-free, hoping it will draw new workers to the area and, in turn, increase their tax yield. Unfortunately, the resulting stink drives the Schnitals from Castle Grauenberg, and they move to the nearby village of Trosreut.

1402 IC

The Saponà family buy Castle Grauenberg from the Schnitals, and begin refurbishments.

1483 IC

The Saponà family donate an enormous sum of money to House Schnital, and to several other great families of the Reikland. House Schnital then proposes to ennoble the Saponàs as House Saponatheim. The Reikland Diet approves the motion as accusations of corruption fly. Baroness Siefigha is the first head of House Saponatheim.

1681 IC

The Night of the Restless Dead. The dead rise from the Gardens of Morr, slaughtering thousands. Duke Heideklippe Stürmdunkel commands the Cult of Morr to remove all Morrian holy sites beyond the walls of any settlement in the duchy of Bögenhafen, a law that stands to this day.

1940 IC

The Poisoned Feast. Constant Drachenfels, the Great Enchanter, hosts a party for the ruling Noble Houses of the Reikland, and poisons them. The ruling Stürmdunkels of Bögenhafen are killed, leaving a minor branch of the family living in the Duchy of Mittlevorbergland as sole heir to one of the largest duchies in the Reikland. 

House Trott disputes this, as the old duke of Bögenhafen was married to Duchess Gaalopé of House Trott, and she survived the Poisoned Feast.

1941–1950 IC

The First Vorbergland War. House Trott of Tahme declares war on the remains of House Stürmdunkel. House Schutzenburg of Mittlevorbergland does the  same. The three-sided war ends with the Treaty  of Hohenwand, which formally accepts House Sturmdunkels', the Stürmdunkel’s liege-lords, claim  to the Duchy of Bögenhafen. The Trotts are outraged,  but the Reikland Diet supports the treaty. The Stürmdunkels are granted a barony in the newly expanded Duchy of Mittlevorbergland, which now includes Eilhart, Wheburg, Bögenhafen and all their surrounding estates.

2010–2037 IC

The Second Vorbergland War. Houses Trott, Walfen, and Lüssen jointly declare themselves independent from the Prince of Reikland in the Statement of Tahme, each going to war with their neighbours to resolve old quarrels. By the end of the bloody conflict, the independent kingdoms of Mittlevorbergland (ruled by the Trotts), Suden Vorbergland (ruled by the Walfens), and Westen-vorbergland (ruled by the Lüssens) are established, with hundreds of Noble Houses, many of them created on the fly, swearing to the new Royal Houses.

2049 IC

King Oberadal of Suden Vorbergland calls for aid to defend against the invading armies of Vampire Lord Vlad von Carstein. Queen Lopen of Mittlevorbergland, who now holds court in Bögenhafen, ignores these calls.

2050 IC

Bögenhafen is sacked by Vlad von Carstein’s armies, destroying the town. The ruling Trotts retreat to Tahme and never return.

2100 IC

Bögenhafen’s population has returned to some 3,000 souls. The surrounding duchy is now ruled by House Schutzenburg who have reclaimed their old territories.

2203 IC

The Great Rift. A rift into the Realms of Chaos opens at Castle Drachenfels. For a week, Daemons walk the Vorbergland. When Bögenhafen is investigated  a month later by scouts from Tahme, they find the town deserted. It seems not a soul survived, though the buildings remained untouched.

2250 IC

Bögenhafen’s population has rebounded to almost 3000 again. Although technically ruled by House Schutzenburg, the noble family is too weak and poor to collect taxes from the town.

2261 IC

Bögenhafen forms a town council of important merchant houses, cult members, and guildmembers. The Town Council takes over all aspects of rulership, supported by several private armies. Jormann Teugen, a merchant of impeccable standing, is first Town Council leader.

2285 IC

The first Schaffenfest is held to attract farmers to trade their livestock in the town of Bögenhafen.

2300 IC

Bögenhafen’s population has returned to almost 7000 people.

2302 IC

Magnus Bildhofen passes through Bögenhafen and appeals for aid to face the growing Chaos threat from the north. The Town Council spurns him. However, more than half of Bögenhafen’s private soldiers leave with Magnus anyway, convinced by his powerful rhetoric. The small Barony of Saponatheim lying to the north of Bögenhafen also commits all of its soldiers to support the upcoming war.

2303 IC

Waaagh! Zzadrag: an enormous Greenskin army invades from the south, taking advantage of the lowered defenses across the Vorbergland. Against the odds, the Orcs and Goblins suffer an extraordinary defeat at the Battle of Finsterbad. Unknown to the defending armies, Warlord Zzadrag is killed by Wilhard Kleinwald, a minor noble who is secretly a magus of Tzeentch and does not wish his plans for Bögenhafen to come to an unplanned end.

2304 IC

The Treaty of Tahme: Enforced by the newly crowned Emperor Magnus I of House Bildhofen, The Treaty of Tahme formally brings all lands of the Vorbergland, including the Duchy of Bögenhafen, back under the rule of the Prince of Reikland for the first time in almost three hundred years. A new Duchy of Saponatheim is formed from the old Duchy of Bögenhafen and Barony of Saponatheim, and is given to House Saponatheim to rule in recognition of the support they provided to Magnus before the Great War Against Chaos. House Saponatheim now claims to be an ancient house, its soap-making origins forgotten during the Dark Ages before Magnus’s rule.

2367 IC

Battle for Hohenwand Hollow: Beastlord Gurkthar Gorehorn marches on Bogenhafen, but is defeated before he arrives by the Baron Abermann von Stürmdunkel, a Myrmidian and master tactician. Just 300 knights and 2000 State Soldiers defeat an enormous warherd said to number in the tens of thousands. This extraordinary victory shatters the last major force of Beastmen in the southern Reikland that had grown in the build-up to the Great War Against Chaos.

2378 IC

House Saponatheim grants the Bögenhafen Town Council effective autonomy in return for increased taxes. Within 20 years, most of the merchant houses have found legal loopholes to avoid paying the  higher taxes, leaving the Saponatheims significantly out of pocket.

2390 IC

After long negotiations with the Bögenhafen Town Council, House Saponatheim grants one tax-free day for livestock trade during the Schaffenfest. This begins small, but soon expands significantly, with livestock trains driven halfway across the Empire to be sold in Bögenhafen tax-free. This brings many merchants to the duchy, which in turn brings a significant tax boost to House Saponatheim, even though the lost taxes from the tax-free day of Schaffenfest are arguably much higher.

2420–2422 IC

Waaagh! Grom: Greenskins sack Bögenhafen in late 2420 IC, leaving massive dung idols in their wake. They continue to plague the Vorbergland for the  next decade, though the main horde moves on relatively swiftly. 

2456 IC

Rebuilding of Bögenhafen is largely complete, primarily financed by three Merchant Houses (Ruggbroder, Steinhäger and Teugen) alongside help from the Prince of Reikland.

2510 IC

Johannes Teugen takes control of House Teugen, and aims to lead Bögenhafen to greatness.

" + } + } + }, + "Road Wardens": { + "name": "Road Wardens", + "pages": { + "Road Wardens": { + "name": "Road Wardens", + "text": "

As trade began to flourish in the burgeoning Empire over 2000 years ago, banditry followed closely behind. Ever since, forces dedicated to protecting travellers — or rather, trade — on the roads have arisen. Funded by local lords or communities, they were hardly uniform in training, equipment, or integrity. Many of those that initially patrolled the roads were nothing more than private armies in the service of robber barons who preyed upon all who passed, little better than the bandits they were nominally fighting. Others were untrained and ineffectual groups of peasants armed mainly with agricultural implements.

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As part of his highway reforms of 2453, Emperor Wilhelm the Wise established the Imperial Road Warden Service as a branch of the State Army. He set standards for training and equipment, and imposed oversight which was intended to stop the worst abuses. Although they are all part of an Empire-wide service, as members of local State Armies, Road Warden units are raised and paid locally. Most are assigned to specific stretches of highway, or patrol a region around their base of operations. In theory, under the terms of Emperor Wilhelm’s decree, all Road Wardens have jurisdiction over all Empire roads and highways, whether in their home province or not.

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The Justiciars

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Not all Road Wardens are equal. Some are more equal than others, and the Road Wardens attached to Altdorf’s 3rd Regiment of Cavalry in the Imperial capital are far from being run of the mill. They style themselves as ‘The Justiciars’, and travel across the Empire as needed. They often investigate serious crimes or accusations of corruption or brutality made against local Road Wardens. They are distinguished by a hat-badge showing the scales of justice, and the majority are devoted followers of Verena. Unlike ordinary Road Wardens, Justiciars have never been known to take bribes or ignore crimes. Whether this glowing reputation is deserved or enforced is never up for debate when the Justiciars are around.

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Road Warden Patrols

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A typical Road Warden patrol along a commonly used trade road consists of 4-6 Road Wardens, frequently led by a Road Warden sergeant. In more dangerous areas, a double-strength patrol may be encountered, sometimes under the command of a captain, though such are generally only found near major towns and cities. Many roads, especially those deep in forests or far from the major trade routes, may only merit a single Road Warden, or just a pair, who patrol infrequently. Conversely, in times of great trouble patrols may be reinforced to triple or even quadruple strength, and a few begin to truly resemble their status as State Army detachments.

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Road Warden Barracks

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Every major town and city in the Empire has its own standing garrison of Road Wardens. Some particularly unruly roads may even have Road Wardens stationed in some of the larger villages to maintain control. In some places, the Road Wardens have 

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their own dedicated barracks, usually close to the town gates; in others, they share facilities with other State Army soldiers, including any deployed as Watch or guards. Barracks normally include a bunkroom, stables, a smithy, and a jail.

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Most of the larger coaching inns keep a few rooms ‘round the back’ used by the local Road Wardens. These usually feature a single small cell, often little better than a broom closet, capable of holding a single prisoner (or more, depending on the cruelty of the jailers). Innkeepers and Road Wardens regularly trade information and gossip about local events, suspicious travellers, and other potential threats. These arrangements are usually made with a level of ‘understanding’ on both sides, with the Road Wardens turning a blind eye to any clandestine ‘activities’ the innkeeper pursues.

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Toll Houses

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In addition to patrolling, Road Wardens are also responsible for maintaining and operating toll houses. This was another of Emperor Wilhelm’s measures to suppress the activities of local robber barons. This duty is usually given to the newest, lowest-ranked, or most unpopular members of the force, most of whom would do anything to win a more adventurous and varied assignment on the roads.

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Toll gates are found along all major roads. They are often maintained by a local lord, or sometimes a town or merchant ‘tax farmer’ enterprise. They are usually found every 20–40 miles, and positioned so that they cannot be avoided easily by travellers: on river bridges or causeways, by fords, at the end of a narrow, rocky defile, and so on. Where natural barriers do not exist, it is common for a wall to be built or boulders to be liberally dumped by the road to impede the passage of any coaches and wagons attempting to dodge a toll gate. Busier thoroughfares often have toll houses — sturdily-built structures, designed for defence — in addition to a gate. A toll house usually contains a couple of toll keepers and possibly a few servants. In dangerous areas or on larger roads, a toll house may double as a barracks and jail for the local Road Wardens.

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The cost of a toll is generally 1–4 pennies per leg passing through, but may be significantly higher along the engineering marvels — bridges, locks, and the like — scattered throughout the Empire. On well-travelled routes, tolls are often lower, to encourage road traffic. Some of the cleverer lords have even noticed that lower prices actually tend to increase overall toll income, as people are attracted to travel along a cheaper route.

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@UUID[Actor.EP7GHK1fc9vWDaBQ]{Johann Hindersson}

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@UUID[Actor.UzVMeOsdKntX2JMd]{Aleanora ‘Al’ Shortbottom}

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@UUID[Actor.zUdDzylJB5OJF4NC]{Charlotte-Samantha Maiers}

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@UUID[Actor.EP7GHK1fc9vWDaBQ]{Johann Hindersson}

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Road Wardens At War

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As soldiers in the State Armies, Road Wardens are regularly deployed during wartimes. Their experience as lightly armed and armoured cavalry is put to use as scouts, outriders, and messengers, though their sometimes-lax discipline often causes headaches for their commanders. On the other extreme are State Army cavalrymen who, in peacetime, are drafted into the Road Wardens. These individuals — usually accomplished veterans — tend to be given positions of command. Some find these postings needlessly tiresome, and a waste of their talents. Others prefer the solitude of the road to the humdrum of Empire society, where they cannot help but imagine Beastmen behind every mask, and Greenskins massacring every opera audience.

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" + } + } + }, + "Chapter 4 - On To Bögenhafen": { + "name": "Chapter 4 - On To Bögenhafen", + "pages": { + "Weissbruck": { + "name": "Weissbruck", + "text": "

@UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} is a swiftly growing town on the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}. It is ruled by the recently ennobled House Gruber, a family that may be rich because of its deep mines in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lQz1hI7bZQeVHuiQ]{The Skaag Hills}, but has little in the way of status. Less than a century ago, Weissbruck was just another small farming and fishing village, but with the opening of the nearby mines and the construction of the canal it has expanded rapidly. 

It is now a bustling merchant town, and the sound of construction rings everywhere as new buildings expand the outskirts to all sides. Warehouses line the canal and river banks, storing coal and iron ore from the nearby mines, wool and wine from @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen}, and all manner of goods from Altdorf, Carroburg, and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.RRwo3WYqdXvQ9jJp]{The Vorbergland Canals}.

Since the Berebeli’s toll was paid at the Altdorf side, the barge is waved through the final lock by the lock keepers, and turns upstream on the River Bögen. There are a number of barges tied alongside the wharf, and shipping can be seen moving up and down the river. Several inns look out on to the river and the canal.

It is likely to be early evening by the time the Characters arrive. As they prepare to tie up their barge, they can’t help notice a shadowy, travel-stained character standing in the doorway of the Black Gold, a nearby inn. This is @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos} the bounty hunter. He watched the Berebeli enter the Weissbruck Canal, and rode ahead of them to Weissbruck. On a successful Average (+20) Perception Test, the stocky man is recognised as the one from the Königplatz in Altdorf, who somehow made the oddly gesturing men retreat. It will be easy to remember that those two men turned up dead on the night before the party left Altdorf, shot by crossbow bolts — and this man clearly has a crossbow slung across his back. It is equally obvious that he is watching the Berebeli tie up, but before anyone can approach him Adolphus turns and walks into the inn.

If the Characters leap from the barge to follow him into the inn, he is nowhere to be seen, having slipped out of the back door. Getting information out of the inn’s occupants requires a successful Bribery or Gossip Test. A successful Character learns the man is a bounty hunter who arrived in Weissbruck late last night. Whether they learn where he is staying depends on how you wish to run the next part of the adventure.

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} has no wish to confront the adventurers immediately. Instead, he plans to attack at night and take them by surprise. He did not know that they saw him at the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.c4jnHFGihvRaqHA1]{Königplatz} and retreated the moment he realised he had been recognised, leaving the inn by a back door and following a winding path back to his lodgings at another inn where a hired gang of local thugs arguably awaits his orders.

Having seen @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus}, our Characters may decide to take one of three courses. Enterprising Players may want to go looking for him. More timid souls may prefer to push on to Bögenhafen immediately. It’s very possible the party will stay the night in Weissbruck — perhaps taking greater precautions to secure the barge — and leave for Bögenhafen at first light. The next section is split into two parts: the first deals with what happens if the Characters go looking for Adolphus, the second with what happens should Adolphus’s plan come to fruition. 

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}

Options: Blow a Different TRumpet

Veteran Players will likely remember @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} is staying at the Trumpet Inn. There are several ways for you to present this section differently.

It’s a Trap!

The Characters have only found out that the bounty hunter is staying at the Trumpet Inn because he wants them to know. He has taken a room in the inn, but it is booby-trapped in various imaginative ways. He and his hired thugs are watching the inn. They follow the Characters inside, ready to ambush them as they emerge, wounded and empty-handed, from the trapped room.

No Such Address

@UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} has bribed various regulars of the Black Gold and the Happy Man to direct anyone who asks after him to the Trumpet. He has told some that he expects some business associates to enquire for him, and others that he is playing a practical joke on some friends. No one in either inn knows where he is really staying.

The Long and Winding Road

The Trumpet Inn is another blind, just like the Black Gold and the Happy Man. Adolphus is actually staying in a warehouse on the dockside from which he can keep an eye on the Berebeli. @UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, his hired gang of local thugs, are with him. One of the gang leaves every 20 minutes or so to take a stroll around the docks and the surrounding streets, looking out for the Characters. They will report back to Adolphus when they see them.

Compromising Positions

If you want to potentially embarrass the Characters as well as frustrate them, the Trumpet Inn may be a house of ill repute rather than an inn. 

Such establishments are common along the Empire’s docksides, but this particular one caters for some specialist tastes that will both horrify and embarrass at least some of the Characters. The place may even be a front for a Slaanesh cult, although this is perhaps an obvious twist. 

In any event, the town authorities, led by a prayer-intoning Priest of Sigmar, raid the immoral establishment just as the Characters have begun their investigations there. Everyone present will spend a night in the cells and be hauled before the town magistrates in the morning to answer charges of immorality.

Nobody Home

The most obvious and simple option is that @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus} simply isn’t in the Trumpet Inn, and has taken lodgings in another of Weissbruck’s many hostels.

Take a look at the @UUID[Scene.tvGHowUko2x39RSn]{map} and choose another inn for Adolphus to attend from the ones listed, or make your own, and otherwise use the adventure as presented here.

The Trumpet Inn

If the Characters head straight to the Trumpet Inn from the Black Gold where they first saw Adolphus, they will see him conversing with three thugs in the barroom. They will not be able to make out what is being said unless they have the @UUID[Compendium.wfrp4e-core.items.OXfa9uwG36syzaix]{Lip Reading} or @UUID[Compendium.wfrp4e-core.items.9h82z72XGo9tfgQS]{Acute Sense} Talents.

A Character may be able to sneak into the room by making a successful Challenging (+0) Stealth (Urban) Test, and get close enough to overhear without being noticed. 

If the attempt fails, Adolphus and the thugs end their discussion, but do not resort to violence unless attacked. Instead, they stare at the interloper, ready to defend themselves, happy to wait for the other party to make the first move.

When encountered, Adolphus is instructing one of the thugs, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, and @UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, to watch the Berebeli and to follow it after reporting its departure to the bounty hunter. The thug leaves immediately and takes up a position on the bank where he can keep an eye on the barge without being seen. The other two thugs are instructed to call back later in the evening; they finish their drinks and leave about five minutes later. They can be followed to the Black Gold where they spend the next couple of hours drinking.

If Adolphus is aware the Characters know where he is staying, he leaves the Trumpet Inn by the back door and heads for another inn. The Characters may be able to follow him if they are watching the inn and successfully use a Challenging (+0) Perception Test to spot him leave and win an Opposed Stealth (Urban)/Perception Test to follow him without being noticed. 

Confident of his capabilities, Adolphus attempts to kill any lone Character he spots trailing him. However, he is not reckless, and avoids a fight if there are two or more Characters present.

@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}

The Bounty Hunter’s Plan

Adolphus intends to lead an attack on the Berebeli while it is tied up for the night and most of the crew are asleep. If the Characters hurry on to @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} after spotting him outside the Black Gold Inn, Adolphus follows them and launches his attack at a suitable point during the journey upriver.

If the barge is left untended, Adolphus and the thugs come aboard and wait for the Characters to return. When they attack, all opponents gain a Surprised Condition unless special preparations are made.

Options: The Attack

Veteran Players may expect Adolphus to attack, which takes away the surprise element. Indeed, some Players may devote considerable time and effort to devising ways to turn the barge into a fortress. Here are some suggestions for using Adolphus differently.

A Quiet Night

Adolphus does not attack that night, having decided that the Weissbruck docks are too public. Instead, he trails the barge when it leaves town and attacks on the first or second night out from Weissbruck, when the barge is tied up at the river bank in a remote area.

An Anonymous Tip

Instead of attacking with his thugs, Adolphus makes an anonymous report to the town authorities, claiming that a group of dangerous bandits are fitting out a barge for a planned campaign of piracy at the town’s docks. 

If the adventurers have been fortifying the Berebeli in anticipation of an attack, they will need some fast talking to convince a double-strength State Army patrol — backed up by a river patrol boat — that they are not, in fact, mounting weapons and strengthening bulkheads in order to threaten river traffic.

Biding Time

Adolphus decides to stick with his original plan, and doesn’t attack the Characters until they reach Bögenhafen. He leaves Weissbruck that night to set up @UUID[JournalEntry.h1vp28l6i4HHBezG.JournalEntryPage.jvpDpTuaAE9UKUUO]{his ambush}.

Smoke Gets in Your Eyes

If the Characters stay with the Berebeli and do not post a guard, Adolphus and the thugs sneak on to the barge at night. If there is a fire burning in the stove, the thugs cover the chimney with a bucket in an attempt to smoke the Characters out. Otherwise, they stuff smouldering, oily rags down the chimney resulting in the same outcome. Characters caught in the thick smoke, whatever its source, must make a Challenging (+0) Endurance Test each Round or suffer a @Condition[Fatigued] Condition as coughing fits overwhelm them. One Fatigued Condition gained from the smoke can be removed per Round by spending an Action to recover. 

Characters opening doors or windows for air are greeted by pots of burning oil thrown by the thugs. This is a ranged attack that requires a successful Challenging (+0) Ballistic Skill Test by the thug concerned, which can be Opposed by Dodge. The burning oil causes +7 Damage and 2 @Condition[Ablaze] Conditions. If the Thug rolls an Impressive Failure (−4 SL) or worse, he instead pours some oil on himself, taking 2 Ablaze Conditions. Characters who make it on to the deck are attacked by Adolphus and any thugs who are not burning.

If the Characters have set a guard on the barge, Adolphus first tries to disable the guard with his crossbow, firing from cover while the thugs rush from the other direction bearing pots of burning oil. The plan is basically the same: to turn the barge into a raging inferno and attack the occupants as they come out on deck incapacitated by the smoke.

Putting the Fire Out

While the Characters deal with Adolphus and the thugs, Josef, Wolmar, and Gilda will attempt to put any fires out and, afterwards, try to cast off. Casting off normally takes at least 20 Rounds, but by cutting the ropes this can be reduced to just 6. The mooring ropes have 6 Wounds and a Toughness Bonus of 4. 

Josef, Wolmar, and Gilda should be able to extinguish any fires fairly quickly. Any damage caused during the fight can be repaired the next day by Josef using his Trade (Boatbuilding) Skill.

The Letter

If Adolphus dies and the Characters search his body, they find Professor Quintus Fassbinder’s letter telling Adolphus to look out for Kastor Lieberung (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.A0cwtyzO9lz4SMgU]{Handout 7: The Letter}), and an accompanying sketch that resembles the Character impersonating Kastor Lieberung. Adolphus used it to help identify the magister impedimentae.  The only indication as to the identity of the letter’s author are the initials: Q.F.

If Adolphus survives the attack on the barge, the Characters do not find the letter at this time. Instead, they find it after the bounty hunter springs @UUID[JournalEntry.h1vp28l6i4HHBezG.JournalEntryPage.jvpDpTuaAE9UKUUO]{his trap in Bögenhafen}. 

Until then, they must remain mystified.

Handout 7: The Letter

For the personal attention of Herr Adolphus Kuftsos 

The Nine Stars Coaching Inn 

The Middenheim Road 

Altdorf

 

My Dear Herr Kuftsos,

You may recall a certain conversation we had last Brauzeit in the public bar of the Hook and Hatchet in Nuln. At that time, you mentioned your interest in the activities of a certain society whose name I shall not mention here. In particular, you were very anxious to trace the whereabouts of a certain officer, known only as the magister impedimentae.

I am now able to confirm each and every one of your sus-picions. After your departure I made some discreet enquiries and managed to ascertain that the person you seek uses the name Kastor Lieberung. In accordance with your plan, Herr Lieberung will be travelling towards Altdorf on the Midden-heim road at some time towards the end of the month of Jahrdrung.

I have also had the good fortune to secure a likeness of Herr Lieberung, which I enclose with this letter.

 

I remain, sir, your most obedient servant,

Q.F.

" + }, + "Resolution": { + "name": "Resolution", + "text": "

As well as XP for good roleplaying and fun times at the end of your gaming session, XP should be awarded for the following:

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    @Exp[5,Tracked down Adolphus Kuftsos]{5–10 points for tracking down Adolphus Kuftsos}

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    @Exp[10,Survived the attack on the Berebeli.]{10–20 points each for surviving the attack on the Berebeli.}

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  • \n
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And if you wish to award a Character for doing something noteworthy, use the XP amounts above as a guideline.

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" + }, + "On To Bögenhafen...": { + "name": "On To Bögenhafen...", + "text": "

Altdorf offers endless attractions and opportunities for adventure, but it is time for our Heroes to leave the capital and head to Bögenhafen, where the next part of the campaign awaits. Josef is going there, so they have the offer of a free ride and a little pay to sweeten the bargain. They also have the letter from the lawyers that holds out the promise of wealth and ennoblement for one ‘Kastor Lieberung’. In addition, Josef claims Bögenhafen’s festival, the Schaffenfest, is a good place to find employment.

In theory, the Characters should need no further encouragement to head to Bögenhafen, but if they show any inclination to spend more time in Altdorf you can use the following news to hasten their departure.

Murder at Night

After leaving the Boatman Inn, it seems that the two young nobles continued their slumming, upsetting more people, until at last a vicious fight broke out in the Black Bull, one of the dockside’s roughest dives. One of the nobles was killed, and their bodyguards fled. In the morning, the riverfront is buzzing with the news. Word passes to Josef that the Watch are looking for the Characters, who were seen to run afoul of the nobles in the Boatman Inn earlier in the evening. 

Someone seems to think the Characters followed their tormentors and exacted a violent revenge, and given the status of the deceased, justice seems a distant prospect. A successful Easy (+40) Lore (Law) or Lore (Reikland or Altdorf ) Test makes this very clear.

Unless the Characters are feeling foolhardy, they should be eager to head for Bögenhafen as quickly as possible. By the time they return to Altdorf the true culprits will have been caught and the heat will be off, but for now, Josef — and anyone else they befriended in the Boatman — advises them in the strongest possible terms to get out of the city as quickly as possible if they wish to avoid a rushed trial and summary execution.

Leaving Altdorf

Josef and his crew, possibly including the Characters, free the Berebeli from its moorings and guide the barge into the Kaiser Reik, the largest channel of water passing through Altdorf. As Josef calls out orders with a grin, ropes tauten, sails fill, and the barge is soon cutting through the waters, heading downstream. 

In less than an hour, the Berebeli is sailing into the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.bFFqkmyvhafX7wKt]{Reiksport}, Altdorf ’s massive, natural harbour that lies outside the city walls. There, the majority of the capital’s docklands and shipyards can be found. 

Warships of the Imperial First Fleet are anchored everywhere, pennants flying, cannons bristling on every deck. Many of the ships, which come in all sizes, have never seen the sea. The city of Marienburg, at the mouth of the River Reik many hundreds of miles downstream, charges extortionate taxes for any warships passing through, so the Empire’s fleet only rarely leaves the Reik. 

Josef explains all this with a jovial smile as he drinks wine at the tiller. He points out the truly enormous greatship Emperor Wilhelm III, said to have a crew of over a thousand, and claims it has never left the @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.bFFqkmyvhafX7wKt]{Reiksport} in its 70 years of service. He also identifies several prison hulks, and happily states they are ruled by the river criminals they are supposed to incarcerate.

Once beyond the Imperial Navy’s finest, Josef steers the Berebeli southwards, heading for @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal}.

" + }, + "The Journey To Weissbruck": { + "name": "The Journey To Weissbruck", + "text": "

The trip to Bögenhafen involves travelling the full length of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal} from outside Altdorf to Weissbruck, where it joins the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen}. Josef guides the barge into the great lock at the entrance of the canal by the quiet village of Lethov on the very edge of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UQJA6nMPMkhoeVrj]{Altdorf Flats}. Here the toll of 2 GC is paid and the barge passes through to the canal itself.

The Weissbruck Canal

The 60-mile Weissbruck Canal was completed in 2462 IC to carry coal and iron from the mines at Delfgruber directly to Altdorf, avoiding the heavy tolls in Carroburg. Originally designed to accomodate narrow barges towed by horses, the owners have since opened the canal to barges of all kinds to increase toll revenues. However, as the canal is only 25ft wide at its narrowest point, and given the average Reik barge is some 23ft wide, the canal is far too thin for two larger barges to pass side-by-side. To remedy this, an expensive refit began 20 years ago to widen the canal to at least 50ft in key sections to provide ‘passing places’. It was already this wide by the berthing points and locks, but these were too infrequent to ensure jams were not a daily occurrence. 

Today, all the original berthing points have inns adjacent, which are broadly similar in layout to the Coach and Horses Inn. House Gruber of Weissbruck manages the canal on behalf of the three noble houses who own it in equal parts: Gruber, Holzkrug, and Holswig-Schleistein. There is an @Pay[18ss]{18/–} toll per barge to enter the canal, or @Pay[2gc]{2 GC} for barges over 12ft wide, collected at either the Reiksport or Weissbruck end. There are no further toll points along the canal itself. All House Gruber narrow boats use the canal for free, and they are a frequent sight along its length, pulled by horses and guarded by road wardens from the Weissbruck State Army.

Good Morning, Travellers

During the first morning down the canal, the Characters see a group of road wardens following them along the towpath  from Altdorf. The wardens are riding towards the second @UUID[Compendium.wfrp4e-owb3.journals.JournalEntry.WOq1Q9zIAnmhDmC5.JournalEntryPage.gMkG1Jc9YqT8XfU2#canal-lock]{Hartsklein Lock} beside the village of Hartsklein to check out a report of bandits being in the area. They are not looking for the Characters, but the party do not know this; and if they  left Altdorf ahead of a murder charge, they may be understandably nervous.

The patrol catches up to the barge and trots alongside it. Sergeant Glucker, the patrol leader, is in a fine mood and chats with anyone on deck for a while, warning them that there may be bandits in the area and that a young noble and two artisans were killed last night in the city, down by the river. The patrol does not suspect anyone on the Berebeli — unless the Characters’ nervousness is obvious enough to make them suspicious — and it continues along its way after a short while.

This encounter is designed to make the Players anxious, and to encourage them to hide or try to bluff the patrol. Josef counsels against the use of violence, as it will only lead to greater problems for all concerned. 

If the Characters attack, the patrol will defend itself; if the fight is still going on after 5 Rounds, the surviving road wardens break off and gallop back to Altdorf for reinforcements, taking the name of the Berebeli and detailed descriptions of the Characters with them. From then on, the Characters will be hunted by road wardens throughout the Reikland.

To Weissbruck

The remaining journey down @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.lBAJJZuJ2vkS9O9H]{The Weissbruck Canal} is slow going. The Berebeli is far too wide to allow barges going in the other direction to pass freely, so stops are frequent to allow narrow boats, Reik barges, and more to pass. Not one of the encountered barge masters seems happy to see the Berebeli.

‘Get your fat barge off the Weissbruck!’, ‘You're too big!'’, ‘Go home!’ 

@UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} doesn’t seem to care. He smiles, waves, takes a heavy slug of wine, and wishes all passers the blessings of Bögenauer. If any Characters ask what Bögenauer is, he explains.

‘Bögenauer? Oh, he's the God of the River Bögen. Best to keep him happy in these parts. Chuck a vegetable in the canal, that should do. You have one, right!’

And then it starts to rain again, and rather heavily. In these conditions, the canal journey takes almost three days. Fortunately, besides all the grumbling bargees cursing Josef and his huge barge, it is an uneventful trip. At night the Berebeli is tied up near to one of the lock-side inns, and the adventurers can relax by a warm fire as they have a drink and sample the local fare. And possibly hear another @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.BYIYCOy1Yvf8irO8]{rumour or two} while they are there.

" + }, + "Journey To Bögenhafen": { + "name": "Journey To Bögenhafen", + "text": "

The trip from Weissbruck to @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} takes four days. It is uneventful, apart from the constant need to make running repairs to the Berebeli if it was burned by @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus}.

If the Characters show signs of nervousness about Bögenhafen, you have several ways to lay their concerns to rest — or, at least, to ensure they follow the trail of the inheritance. Using Josef and the other NPCs, the following arguments can be made.

  • If Adolphus is dead, he can trouble the Characters no longer. Bögenhafen is likely to be safe — and everyone is certainly on their guard after this.

  • If Adolphus is alive, Bögenhafen is the only lead the Characters have to find him. He may have another attack planned, but this time the party will be ready for him.

  • If Adolphus was captured and questioned, he does all he can to direct the Characters to Bögenhafen, swearing that the inheritance was genuine and that he learned about it through his agents. In truth, he hopes that his trap will still work and that even if the adventurers kill him, his allies can still complete his mission and bring down the magister impedimentae.

  • @UUID[Actor.nxLsH2WvU6xmjzfg]{Josef} has patched up the damage to the Berebeli, but it still needs repairs. He claims Bögenhafen is the best place to secure repairs as it has the best facilities, barring Altdorf; but since the authorities in Altdorf are likely looking for Josef and his passengers, he does not wish to go there. Besides, he has cargo bound for Bögenhafen, and contracts to fulfil there. Further, if some of the Player Characters signed on as crew for Bögenhafen, Josef is very disappointed if they decide to back out before they fulfil that contract.

  • This sign of the Purple Hand needs to be investigated. Whoever this magister impedimentae was, he is bound to cause more trouble if one of the Characters is so easily mistaken for him. The Characters need to put this business to rest or they will spend the rest of their lives looking over their shoulders for people making weird gestures — or people with crossbows.

" + }, + "What's It All About?": { + "name": "What's It All About?", + "text": "

From this information the adventurers can draw the following conclusions, if they have not reached them already. If any Players are slow to appreciate the import of this letter, you can allow their Characters to make Average (+20) Intelligence Tests to learn one of the following pieces of information, with each +2 SL scored learning an extra piece.

\n
    \n
  • \n

    The stocky man’s name was @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus Kuftsos}. Future enquiries among town Watches and other arms of law enforcement in the Reikland may reveal that he was a well-respected bounty hunter.

    \n
  • \n
  • \n

    He was on the trail of someone from a secret society of some kind, who bore the title ‘magister impedimentae.’ Any Character who can read Classical automatically knows the title means ‘master of trappings’, implying that he was involved in some way in securing and managing supplies.

    \n
  • \n
  • \n

    The magister impedimentae’s name was Kastor Lieberung. He was the same person from whose corpse they recovered the letter pointing them toward Bögenhafen.

    \n
  • \n
  • \n

    The fact that he was travelling to Altdorf from Middenheim may be due to some plan of this Adolphus Kuftsos.

    \n
  • \n
  • \n

    The adventurers may still be confused about the two men Adolphus killed in Altdorf. They may well have realised that he fired the bolts that killed them. If they searched the bodies and found their Purple Hand tattoos they may conclude that this is the sign of the unnamed society mentioned in the letter.

    \n
  • \n
  • \n

    With some imagination, the players may realise — or suspect — that the letter from Lock, Stock, and Barl in Bögenhafen was bait, engineered by Adolphus to draw Lieberung into a trap. They may decide to avoid Bögenhafen and go somewhere else or they may conclude that the offices of Lock, Stock, and Barl hold the only clues they are likely to get about just what is going on.

    \n
  • \n
\n
\n

Options: Adolphus Doomed

\n
\n

In the original version of Mistaken Identity, the GM was encouraged to manipulate dice rolls in order to make sure that Adolphus was killed in this encounter, and to ensure that the Characters never had a chance to question him, no matter how cleverly they handled the attack. Along with the earlier blanket pronouncement that they should never be allowed to catch him, this has led to Player frustration and a great deal of criticism. You can handle this situation with much more finesse.

\n

Certainly, nothing will be lost if the bounty hunter is killed in this fight. He had taken steps to bait a trap in Bögenhafen using the false letter, but having observed the adventurers in Altdorf and Weissbruck his impatience resulted in an earlier attack. Finding the supposed magister impedimentae and his companions in the confined and vulnerable space of a river barge, he has seized the opportunity to attack with fire and the advantage of surprise.

\n

However, if the fight begins to turn against him, he will cut his losses and revert to his original plan. Abandoning his hired thugs, he disappears into the alleys of Weissbruck using all his Skills and Talents to vanish without trace. He will be encountered once more in Bögenhafen.

\n
" + } + } + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-up-in-arms.actors.json b/compendium/To Do/wfrp4e-up-in-arms.actors.json new file mode 100644 index 0000000..ab7c2e3 --- /dev/null +++ b/compendium/To Do/wfrp4e-up-in-arms.actors.json @@ -0,0 +1,1901 @@ +{ + "label": "Actors (Up In Arms)", + "entries": { + "Local Scout": { + "name": "Local Scout", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "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}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Lore (Local)": { + "name": "Lore (Local)", + "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}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "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}" + }, + "Ride (Horse)": { + "name": "Ride (Horse)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Stealth (Rural)": { + "name": "Stealth (Rural)", + "description": "

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

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

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.

@Table[doom]



undefined" + }, + "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 + } + } + } + }, + "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" + } + } + }, + "Orientation": { + "name": "Orientation", + "description": "

You have an instinctual feel for direction. You automatically know which direction is north with a glimpse at the stars, trees, or whatever other signs you are familiar with.

", + "effects": { + "Orientation": { + "name": "Orientation" + } + } + }, + "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" + } + } + }, + "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 + } + } + } + }, + "Sharp": { + "name": "Sharp", + "description": "

You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).

", + "effects": { + "Sharp": { + "name": "Sharp", + "changes": { + "system.characteristics.i.initial": 5 + } + } + } + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Clothing": { + "name": "Clothing", + "description": "

" + }, + "Dagger": { + "name": "Dagger", + "description": "

" + }, + "Mail Shirt": { + "name": "Mail Shirt", + "description": "

" + }, + "Map": { + "name": "Map", + "description": "

" + }, + "Pouch": { + "name": "Pouch", + "description": "

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "WPoXIT6K7JA7Lqot": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "FDLugsl94fjDLPjE": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "KFp0oyQHlDhiNaoQ": { + "name": "Melee", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mk4p8y3RetTuMe2f caption=false]{Melee}" + }, + "Fc9mJgS6s3RT5fXH": { + "name": "Gamble", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.JVBD7pcdOPJ4nCjq caption=false]{Gamble}" + }, + "3jQ1WeXFopiLzhwW": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "HqEpKyZ84gYz4hMY": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "KiPFukEPrvv9ypRC": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "3bz1qKDFY5NfSkkZ": { + "name": "Stealth", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" + }, + "VD7zh9tb0ieunSa2": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "QfBInivTQgKIOzaV": { + "name": "Consume Alcohol", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" + }, + "iw74BWXGL6L7sUMD": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "koXNqSLyRzfz4jX6": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "vkUUe4aUpalbt1eF": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "gkMSO0v9IvEbQjL4": { + "name": "Leadership", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Sword": { + "name": "Sword" + }, + "Bow": { + "name": "Bow", + "description": "

" + }, + "Arrow": { + "name": "Arrow", + "description": "

" + }, + "Riding Horse": { + "name": "Riding Horse", + "description": "

" + }, + "Saddlebags": { + "name": "Saddlebags", + "description": "

" + }, + "Rations, 2 weeks": { + "name": "Rations, 2 weeks", + "description": "

" + }, + "Saddle and Tack": { + "name": "Saddle and Tack", + "description": "

" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Tinderbox": { + "name": "Tinderbox", + "description": "

" + }, + "Blanket": { + "name": "Blanket", + "description": "

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

" + } + } + }, + "Doktor": { + "name": "Doktor", + "items": { + "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}" + }, + "Cool": { + "name": "Cool", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.m14pGtefJzDYhgzW caption=false]{Cool}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Heal": { + "name": "Heal", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dSf8QWBvN6mlpHBF caption=false]{Heal}", + "effects": { + "Heal": { + "name": "Heal" + } + } + }, + "Language (Guilder)": { + "name": "Language (Guilder)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.xo5U0kL08xCPe6kl caption=false]{Language}" + }, + "Lore (Anatomy)": { + "name": "Lore (Anatomy)", + "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}" + }, + "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}" + }, + "Sleight of Hand": { + "name": "Sleight of Hand", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" + }, + "Trade (Barber)": { + "name": "Trade (Barber)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

@Table[doom]



undefined" + }, + "Field Dressing": { + "name": "Field Dressing", + "description": "

You are used to treating wounds quickly. If you fail a Heal Test when using Bandages, you may reverse the result if this will score a success; however, if you do so, you may not score more than +1 SL as you focus on speed over accuracy

", + "effects": { + "Field Dressing": { + "name": "Field Dressing" + } + } + }, + "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.

" + }, + "Resistance (Disease)": { + "name": "Resistance (Disease)", + "description": "

Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.

", + "effects": { + "Resistance (Disease)": { + "name": "Resistance (Disease)" + } + } + }, + "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 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "

You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).

", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Surgery": { + "name": "Surgery", + "description": "

You are a surgeon, able to open and close the flesh in order to heal others. You can treat any Critical Wound marked as needing Surgery. You can also perform surgery to resolve internal issues with an Extended Challenging (+0) Heal Test with a target SL determined by the GM (usually 5–10) depending upon the difficulty of the procedure at hand. This will cause 1d10 Wounds and 1 Bleeding Condition per Test, meaning surgery has a high chance of killing a patient if the surgeon is not careful. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection.

", + "effects": { + "Surgery": { + "name": "Surgery" + } + } + }, + "Clothing": { + "name": "Clothing", + "description": "

" + }, + "Dagger": { + "name": "Dagger", + "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.

" + }, + "Pouch": { + "name": "Pouch", + "description": "

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "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}" + }, + "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}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "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}" + }, + "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}" + }, + "Bandages": { + "name": "Bandages", + "description": "

A successful Heal or Dexterity Test removes +1 extra Bleeding Status.

" + }, + "Book (Medicine)": { + "name": "Book (Medicine)", + "description": "

Medical texts can either be scribed or press-printed, depending on the authoring physician’s prestige. Illuminations are common, and usually include detailed autopsy drawings and procedural diagrams.

" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Trade Tools (Medicine)": { + "name": "Trade Tools (Medicine)", + "description": "

Apothecary: Tools include pestle and mortar, spoons, jars, and weights and scales. Workshops also include oil burners and shelves full of ingredients.

\n

 

\n

Artisan: The potential range of tools used by Artisans is wide.

\n

Sample packages include:

\n
    \n
  • Carpenter: Hammer and nails, saw, measuring rod, chalk, and plumb lines. Workshops also include lathes, planes, clamps, and a supply of lumber.
  • \n
\n
    \n
  • Engraver: Gravers, punches, wax, acid, hammer, and chisels. Workshops also include dies and presses.
  • \n
\n
    \n
  • Smith: Hammer, tongs, punches, swages, bits, and augers. Workshops also include an anvil, furnace, swage block, sledgehammers, and metal ingots.
  • \n
\n

 

\n

Other Artisans include: Armorer, Bowyer, Brewer, Candlemaker, Calligrapher, Cartographer, Cobbler, Cook, Cooper, Embalmer, Gem Cutter, Glassblower, Goldsmith, Gunsmith, Jeweler, Leatherworker, Mason, Painter, Potter, Shipwright, Stoneworker, Tailor, Tanner, Vintner, Weaver, Weaponsmith and Woodcarver.

\n

 

\n

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.

\n

Engineer: Hourglass, measuring rod, fuse cord, drafting compass, and T-square. Workshops also include pulleys, ropes, and drafting tables.

\n

Herbalist: Pestle and mortar, small knives, pruning shears, and gloves. Workshops also include drying racks, strainers, funnels, bowls, and jars.

\n

Navigator: Quadrant, astrolabe, charts and compasses, hourglass, and sounding line.

\n

Physician: Needles and sutures, bandages, scalpel, vinegar, forceps, and a speculum. Workshops also include anatomical drawings, assorted implements, and a surgery table. 

" + }, + "Writing Kit": { + "name": "Writing Kit", + "description": "

Contains a quill pen, inkpot, and ink blotter.

" + }, + "Parchment": { + "name": "Parchment", + "description": "

" + }, + "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" + } + } + } + } + }, + "Seasoned Mercenary": { + "name": "Seasoned Mercenary", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Language (Battle)": { + "name": "Language (Battle)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.N63wZOWw6ZLYnePN caption=false]{Play}" + }, + "Ranged (Crossbow)": { + "name": "Ranged (Crossbow)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

@Table[doom]



undefined" + }, + "Drilled": { + "name": "Drilled", + "description": "

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

", + "effects": { + "Drilled": { + "name": "Drilled" + } + } + }, + "Marksman": { + "name": "Marksman", + "description": "

You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances).

", + "effects": { + "Marksman": { + "name": "Marksman", + "changes": { + "system.characteristics.bs.initial": 5 + } + } + } + }, + "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 + } + } + } + }, + "Sharp": { + "name": "Sharp", + "description": "

You gain a permanent +5 bonus to your starting Initiative Characteristic (this does not count towards your Advances).

", + "effects": { + "Sharp": { + "name": "Sharp", + "changes": { + "system.characteristics.i.initial": 5 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "

You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).

", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.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 + } + } + } + }, + "Clothing": { + "name": "Clothing", + "description": "

" + }, + "Dagger": { + "name": "Dagger", + "description": "

" + }, + "Pouch": { + "name": "Pouch", + "description": "

" + }, + "Uniform": { + "name": "Uniform", + "description": "

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Drive": { + "name": "Drive", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.uLPWAFSfT5Vf1zZl caption=false]{Drive}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Sword": { + "name": "Sword" + }, + "Halberd": { + "name": "Halberd", + "description": "

" + }, + "Crossbow": { + "name": "Crossbow", + "description": "

" + }, + "Bolt": { + "name": "Bolt", + "description": "

" + }, + "Plate Breastplate": { + "name": "Plate Breastplate", + "description": "

" + }, + "Plate Open Helm": { + "name": "Plate Open Helm", + "description": "

", + "effects": { + "Plate Open Helm": { + "name": "Plate Open Helm" + } + } + }, + "Leather Jack": { + "name": "Leather Jack", + "description": "

" + }, + "Leather Skullcap": { + "name": "Leather Skullcap", + "description": "

" + } + }, + "effects": { + "Encumbrance 1": { + "name": "Encumbrance 1" + } + } + }, + "Lawyer": { + "name": "Lawyer", + "items": { + "Magnifying Glass": { + "name": "Magnifying Glass" + }, + "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}" + }, + "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}" + }, + "Evaluate": { + "name": "Evaluate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.NtJ85TY8yY3WOGHN caption=false]{Evaluate}" + }, + "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}" + }, + "Melee (Basic)": { + "name": "Melee (Basic)", + "description": "

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

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

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6Jhks0zDRpJeN6dW caption=false]{Perception}" + }, + "Research": { + "name": "Research", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Secret Signs": { + "name": "Secret Signs", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.X2FppoPGuEwJKssM caption=false]{Secret Signs}" + }, + "Blather": { + "name": "Blather", + "description": "

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

", + "effects": { + "Blather": { + "name": "Blather" + } + } + }, + "Coolheaded": { + "name": "Coolheaded", + "description": "

You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.

", + "effects": { + "Coolheaded": { + "name": "Coolheaded", + "changes": { + "system.characteristics.wp.initial": 5 + } + } + } + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

@Table[doom]



undefined" + }, + "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 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "

You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).

", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Clothing": { + "name": "Clothing", + "description": "

" + }, + "Dagger": { + "name": "Dagger", + "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.

" + }, + "Pouch": { + "name": "Pouch", + "description": "

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Book (Law)": { + "name": "Book (Law)", + "description": "

Laws vary considerably from one region to the next. Cities with printing presses compile legislation in bound volumes, whereas judges in smaller towns often rely on documents handwritten centuries ago. Law books used by travelling lawyers or judges often combine printed and written pages from different towns across the Empire, collated and bound together within the same cover

" + }, + "Court Robes": { + "name": "Court Robes", + "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": { + "name": "Parchment", + "description": "

" + } + } + }, + "Demigryph Mount": { + "name": "Demigryph Mount", + "items": { + "Barding (2 AP to Body": { + "name": "Barding (2 AP to Body" + }, + "Head": { + "name": "Head" + }, + "Forelegs)": { + "name": "Forelegs)" + }, + "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

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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, Mount, Shock Cavalry, War)": { + "name": "Trained (Broken, Mount, Shock Cavalry, War)" + } + } + }, + "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)

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "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" + } + } + }, + "Armour (Head, Body, and Forelegs)": { + "name": "Armour (Head, Body, and Forelegs)", + "description": "

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

", + "effects": { + "Armour": { + "name": "Armour" + } + } + }, + "Armour (Rear Legs)": { + "name": "Armour (Rear Legs)", + "description": "

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

", + "effects": { + "Armour": { + "name": "Armour" + } + } + } + } + }, + "Porter": { + "name": "Porter", + "items": { + "Athletics": { + "name": "Athletics", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" + }, + "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}" + }, + "Dodge": { + "name": "Dodge", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.dPpyiMhPwVGJnJrv caption=false]{Dodge}" + }, + "Endurance": { + "name": "Endurance", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.E9UyI8AMrBqgCX4a caption=false]{Endurance}" + }, + "Entertain (Storytelling)": { + "name": "Entertain (Storytelling)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Haggle": { + "name": "Haggle", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.qSSRHdEK5P7VRmKW caption=false]{Haggle}" + }, + "Intimidate": { + "name": "Intimidate", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" + }, + "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}" + }, + "Stealth": { + "name": "Stealth", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QoWDfx8SIhpCiIX5 caption=false]{Swim}" + }, + "Doomed": { + "name": "Doomed", + "description": "

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.

@Table[doom]



undefined" + }, + "Strong Back": { + "name": "Strong Back", + "description": "

You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength Tests, and can carry additional Encumbrance points of trappings (see @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.oAPLajkv4l9IlRzO]{Encumbrance}) equal to your level of Strong Back.

", + "effects": { + "Strong Back": { + "name": "Strong Back" + } + } + }, + "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" + } + } + }, + "Suave": { + "name": "Suave", + "description": "

You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).

", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Tenacious": { + "name": "Tenacious", + "description": "

You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities

", + "effects": { + "Tenacious": { + "name": "Tenacious" + } + } + }, + "Very Resilient": { + "name": "Very Resilient", + "description": "

You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).

", + "effects": { + "Very Resilient": { + "name": "Very Resilient", + "changes": { + "system.characteristics.t.initial": 5 + } + } + } + }, + "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 + } + } + } + }, + "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.

" + }, + "Leather Jerkin": { + "name": "Leather Jerkin", + "description": "

" + }, + "Pipe and Tobacco": { + "name": "Pipe and Tobacco", + "description": "

" + }, + "Clothing": { + "name": "Clothing", + "description": "

" + }, + "Dagger": { + "name": "Dagger", + "description": "

" + }, + "Pouch": { + "name": "Pouch", + "description": "

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "Entertain": { + "name": "Entertain", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.hrCbYa4b2iKPgBui caption=false]{Entertain}" + }, + "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}" + }, + "Art": { + "name": "Art", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Row": { + "name": "Row", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" + }, + "Ride": { + "name": "Ride", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QQukmSP68cF8MzJe caption=false]{Ride}" + }, + "Intuition": { + "name": "Intuition", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.31VEXGfn6houFutI caption=false]{Intuition}" + }, + "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}" + }, + "Navigation": { + "name": "Navigation", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" + }, + "Sword": { + "name": "Sword" + }, + "Leather Gloves": { + "name": "Leather Gloves", + "description": "

" + }, + "Porter's Cap": { + "name": "Porter's Cap", + "description": "

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

" + }, + "Cloak": { + "name": "Cloak", + "description": "

Protects wearer against the elements. 

" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Flask of Spirits": { + "name": "Flask of Spirits", + "description": "

" + } + } + }, + "Destrier": { + "name": "Destrier", + "description": "

Horses are bred for many jobs, including speedy mounts for messengers, sturdy destriers for knights, and mighty drays for farmers. They are so useful, horse trading is almost a competitive sport in the Reikland. Unscrupulous ‘Horse Copers’ (horse salesmen) are keen to make money at the expense of the ignorant buyer, painting and fling teeth of elderly horses or stiffing rags up noses to soak mucous, so the unknowledgeable buyer should beware.

", + "items": { + "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": { + "name": "Weapon", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + }, + "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)", + "changes": { + "system.characteristics.fel.modifier": 8 + } + } + } + }, + "ch3YLVIU23ZqEG6L": { + "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)" + } + } + }, + "8YCML0MH5YXWHa7h": { + "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)", + "changes": { + "system.characteristics.ws.modifier": 10 + } + } + } + }, + "Trained (Shock Cavalry)": { + "name": "Trained (Shock Cavalry)", + "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.

Shock Cavalry: This Trait may only be taken by an animal that already has the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained (War)} Trait. Most cavalry, even those trained to cope with the rigours of war, will not charge into the midst of a well-armed enemy in good order. Mounts with this Trait have been specially trained to ignore the peril and dash directly into massed enemies.

When making a Charge, riders of mounts with this Trait may move through smaller creatures to reach their target. Each creature the mount tramples in this way must make a Challenging (+0) Dodge Test or suffer 4 + the mount’s Strength Bonus Damage.

Each creature that suffers damage in this way reduces the mount’s remaining Movement by 2 yards. Creatures of the mount’s size or larger stop the mount’s progress. In either case, once the mount’s Charge has ended, any enemy creature within melee range now counts as @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#engaged]{Engaged} as normal, and the Charge is resolved as though one of those creatures was the target.

Smaller creatures ridden over in this way may choose to forgo their opportunity to dodge and instead make a single attack with a weapon they are holding against the mount or its rider if they have not already acted that Round. Unless this attack kills or disables the mount, the Charge continues.

", + "effects": { + "Trample": { + "name": "Trample" + } + } + }, + "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" + } + } + }, + "Clever": { + "name": "Clever", + "description": "

The creature is particularly sharp-minded. It receives +20 Intelligence and +10 Initiative.

", + "effects": { + "Clever": { + "name": "Clever", + "changes": { + "system.characteristics.int.initial": 20, + "system.characteristics.i.initial": 10 + } + } + } + }, + "Elite": { + "name": "Elite", + "description": "

The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower.

", + "effects": { + "Elite": { + "name": "Elite", + "changes": { + "system.characteristics.ws.initial": 20, + "system.characteristics.bs.initial": 20, + "system.characteristics.wp.initial": 20 + } + } + } + }, + "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" + } + } + }, + "Rear": { + "name": "Rear", + "description": "

For its Move, the creature may make a Stomp attack if it is larger than its opponent (see @UUID[Compendium.wfrp4e-core.items.Item.8slW8CJ2oVTxeQ6q]{Size}).

", + "effects": { + "Rear": { + "name": "Rear" + } + } + }, + "Tough": { + "name": "Tough", + "description": "

The creature is more resistant to damage than normal, and unlikely to back down. It receives +10 Toughness and Willpower.

", + "effects": { + "Tough": { + "name": "Tough", + "changes": { + "system.characteristics.t.initial": 10, + "system.characteristics.wp.initial": 10 + } + } + } + } + } + }, + "Scribe": { + "name": "Scribe", + "items": { + "Animal Care": { + "name": "Animal Care", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.QZx9CbhGkIaDMQD3 caption=false]{Animal Care}" + }, + "Art (Writing)": { + "name": "Art (Writing)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" + }, + "Charm": { + "name": "Charm", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.9OommpqxE34iocmg caption=false]{Charm}" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Language (s Choice)": { + "name": "Language (s Choice)", + "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 (History)": { + "name": "Lore (History)", + "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" + }, + "Trade (Scribe)": { + "name": "Trade (Scribe)", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" + }, + "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" + } + } + }, + "Bookish": { + "name": "Bookish", + "description": "

You are as at home in a library as a seaman at sea or a farmer a-farming. When using Research, you may reverse the dice of any failed Test if this will score a success.

", + "effects": { + "Bookish": { + "name": "Bookish" + } + } + }, + "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": "

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.

@Table[doom]



undefined" + }, + "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 + } + } + } + }, + "Suave": { + "name": "Suave", + "description": "

You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances).

", + "effects": { + "Suave": { + "name": "Suave", + "changes": { + "system.characteristics.fel.initial": 5 + } + } + } + }, + "Clothing": { + "name": "Clothing", + "description": "

" + }, + "Dagger": { + "name": "Dagger", + "description": "

" + }, + "Pouch": { + "name": "Pouch", + "description": "

" + }, + "Brass Penny": { + "name": "Brass Penny", + "description": "

" + }, + "Gold Crown": { + "name": "Gold Crown", + "description": "

" + }, + "Silver Shilling": { + "name": "Silver Shilling", + "description": "

" + }, + "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.

" + }, + "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}" + }, + "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}" + }, + "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}" + }, + "Bribery": { + "name": "Bribery", + "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.IwGXgEPOkNVZ0SwI caption=false]{Bribery}" + }, + "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}" + }, + "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}" + }, + "Book": { + "name": "Book" + }, + "Sling Bag": { + "name": "Sling Bag", + "description": "

Counts as ‘worn’ when slung over your shoulder.

" + }, + "Parchment": { + "name": "Parchment", + "description": "

" + }, + "Writing Kit": { + "name": "Writing Kit", + "description": "

Contains a quill pen, inkpot, and ink blotter.

" + } + } + }, + "Riding Horse": { + "name": "Riding Horse", + "description": "

Horses are bred for many jobs, including speedy mounts for messengers, sturdy destriers for knights, and mighty drays for farmers. They are so useful, horse trading is almost a competitive sport in the Reikland. Unscrupulous ‘Horse Copers’ (horse salesmen) are keen to make money at the expense of the ignorant buyer, painting and fling teeth of elderly horses or stiffing rags up noses to soak mucous, so the unknowledgeable buyer should beware.

", + "items": { + "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": { + "name": "Weapon", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + }, + "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)", + "changes": { + "system.characteristics.fel.modifier": 13 + } + } + } + }, + "8dA7jNyZnPmqT0ZR": { + "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)" + } + } + } + } + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-up-in-arms.items.json b/compendium/To Do/wfrp4e-up-in-arms.items.json deleted file mode 100644 index 5eee770..0000000 --- a/compendium/To Do/wfrp4e-up-in-arms.items.json +++ /dev/null @@ -1,823 +0,0 @@ -{ - "label": "Items (Up In Arms)", - "folders": { - "Ammunition": "Munitions", - "Careers": "Carrières", - "Criticals": "Critiques", - "Prayers": "Prières", - "Skills": "Compétences", - "Spells": "Sorts", - "Trappings": "Possessions", - "Weapons": "Armes" - }, - "mapping": { - "skills": { - "path": "system.skills", - "converter": "career_skills" - }, - "talents": { - "path": "system.talents", - "converter": "career_talents" - }, - "class": { - "path": "system.class.value", - "converter": "generic_localization" - }, - "career_careergroup": "system.careergroup.value", - "trappings": "system.trappings" - }, - "entries": { - "Ahlspiess": { - "name": "Ahlspiess", - "description": "

The ahlspiess mounts a long thin spike on a spear shaft, compromising its ability to inflict cutting wounds in order to better penetrate armour.

" - }, - "Animal Carcass": { - "name": "Animal Carcass", - "description": "

An Animal Carcass inflicts Damage +4 to everyone in the area of Blast 3. Furthermore every target within Blast 20 must pass an Very Easy (+60) Endurance Test or develop a @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wound}.

" - }, - "Apprentice Artillerist": { - "name": "Apprentice Artillerist", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.KID8Xu7W7Jvygl9K]{Artillerist}

" - }, - "Aqshy-Infused Powder": { - "name": "Aqshy-Infused Powder", - "description": "

For the very brave or foolish, this powder is created from sand from the Nehekeran desert, infused with additional Aqshy by means known only to the @UUID[Compendium.wfrp4e-altdorf.altdorf-journals.9Jv4y9kD1tAiZWnm]{Bright College} in Altdorf. It is more explosive than normal powder but does wear down barrels far more quickly than its mundane counterpart. Any failed Test that includes either an 8 or 9 on either the 10s or units die counts as a Fumble when using this powder.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.tczPk698eLFpVOsm]{Archer}

" - }, - "Archer Captain": { - "name": "Archer Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.tczPk698eLFpVOsm]{Archer}

" - }, - "Archer Sergeant": { - "name": "Archer Sergeant", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.tczPk698eLFpVOsm]{Archer}

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

Little more than a scaled down cannon, the Arquebus is an ancient design indeed, often eschewing such innovations as sights, a trigger, or even a handle or grip. While early examples fired shot similar to or smaller than that used in modern blackpowder weapons, those surviving into current use in the Empire are typically larger bore weapons kept by nobles seeking to impress visitors. However, the sheer size of these relics renders them useful when the calibre of newer designs leaves something to be desired.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.KID8Xu7W7Jvygl9K]{Artillerist}

" - }, - "Artillerist Captain": { - "name": "Artillerist Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.KID8Xu7W7Jvygl9K]{Artillerist}

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

Much beloved of Dwarfs, the axe is not as agile in the hand as a sword but the heavy cleaving head can make a mess of armour and shields.

" - }, - "Ball and Powder": { - "name": "Ball and Powder", - "description": "" - }, - "Ballista": { - "name": "Ballista", - "description": "" - }, - "Ballock Knife": { - "name": "Ballock Knife", - "description": "

The short, slim blade of a ballock knife makes for a poor weapon, unless you have a heavily armoured opponent at your mercy.

* Impale and Precise Weapon Qualities added if the target is @Condition[Surprised] or @Condition[Prone].

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

A bandoleer is a leather belt that is worn diagonally, with a dozen or so small containers hanging from it, usually made of wood. These containers can be filled with a precise measure of blackpowder to make loading a handgun quicker and easier.

" - }, - "Banner Captain": { - "name": "Banner Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mGMZSWoJnbnRze1h]{Pikeman}

" - }, - "Barbed Arrow": { - "name": "Barbed Arrow", - "description": "" - }, - "Bastard Sword": { - "name": "Bastard Sword", - "description": "

Also known as a hand-and-a-half sword, the bastard sword is longer and heavier than a typical blade, but shorter and lighter than a zweihander. A fighter with Melee (Basic) could use a bastard sword as a single-handed weapon, but it gains the Tiring and Slow Flaws.

" - }, - "Beat Blade": { - "name": "Beat Blade", - "description": "

You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, the opposing Advantage Pool loses –1 Advantage, and loses a further –1 if you score 6 SL. This Test is not Opposed. This Talent is of no use if your opponent has no weapon or has a larger Size than you.

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

Derived from a farming tool the bill features a hooked blade that can be used to snag foes or chop them down.

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

An early form of firearm, the Blunderbuss features a wide bore that exchanges accuracy for ease of operation. It is typically loaded with powder, wadding, and many small projectiles to improve the chance of scoring a hit. It may be loaded with either @UUID[Compendium.wfrp4e-up-in-arms.items.AcL9KS6PCEl3NRyV]{Small Shot and Powder} or @UUID[Compendium.wfrp4e-up-in-arms.items.8Zyc8e60wzrC0AAi]{Scrap and Powder}. 

" - }, - "Boat Hook": { - "name": "Boat Hook", - "description": "

Hooks are used by stevedores to help with loading and securing cargoes, but they can make vicious weapons if wielded with intent.

" - }, - "Bodkin Arrow": { - "name": "Bodkin Arrow", - "description": "" - }, - "Bolt": { - "name": "Bolt", - "description": "" - }, - "Bomb": { - "name": "Bomb", - "description": "

Often thrown, there have been many attempts to fling devices loaded with blackpowder, pitch, or tar further than can be achieved by hand. Such devices may be loaded into a @UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar}, and launched quite far indeed.

Such ammunition cannot be loaded very far in advance, as the ammunition’s fuse must be lit before it can be loaded into the @UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar}. When loading, you must decide how many turns worth of fuse you have used for the ammunition.

One turn’s worth of fuse means that it will explode at the end of the current turn, two turns worth means it goes off at the end of your next turn, and so on. The ammunition goes off at that time, regardless of whether you have fired the weapon or not. You should keep track of this, as the GM is not required to remind you until the moment has arrived.

" - }, - "Bow String": { - "name": "Bow String", - "description": "

Made from hemp or similar twine, bow strings tend to break, especially at crucial moments. Carrying a couple of spares has got to be a good policy. Quality ones will break less.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.tczPk698eLFpVOsm]{Archer}

" - }, - "Bright Spark": { - "name": "Bright Spark", - "description": "" - }, - "Bullet and Powder": { - "name": "Bullet and Powder", - "description": "

Fired from most @UUID[Compendium.wfrp4e-up-in-arms.items.pu2OkOWm15zEqWzz]{Pistols}, @UUID[Compendium.wfrp4e-up-in-arms.items.ivuGhpoG9e9fN3Ks]{Handguns} and their variants, bullets come in a small oiled sack and are typically sold with enough powder to fire them under normal circumstances.

" - }, - "Bullets and Powder (Swivel Gun)": { - "name": "Bullets and Powder (Swivel Gun)", - "description": "" - }, - "Camp Chief": { - "name": "Camp Chief", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.PyuVaepgBmUkbfrz]{Camp Follower}

" - }, - "Camp Follower": { - "name": "Camp Follower", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.PyuVaepgBmUkbfrz]{Camp Follower}

" - }, - "Cane Pistol": { - "name": "Cane Pistol", - "description": "

A small-bore pistol concealed in a walking stick or cane, this weapon is somewhat impractical, but very hard to spot. Those looking for concealed weapons must pass a Hard (-20) Perception Test to identify this as a weapon, or a Very Hard (-30) Perception Test if they are unfamiliar with blackpowder weapons.

" - }, - "Cannon (large)": { - "name": "Cannon (large)", - "description": "" - }, - "Cannon (medium)": { - "name": "Cannon (medium)", - "description": "" - }, - "Cannon (small)": { - "name": "Cannon (small)", - "description": "" - }, - "Captain": { - "name": "Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.1i3Y6jOqCTmlbVeo]{Light Cavalry}

" - }, - "Captain Braun's Insta-Boiler": { - "name": "Captain Braun's Insta-Boiler", - "description": "

The Insta-Boiler looks like a tall cooking pot with a domed lid. It has a space at the bottom for the fire, with an enclosed, lidded chamber above that. It is claimed that it can cook stews and the like more quickly and at lower temperatures. Like the @UUID[unknown]{Multi-Stove}, it can be used on the move (if you’re very careful), it requires less fuel, and is harder to spot than an open fire.

" - }, - "Captain Braun's Multi-Stove": { - "name": "Captain Braun's Multi-Stove", - "description": "

An array of new-fangled equipment seems to emerge from the forges of Nuln every year. This heavy iron box, from the famous inventor Captain Braun, has several compartments within it to allow the cooking of different meals at once. It is even claimed that you can keep cooking on the move, though it does get a bit hot. The main advantages of this contraption are that it requires much less fuel to heat, it keeps its heat longer, and it considerably reduces the tell-tale signs of fire. Some cooks swear by the invention while some find it a waste of effort to cart around when an open fire might do just as well.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.6xKxqvKM5exJhiAA]{Cartographer}

" - }, - "Catapult (large)": { - "name": "Catapult (large)", - "description": "" - }, - "Catapult (medium)": { - "name": "Catapult (medium)", - "description": "" - }, - "Catapult (small)": { - "name": "Catapult (small)", - "description": "" - }, - "Cavalry Hammer": { - "name": "Cavalry Hammer", - "description": "

Cavalry hammers are large, weighty weapons, favoured by the Knights of the White Wolf. On foot, they may be used with the Melee (Two-Handed) skill.

" - }, - "Chartered Cartographer": { - "name": "Chartered Cartographer", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.6xKxqvKM5exJhiAA]{Cartographer}

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

Some experts in fencing and parrying recommend keeping a cloak of heavy fabric handy. When bunched around the arm it can be used to distract opponents or divert their attacks. It can even be flung over an opponent in the hope that they will become lost in its folds. However, cloaks are not well suited for entangling attacks. When making a Test to see if an opponent becomes entangled in a cloak, the cloak has a Strength of 25.

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

Clubs are as often found as they are crafted. The price listed indicates that a purchaser needs such a weapon in a hurry, though if a Character is in a wooded environment, they can source themselves a club by passing an Extended Challenging (+0) Outdoor Survival Test requiring a total of 7 SL.

" - }, - "Command the Legion": { - "name": "Command the Legion", - "description": "

Myrmidia carries your orders across the battlefield. You may issue a command to any ally within line of sight. The command must be relevant to the accomplishment of an armed struggle or ongoing strategy. Any Leadership Tests you make as a result benefit from a +10 bonus.

" - }, - "Company Commander (Inner Circle)": { - "name": "Company Commander (Inner Circle)", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.FmalmVn3AhtabhMN]{Knight Panther}

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

This rudimentary compass is a metal needle, balanced on a pin. Scholars debate the nature of the device. Some suspect it has an affinity for the very stuff of Chaos. Some suggest it may be attracted to a massive chunk of Warpstone somewhere in the Northern Wastes. But it is reliable and invaluable for navigation.

" - }, - "Crew Commander": { - "name": "Crew Commander", - "description": "

A Character with this talent is practised at managing crews of siege weapons and artillery pieces. The Character may make a Challenging (+0) Leadership Test to help a crew manning a weapon with the Crewed Quality within earshot. If the Character passes the Test, the crew members may then use the Character’s Ranged Skill when shooting the weapon.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mcdsHRtcQToDaN82]{Siege Specialist}

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

These blades are crafted specifically for fighting. A broken sword may be employed as a dagger but gains the Dangerous Flaw if it lacks an integral hilt. 

" - }, - "Demi-Lance": { - "name": "Demi-Lance", - "description": "

Lances resemble spears, but with a weighty grip designed to brace the weapon against the arm and chest of a charging knight. The demi-lance is similar, but shorter and lighter.

* Lances and Demi-Lances count as @UUID[Compendium.wfrp4e-up-in-arms.items.okPRj8ixa55d9ETF]{Improvised Weapons} if used on a round where you have not charged.

" - }, - "Diamond in the Rough": { - "name": "Diamond in the Rough", - "description": "" - }, - "Dismay Foe": { - "name": "Dismay Foe", - "description": "

You embody Myrmidia in her most wrathful of aspects. Gain the @Terror[1]{Terror 1} Creature Trait.

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

You are trained in simple movements to distract or startle your opponent, drawing eyes from your true intent. You may use your Move to perform a Distraction. This is resolved by an Opposed Athletics/Cool Test against your target. If you win, your opponent can generate no Advantage for their Pool until the end of the next Round.

" - }, - "Double-barrelled Handgun": { - "name": "Double-barrelled Handgun", - "description": "

If one barrel is good, surely two is better? About as complex as a firearm can be while still being used by the common soldier, a double-barrelled handgun has two barrels and two triggers. Though heavy, most come with a device for reloading both barrels at once, allowing the user to fire more frequently.

" - }, - "Dramatic Injury": { - "name": "Dramatic Injury", - "description": "

A prink to the cheek. Gain 1 @Condition[Bleeding] Condition. Once healed, the scar provides a bonus of +1 SL to appropriate social Tests. You can only gain this benefit once.

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

You have been trained to fight shoulder-to-shoulder with other soldiers. Characters with the Drilled Talent count as two combatants when determining @UUID[JournalEntry.JSMqi4MYrqsPBDUL.JournalEntryPage.njjUtJFlaiYB2ZMr#losing-advantage]{Losing Advantage}.

" - }, - "File Leader": { - "name": "File Leader", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mGMZSWoJnbnRze1h]{Pikeman}

" - }, - "First Eagle": { - "name": "First Eagle", - "description": "" - }, - "First Knight": { - "name": "First Knight", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.FmalmVn3AhtabhMN]{Knight Panther}

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

Flails made for the battlefield incorporate metal swipples and reinforcements to the handle, enabling them to pack a heftier punch. 

" - }, - "Flamberge Zweihander": { - "name": "Flamberge Zweihander", - "description": "

The Empire’s famous greatsword regiments are armed with massive steel blades, as long as many polearms. Certain master armourers go to even greater lengths in adding waves and serrated edges to their swords. These weapons are known as flamberge blades, and the wounds they inflict can be deeper as a result of their cutting power.

" - }, - "Flee!": { - "name": "Flee!", - "description": "

When your life is on the line, you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing or when you are the Quarry in a pursuit.

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

The foil is a light sword with a blade like a thin sharpened spike. They are light in the hand with a balance at the hilt, but short of a dramatic lunge they tend to only inflict small prinking injuries.

" - }, - "Freelance Captain": { - "name": "Freelance Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.TpwhRuvLbZT8gpQr]{Freelance}

" - }, - "Freelance Knight": { - "name": "Freelance Knight", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.TpwhRuvLbZT8gpQr]{Freelance}

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

Fuse is similar to slow match but burns much more quickly, offering a way to detonate blackpowder from a distance. It is sold by the yard and burns at about one inch per second. Standard Quality fuse is likely to fail about 5% of the time over ten yards. Shoddy fuse must test every five yards.

* Price is per yard

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

A garotte is a length of cord or wire intended to be slipped around the neck and drawn tight with the wielder’s hands. A Character in a coaching inn or urban location could make a garotte by passing an extended Challenging (+0) Trade (Chandler, Engineer, Tailor, or Tanner) Test requiring a total of 5 SL.

" - }, - "Grain Flail": { - "name": "Grain Flail", - "description": "

The common adage that peasants can beat their ploughshares into weapons is overstated, but a grain flail in the right hands is dangerous. A grain flail consists of a wooden handle connected to a heavy stick, known as a swipple, by a length of chain. 

" - }, - "Grapeshot and Powder": { - "name": "Grapeshot and Powder", - "description": "" - }, - "Grapple": { - "name": "Grapple", - "description": "

Proposed for the Imperial Navy for use in boarding actions or to foul the enemy’s enemies rigging, Grapples consist of a heavily wadded hook designed to be fired from a @UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar} only, along with 20 or so yards of rope. This may be used to attach a rope to a distant point, or snare an escaping enemy, in which case it inflicts one @Condition[Entangled] Condition on a successful hit. Those considering using this device to make a stealthy entry should be reminded that it is extremely loud when fired.

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

Rarely used by the Empire, but often employed by Norse tribes as a counter to heavy armour.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.B2GyhjJbcXpXPQQ5]{Greatsword}

" - }, - "Greatsword Cadet": { - "name": "Greatsword Cadet", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.B2GyhjJbcXpXPQQ5]{Greatsword}

" - }, - "Greatsword Captain": { - "name": "Greatsword Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.B2GyhjJbcXpXPQQ5]{Greatsword}

" - }, - "Greatsword Sergeant": { - "name": "Greatsword Sergeant", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.B2GyhjJbcXpXPQQ5]{Greatsword}

" - }, - "Griffonsfoot Pistol": { - "name": "Griffonsfoot Pistol", - "description": "

This weapon is best employed against a tight group of enemies. A single trigger discharges all six barrels, and reloading requires six shots and commensurate amount of powder.

" - }, - "Gun Axe": { - "name": "Gun Axe", - "description": "

This weapon is much as one might imagine — a handgun combined with an axe. It may be used as either a Hand Weapon or a Handgun. However, if used as an axe while loaded, any critical fumble will discharge the weapon into the torso of the user.

" - }, - "Gun Halberd": { - "name": "Gun Halberd", - "description": "

Employing the same principles as the @UUID[Compendium.moo-dev.dev-items.3KRPhCsimHmFKTxj]{Gun Axe}, this weapon functions both as a halberd and as a handgun, with the firearm’s barrel built into the haft of the Halberd. If used as a halberd while loaded, any critical fumble will discharge the weapon into anyone unlucky enough to be standing directly behind the user.

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

You can reload blackpowder weapons with practiced ease. You add SL equal to your level in Gunner to any Extended Test to reload a blackpowder weapon. Reloading a ranged weapon during combat also counts as an @UUID[JournalEntry.JSMqi4MYrqsPBDUL.JournalEntryPage.njjUtJFlaiYB2ZMr#altered-actions-in-combat]{Assess} action. You gain an extra +1 Advantage when making that Assess Test.

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

The archetypal weapon of the forces of the Empire, the halberd can be employed to similar effect as either a spear or an axe.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.aG6quE0EZ0tLE6Vl]{Halberdier}

" - }, - "Halberdier Captain": { - "name": "Halberdier Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.aG6quE0EZ0tLE6Vl]{Halberdier}

" - }, - "Halberdier Recruit": { - "name": "Halberdier Recruit", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.aG6quE0EZ0tLE6Vl]{Halberdier}

" - }, - "Halberdier Sergeant": { - "name": "Halberdier Sergeant", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.aG6quE0EZ0tLE6Vl]{Halberdier}

" - }, - "Hand Mortar": { - "name": "Hand Mortar", - "description": "

Looking like a short, squat @UUID[Compendium.wfrp4e-up-in-arms.items.DQtxITVRh2pd8hxp]{Blunderbuss}, the Hand Mortar is a scaled down mortar designed to lob bombs and other large items in a desired direction. It is quite dangerous to use, as loading a little too much powder, or mistiming the fuse on a loaded bomb, will see the weapon explode quite spectacularly. Any fumble while reloading the weapon causes it to explode. However, the device does open up many opportunities for those willing to risk its use.

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

A simple two-handed firearm, typically using a wheellock or flintlock design. Thousands of these are employed by the Empire state troops.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.hCtfLrI7R6mJg6YV]{Handgunner}

" - }, - "Handgunner Captain": { - "name": "Handgunner Captain", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.hCtfLrI7R6mJg6YV]{Handgunner}

" - }, - "Handgunner Recruit": { - "name": "Handgunner Recruit", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.hCtfLrI7R6mJg6YV]{Handgunner}

" - }, - "Handgunner Sergeant": { - "name": "Handgunner Sergeant", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.hCtfLrI7R6mJg6YV]{Handgunner}

" - }, - "Helblaster Volley Gun": { - "name": "Helblaster Volley Gun", - "description": "" - }, - "Helstorm Rocket Battery": { - "name": "Helstorm Rocket Battery", - "description": "" - }, - "Hireling": { - "name": "Hireling", - "description": "" - }, - "Hochland Long Rifle": { - "name": "Hochland Long Rifle", - "description": "

One of the legendary and incredibly precise weapons used by the hunters of Hochland, such rifles are incredibly prized. Often used to target enemy officers, such weapons are considered unsporting by many nobles and enemy soldiers caught with when them are summarily hanged.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.azFTHnCxn5nb4c7m]{Knight of the Blazing Sun}

" - }, - "Improvised Shot and Powder": { - "name": "Improvised Shot and Powder", - "description": "

A smidge of powder, possibly damp, and whatever stone looks like it might fit down the barrel of a gun. The cost is for the powder only — you are expected to find your own stone.

" - }, - "Improvised Weapon": { - "name": "Improvised Weapon", - "description": "

Hard and heavy items that are not intended to be used as a weapon may still serve in a desperate moment. This entry covers such items as chair legs, rocks, snooker cues, and bottles.

" - }, - "In Good Order": { - "name": "In Good Order", - "description": "

Knowing that the situation is hopeless you pray that your forces do not suffer from a disastrous rout. While the miracle is in play any allies may break from combat without allowing the enemy to gain advantage or make free attacks (see @UUID[Compendium.wfrp4e-core.journal-entries.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#fleeing]{Fleeing}).

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

This Item is intended as Ammunition for @UUID[JournalEntry.2EGaOiGaaunZ2RuS.JournalEntryPage.SGWjMaw6OrZ06Nbp]{Blackpowder and Engineering} Weapons. For the thrown weapon, use @UUID[Compendium.wfrp4e-core.trappings.vI0oorwbZdlszudf]{Incendiary}, for Siege Ammunition, use @UUID[Item.MQV1cMMZQZnyzZx2]{Incendiary}

To use with @UUID[Item.d2LzU8hNCH97njsK]{Mortars}, change the Ammunition Type to Blackpowder and Engineering

Often thrown, there have been many attempts to fling devices loaded with blackpowder, pitch, or tar further than can be achieved by hand. Such devices may be loaded into a @UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar}, and launched quite far indeed.

Such ammunition cannot be loaded very far in advance, as the ammunition’s fuse must be lit before it can be loaded into the @UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar}. When loading, you must decide how many turns worth of fuse you have used for the ammunition.

One turn’s worth of fuse means that it will explode at the end of the current turn, two turns worth means it goes off at the end of your next turn, and so on. The ammunition goes off at that time, regardless of whether you have fired the weapon or not. You should keep track of this, as the GM is not required to remind you until the moment has arrived.

" - }, - "Infirm": { - "name": "Infirm", - "description": "" - }, - "Jarred Arm": { - "name": "Jarred Arm", - "description": "

Your arm is badly jarred in the attack. Drop whatever was held in that hand, which is useless for [[/r 1d10]] - Toughness Bonus Rounds (minimum 1). For this time, treat the hand as lost. (see @UUID[Compendium.wfrp4e-core.journal-entries.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#amputated-parts]{Amputated Parts})

" - }, - "Jolted Wrist": { - "name": "Jolted Wrist", - "description": "

Drop any item held in that hand.

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

This entry covers short, sharp blades intended for purposes other than fighting, such as kitchen or hunting knives.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.FmalmVn3AhtabhMN]{Knight Panther}

" - }, - "Knight of the Inner Circle": { - "name": "Knight of the Inner Circle", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.azFTHnCxn5nb4c7m]{Knight of the Blazing Sun}

" - }, - "Kniht Commander": { - "name": "Kniht Commander", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.TpwhRuvLbZT8gpQr]{Freelance}

" - }, - "Know Your Enemy": { - "name": "Know Your Enemy", - "description": "

You call on Myrmidia to inform you of a nearby enemy’s strengths and weaknesses. The GM should allow you to check the profile, traits, skills and talents of the target.

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

Brass knuckles can add considerable power to a fighter’s strikes, but a set of knuckledusters could be improvised from textiles and tools. A Character in an urban location can make themselves knuckledusters by passing an extended Challenging (+0) Trade (Carpenter, Engineer, Smith, Tailor or Tanner) Test requiring a total of 10 SL.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.1i3Y6jOqCTmlbVeo]{Light Cavalry}

" - }, - "Large Bullet and Powder": { - "name": "Large Bullet and Powder", - "description": "

Technically a small cannonball, these shots are loaded into large bore weapons such as an @UUID[Compendium.wfrp4e-up-in-arms.items.HblRPlASKOI73aOE]{Arquebus} or @UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar}. Those firing such a device, or standing within 2 yards of the user, must make a Challenging (+0) Endurance Test or gain a @Condition[Deafened] Condition.

" - }, - "Light Cavalry": { - "name": "Light Cavalry", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.1i3Y6jOqCTmlbVeo]{Light Cavalry}

" - }, - "Locked Gauntlet": { - "name": "Locked Gauntlet", - "description": "

A locked gauntlet is formed from plates of steel that encase the fist and can be held shut with a screw or catch. Whilst the gauntlet may be used as a Brawling Weapon it is more commonly employed as a method to ensure that the wielder does not drop a weapon held in the gauntleted hand. A locked gauntlet may be purchased as part of a set of plate armour for the arm. Add the price of the locked gauntlet to that of the armour. Use the Encumbrance of the armour itself; the locked gauntlet does not add significant weight.

If a Character equipped with a locked gauntlet would normally be forced to drop an item held in that hand, they do not drop it. Instead, they suffer a -20 penalty to any Tests made with that item, including Melee Tests, for however long the circumstances that would have caused them to drop it remain in effect (to a minimum of one turn). If something occurs during this time that would cause them to drop the item again, they drop it despite wearing a locked gauntlet.

Example: Jenna the Mercenary carries a sword in her right hand. She also has a locked gauntlet on her right hand, and before she enters combat she ensures the catch is secured. During a fight Jenna’s opponent uses the Disarm Talent. This would normally cause Jenna to lose her sword but because of her Locked Gauntlet she keeps hold of it. She suffers a -20 penalty to Melee Tests for a turn, after which she regains her correct grip and fights as normal.

Later in the combat, Jenna suffers a critical hit, Clean Break, which would require her to drop anything held by that arm. Jenna still retains her weapon, but this time she suffers the -20 penalty to Melee Tests (as well as other penalties for the broken arm) until she receives medical attention. Whilst in this parlous state her opponent uses the Disarm Talent again, and finally forces Jenna to drop her sword.

" - }, - "Lost Footing": { - "name": "Lost Footing", - "description": "

In the scuffle you lose your footing. Pass a Challenging (+0) Endurance Test or gain the @Condition[Prone] Condition.

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

The typical mace is a metal shaft with a heavy head shaped in flanges or spiked protrusions. Whilst it is less wieldy than a sword it inflicts concussive blows.

" - }, - "Main Gauche": { - "name": "Main Gauche", - "description": "

A main gauche is a specially designed dagger used in fencing. It is so called because it is typically wielded in the left hand by right-handed fighters to complement a fencing weapon used as a primary weapon. A fighter with no Melee (Parrying) Skill could still use a main gauche, though they would call it a dagger and it would lose the Defensive Quality.

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

The mancatcher is a strange polearm with a semi-circular head festooned with short spikes. The weapon may catch a person around the neck, forcing them to cease struggling for fear of further injury. It is not often seen in the Empire, though Skaven and Hobgoblins regularly employ them. Some Mancatchers come with spring-loaded mechanisms. These cost 4 GC but the wielder benefits from a bonus of +20 to any Strength Tests made to entangle someone with the weapon.

" - }, - "Master Artillerist": { - "name": "Master Artillerist", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.KID8Xu7W7Jvygl9K]{Artillerist}

" - }, - "Master Cartographer": { - "name": "Master Cartographer", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.6xKxqvKM5exJhiAA]{Cartographer}

" - }, - "Matchlock Blunderbuss": { - "name": "Matchlock Blunderbuss", - "description": "

An earlier design of Blunderbuss, this weapon has the same drawbacks as the @UUID[Compendium.wfrp4e-up-in-arms.items.zcn4bYbkz5N4PZJv]{Matchlock Handgun}.

" - }, - "Matchlock Handgun": { - "name": "Matchlock Handgun", - "description": "

An earlier design of handgun, a few of these relics persist around the Empire, and can often be had quite cheaply. Before use, a user must spend one action to light the fuse on their weapon. A lit fuse will burn for quite a while unless doused by rain or wind.

" - }, - "Military Flail": { - "name": "Military Flail", - "description": "

Flails made for the battlefield incorporate metal swipples and reinforcements to the handle, enabling them to pack a heftier punch. 

" - }, - "Military Pick": { - "name": "Military Pick", - "description": "

Crude picks are little more than a metal spike on the end of a stick, though better made weapons are fashioned from steel. They are not agile weapons but are well designed to crack armour.

" - }, - "Mortar": { - "name": "Mortar", - "description": "" - }, - "Novice": { - "name": "Novice", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.pVLlBMBG95DVUGGj]{Knight of the White Wolf}

" - }, - "Old Salt": { - "name": "Old Salt", - "description": "" - }, - "On Deadly Ground": { - "name": "On Deadly Ground", - "description": "

Knowing that victory cannot be secured unless your forces stand firm you call on Myrmidia to banish all thoughts of retreat from the minds of your allies. Whilst the miracle is in effect your allies do not receive @Condition[Broken] Conditions.

" - }, - "Ostrich Feather": { - "name": "Ostrich Feather", - "description": "

These large feathers from strange Arabyan birds are all the rage among courtiers and now the military. They come in all sorts of colours. One might think that a soldier with the brightest feather in their hat might be the most likely to get their head blown off, but soldiers treat this as a test of courage. Some traders try to pass off the feathers of any common or garden bird as genuine ostrich.

" - }, - "Paper Cartridge": { - "name": "Paper Cartridge", - "description": "

These are pre prepared packages of shot, powder, and wadding, making reloading blackpowder weapons far easier. Tests made to reload a suitable weapon with this ammunition benefit from a +10 bonus.

" - }, - "Partizan/Glaive": { - "name": "Partizan/Glaive", - "description": "

Partizans are spears with thick leaf-shaped blades, whilst glaives are polearms that mount a cleaving blade or sword blade as their head. They both act in the same way, sacrificing some of the reach of the spear to inflict heavier cutting blows.

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

The pavise is a large shield carried by crossbowmen to provide shelter on the battlefield as they reload. Roughly 4 feet tall and often painted with the unit’s coat of arms, the crossbowman plants the pavise on the ground like a personal wall. At its most effective when deployed in a line with other crossbowmen, the pavise provides good cover when firing at opposing troops and defending against enemy sorties, the soldier wielding a spear or sword from behind the planted pavise. 

The pavise can be used in two different ways.

It can be employed as a large shield. This is not a good way to use a pavise as it is heavy construction of wood and leather. In this case it affords all the Qualities of a @UUID[unknown]{large shield} (Shield 3, Defensive, Undamaging), gains the Slow and Tiring Flaws. A pavise used in this way still has an Encumbrance of 4 and only does +SB+2 Damage.

It’s intended use is to be set up as a piece of portable cover. It costs the wielder 2 Actions to set the pavise up. This direction could be depending on the compass (north, south, east, or west), relative to the wielder’s body (left, right, front, or back) or from a particular landmark (‘I set it up between me and the castle’).

Provided the wielder remains within 1 yard behind the pavise, it provides protection to the wielder from any missile attacks that come from the stated direction, granting the Shield 5 Quality. Should an opponent engage the wielder in melee, the pavise only provides protection if the attack is made from the stated direction, and only in the first turn of combat.

Example: Braganza the Siege Specialist has worked his way up to the south of an enemy fortress. He sets up his pavise so that it faces the fortress. He gains the Shield 5 Quality to any attacks coming from the north, but he has no such protection to attacks coming from the south, west, or east. Should someone sally out of the fortress and charge towards Braganza, he could make use of the Shield 5 Quality for the first round of melee combat. If he is charged from the sides or rear, he cannot use the Shield 5 Quality.

" - }, - "Pebble": { - "name": "Pebble", - "description": "" - }, - "Pepperbox": { - "name": "Pepperbox", - "description": "

A simpler form of a @UUID[Compendium.wfrp4e-up-in-arms.items.Neriv2FSubZWLTTq]{Repeater Pistol}, a Pepperbox is an arrangement of four preloaded barrels placed in front of a single firing mechanism. Each time the weapon is discharged, it must be rotated, cranked, or otherwise manually prepared to fire again. This takes very little time compared to reloading the weapon, but it does mean that the user must have a second hand free to operate it or it loses its Repeater trait.

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

Two-handed military picks are rarely seen, their use being superseded by various forms of polearm. Certain subterranean species are known to employ them.

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

These very long heavy spears are not commonly employed outside of specially trained regiments. Tilean mercenaries are particularly famed for their mastery of pikes and pike formations.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mGMZSWoJnbnRze1h]{Pikeman}

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

A smaller blackpowder weapon designed to be fired with one hand, these are often used in duels or by cavalry soldiers such as Outriders who require one hand to hold the reins of their mount. Wealthy individuals sometimes carry a brace pistols in lieue of reloading.

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

The pollaxe takes many forms, but the archetypal design features a head with a short spike on the top for thrusting, an axe head to one side for cutting, and a hammer head on the other side for pummelling.

" - }, - "Precision Shot and Powder": { - "name": "Precision Shot and Powder", - "description": "

Expertly prepared powder and carefully smoothed and rounded bullets can be combined to allow for more reliable, precise shots with any suitable Blackpowder weapon.

" - }, - "Priest Captain": { - "name": "Priest Captain", - "description": "" - }, - "Priest Sergeant": { - "name": "Priest Sergeant", - "description": "" - }, - "Quarterstaff": { - "name": "Quarterstaff", - "description": "

Quarterstaffs are straight lengths of wood about as tall as their wielder. They are as often found as they are crafted. The price listed indicates that a purchaser needs such a weapon in a hurry, though if a Character is in a wooded environment, they can source themselves a quarterstaff by passing an extended Challenging (+0) Outdoor Survival Test requiring a total of 20 SL.

" - }, - "Quick Strike": { - "name": "Quick Strike", - "description": "

Infused with Myrmidia’s power, you benefit from heightened reflexes and can anticipate your opponent’s moves. At the start of every round whilst the Miracle is in effect, 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.

" - }, - "Rapid Reload": { - "name": "Rapid Reload", - "description": "

You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Extended Test to reload a ranged weapon. Reloading a ranged weapon during combat also counts as an @UUID[JournalEntry.JSMqi4MYrqsPBDUL.JournalEntryPage.njjUtJFlaiYB2ZMr#altered-actions-in-combat]{Assess} action. You gain an extra +1 Advantage when making that Assess Test. 

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

The rapier is a long thin sword. Like the foil it comes to a fine point for thrusting, but the sharp blade retains much of the cutting power of a traditional sword.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mGMZSWoJnbnRze1h]{Pikeman}

" - }, - "Reformed Rogue": { - "name": "Reformed Rogue", - "description": "" - }, - "Reiver": { - "name": "Reiver", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.1i3Y6jOqCTmlbVeo]{Light Cavalry}

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

When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. The advantage cost of the @UUID[JournalEntry.JSMqi4MYrqsPBDUL.JournalEntryPage.njjUtJFlaiYB2ZMr#benefits-of-advantage]{Flee from Harm} action is reduced to 1. 

" - }, - "Repeater Handgun": { - "name": "Repeater Handgun", - "description": "

A Repeater Handgun uses a cunning method, often involving clockwork or other intricate mechanisms, to place fresh ammunition into a position to fire each time the weapon is discharged. Rarely are two such weapons identical, though rotating mechanisms are a common feature.

" - }, - "Repeater Pistol": { - "name": "Repeater Pistol", - "description": "

Even more challenging to create than a @UUID[Compendium.wfrp4e-up-in-arms.items.vwvprQOKH9Rtti4b]{Repeater Handgun} due to their smaller size, Repeater Pistols otherwise share much in common with their larger cousins. Clockwork mechanisms are common, as are rotating chambers filled with ammunition. Minute adjustments are required constantly, and in the hands of an untrained user such weapons often misfire spectacularly.

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

You are used to desperate combats, able to turn even the direst circumstances to your advantage. If you win an Opposed Melee Test, instead of gaining +1 Advantage, you may take 1 Advantage from the opposing Advantage Pool and add it to your own. If you do this, you do not cause any Damage, even if it is your Turn in the Round.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.PyuVaepgBmUkbfrz]{Camp Follower}

" - }, - "Rocket": { - "name": "Rocket", - "description": "" - }, - "Roughrider": { - "name": "Roughrider", - "description": "

You are at home in the saddle in even the most difficult of circumstances, and know how to get the best out of your mount during conflict. Assuming you have the Ride skill, you can direct your mount to take an Action, not just a Move, without a Ride Test.

In addition, you treat your size as being the same as that of your mount for the purposes of resisting Fear and Terror caused solely by the size of your opponent, such is your confidence when mounted.

Example: Another person on a horse would not cause Fear, but a Daemon or an Undead creature would.

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

The sabre is similar to the scimitar, but a little longer and straighter. It may be used on foot with Melee (Basic), though its Slash (1A) Quality becomes Slash (2A). Skilled fencers can make good use of a Sabre — used with Melee (Fencing), the sabre retains its Slash (1A) Quality.

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

A well-made Sap consists of a leather or textile sheath stuffed with sand, musket balls, iron rods or similar small heavy items. In desperation a sap could be constructed from suitable materials gathered from an urban environment. A Character in a tavern, shop, or urban location could make themselves a Sap by passing an Extended Challenging (+0) Trade (Carpenter, Engineer, Smith, Tailor or Tanner) Test requiring a total of 15 SL.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mcdsHRtcQToDaN82]{Siege Specialist}

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

Popular in the east of the Empire, Kislev and Araby, the scimitar has a curved blade which can inflict terrible cutting wounds. Its design does compromise the welder’s ability to lunge and thrust, meaning that even though scimitars are a similar length to straight swords they have a shorter reach.

" - }, - "Scrap and Powder": { - "name": "Scrap and Powder", - "description": "

Scrap is a catch-all term for old roofing nails, used horseshoe fragments, arrow heads, and other bits of sharp and pointy material scavenged from whatever pile or rust or slag can be found. Attacks made using this shot benefit from the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} Creature Trait

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

A sealskin overcoat will keep the most inclement weather out. The fishermen of the Sea of Claws swear by them. The further inland you get the less likely they are to be made of genuine sealskin, but other furry imitations in the same style do almost as good a job. They usually come with matching over-mittens which are great for keeping hands warm but make dextrous acts impossible. A good sealskin can give bonuses to resist @UUID[Compendium.wfrp4e-core.journal-entries.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#exposure]{cold exposure}.

" - }, - "Seasoned Scavenger": { - "name": "Seasoned Scavenger", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.PyuVaepgBmUkbfrz]{Camp Follower}

" - }, - "Sharp Stick": { - "name": "Sharp Stick", - "description": "" - }, - "Shattered Skull": { - "name": "Shattered Skull", - "description": "

Your head is caved in and you collapse, instantly dead.

" - }, - "Shieldmaiden's Devotion": { - "name": "Shieldmaiden's Devotion", - "description": "

Your chanted prayers fill the hearts of the faithful with the fearlessness of her bravest Shieldmaidens. All Myrmidians within range gain the @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Enemy)} Talent. This enemy may either be a particular individual, or a particular species.

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

You are skilled at using your shield to manoeuvre others in combat so you can take advantage of a desperate situation. When using a Shield to defend, once per turn, you may spend 2 Advantage to either cause Damage when you are attacked as if it were your Action or to push your opponent 2 yards directly back from yourself and no longer count as engaged. 

" - }, - "Siege Master": { - "name": "Siege Master", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mcdsHRtcQToDaN82]{Siege Specialist}

" - }, - "Siege Specialist": { - "name": "Siege Specialist", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mcdsHRtcQToDaN82]{Siege Specialist}

" - }, - "Silk Underwear": { - "name": "Silk Underwear", - "description": "

Little luxuries help to relieve the stress and drudgery of military life. One such luxury, for the parade ground and on campaign, is the finest Cathayan silk underwear. It also reduces chafing.

" - }, - "Skill of Combat": { - "name": "Skill of Combat", - "description": "

You embody in your allies the skill of Myrmidia. Whilst this Miracle is in effect, all allies in range benefit from a +10 bonus to their WS and BS.

" - }, - "Slow Match": { - "name": "Slow Match", - "description": "

A slow match is a length of thin rope infused with flammable substances. It burns slowly and steadily, providing a ready spark for a matchlock weapon. It is sold by the yard, and burns at about a foot per hour.

* Price is per yard

" - }, - "Small Shot and Powder": { - "name": "Small Shot and Powder", - "description": "

Often used for hunting birds and other small, fast moving creatures, Small Shot is far smaller than the barrels of most weapons, and the user is expected to use a dozen or so for each load.

" - }, - "Small Shot and Powder (Swivel Gun)": { - "name": "Small Shot and Powder (Swivel Gun)", - "description": "" - }, - "Smallsword": { - "name": "Smallsword", - "description": "

A light version of the foil. The smallsword is not considered a serious weapon and is more often employed in sporting contests or duels to first blood. Smallswords with blunt tips and blades are often used as sport weapons, gaining the Undamaging Flaw.

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

Besides the club, the spear is probably the most ubiquitous weapon in the Old World. Almost all species and nations employ troops armed with spears, aside from the Dwarfs who tend to eschew polearms in general.

" - }, - "Spiked Gauntlet": { - "name": "Spiked Gauntlet", - "description": "

A spiked gauntlet may be purchased as part of a set of plate armour for the arm. Add the price of the spiked gauntlet to that of the armour, but just use the Encumbrance of the armour itself; the spiked gauntlet does not involve significant additional weight or bulk.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.FmalmVn3AhtabhMN]{Knight Panther}

" - }, - "Stone": { - "name": "Stone", - "description": "" - }, - "Strike to Injure": { - "name": "Strike to Injure", - "description": "

You are an expert in striking your enemies most vulnerable areas. When rolling on a Critical Damage table, make two rolls and choose which result you prefer.

" - }, - "Stubbed Toe": { - "name": "Stubbed Toe", - "description": "

In the scuffle, you stub your toe. Pass a Average (+20) Endurance Test or suffer -10 on Agility Tests until the end of the next turn.

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

@UUID[Compendium.wfrp4e-up-in-arms.journals.PgIAJWjuYUxR8NRc.JournalEntryPage.6xKxqvKM5exJhiAA]{Cartographer}

" - }, - "Swivel Gun": { - "name": "Swivel Gun", - "description": "" - }, - "Sword": { - "name": "Sword", - "description": "

The sword is the weapon by which all others are measured. A quality sword has a needle point tip for thrusting, a blade that is razor sharp to either side, and is balanced so that the weight is close to the hand, making it agile for attack and defence.

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

These weapons are designed like long daggers or sturdy shortswords. Their blades are thicker than those of swords, and along one side several deep grooves are cut into the blade. This design greatly compromises the weapon’s ability to cut, but enables a skilled user to catch an opponent’s blade and hold it fast.

" - }, - "Templar Sergeant": { - "name": "Templar Sergeant", - "description": "

@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.pVLlBMBG95DVUGGj]{Knight of the White Wolf}

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

A theodolite is a piece of technical equipment used for measuring angles over long distances and handy for surveying land. Anyone with Trade (Cartographer) can use one effectively.

Some are little more than loops of metal to look through and an adjustable angle. The new-fangled ones coming out of Tilea can be adjusted in three dimensions and incorporate precision angle measurements, vernier scales, and telescopic eyepieces. They come with adjustable tripods and require at least one round to set up.

" - }, - "Vengeful Wrath": { - "name": "Vengeful Wrath", - "description": "

You are filled with the righteous indignation of Myrmidia. Whilst this Miracle is in effect, you must charge and attack the nearest unrepentant enemy. You may reroll any Melee Skill rolls you make whilst the Miracle is in effect.

" - }, - "Veteran of Adventures": { - "name": "Veteran of Adventures", - "description": "" - }, - "Volley Gun": { - "name": "Volley Gun", - "description": "" - }, - "Warhammer": { - "name": "Warhammer", - "description": "

The two-handed warhammer is a difficult weapon to master, but it is associated with the Dwarfs and the Sigmarite cult.

" - }, - "Warrior Priest": { - "name": "Warrior Priest", - "description": "" - }, - "Weighted Net": { - "name": "Weighted Net", - "description": "

A weighted net is cumbersome and clumsy, but capable of severely impeding an opponent’s fighting ability when used in a timely fashion. When making a Test to see if an opponent becomes entangled in a weighted net, the net has a Strength of 55.

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

Keeping your blades sharp is always good practice. It’s up to the GM what happens if you don’t. Sharpening services are common enough across the Empire and a knife sharpener will do the job for a couple of pennies per blade. If you want to do it yourself, however, it might be worth investing in a whetstone. 

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

Gain a @Condition[Stunned] Condition. Make an Average (+20) Endurance Test, or gain the @Condition[Prone] Condition. Movement is halved for [[/r 1d10]] Rounds as you get your breath back.

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

The Empire’s famous greatsword regiments are armed with massive steel blades, as long as many polearms. Certain master armourers go to even greater lengths in adding waves and serrated edges to their swords. These weapons are known as flamberge blades, and the wounds they inflict can be deeper as a result of their cutting power.

" - } - } -} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-up-in-arms.journals.json b/compendium/To Do/wfrp4e-up-in-arms.journals.json new file mode 100644 index 0000000..bed31f3 --- /dev/null +++ b/compendium/To Do/wfrp4e-up-in-arms.journals.json @@ -0,0 +1,325 @@ +{ + "label": "Journals (Up In Arms)", + "entries": { + "Dogs of War": { + "name": "Dogs of War", + "pages": { + "Dogs of War": { + "name": "Dogs of War", + "text": "

‘“Dogs of War”, they call us — “mercenaries”, like it’s something bad. But I tell yer it’s the way to live like a duke. Regular pay and food, chances for loot, and seein’ the sights in every new town you come to. Of course, sometimes you have to burn them to the ground, but that’s just business.’

— Recruiter to a young labourer

‘Left! Right! Left! Righ… No, your other right, Squig for brains! You march like that, the Goblins will be sticking you full of holes before you can even untangle your feet!’

— Miraglianese drill sergeant

Mercenaries

There are any number of mercenary companies plying their trade in and around the Empire. These can range from highly respected and disciplined veteran units to little more than bands of desperate brigands.

Mercenary companies often form in the aftermath of a large military action. When peace returns many soldiers are unwanted. Those who can return to making a living as a civilian do so, but many others know nothing but soldiering. These band together and offer their services to the highest bidder.

This can be convenient for those who would hire them, as although they are more expensive per man, they are usually experienced and competent soldiers, and work out cheaper as they are hired on much shorter contracts. Mercenaries can be a problem in peacetime, however, as they often turn to banditry, or even adventuring.

The most ambitious mercenaries in the Empire gravitate towards Kislev or the Border Princes to find their fortune. A fortunate few return rich with tales of exotic locales and derring-do, most are never heard from again.

" + }, + "Land of Mercenaries": { + "name": "Land of Mercenaries", + "text": "

Mercenaries are in such demand in the Old World (and beyond) that companies have arisen all over — even Dwarf mercenaries are known, though their price is predictably high. However, when most citizens of the Old World hear the word mercenary they think of the professional companies formed from the soldiers of Tilea.

When an Imperial citizen thinks of Tilea, they might imagine its great artists or Tilea’s legendary cuisine and fine wines. Maybe, too, they grimace and remember predatory pirate crews, or the organised racketeer families that plague cities such as Nuln. But Tilea also has another export, one that has long played a crucial role in Imperial history: Mercenaries. The ‘Dogs of War’. Professional soldiers who sell their services to the highest bidders.

The Dogs of War have fought across the world, and their reputation for skill and professionalism makes their high fees worthwhile to many. Many captains have cultivated a dashing, heroic image to add to their lustre.

There is a dark side, though. When war is a business, loyalty often goes to the person with the fattest purse. Some mercenaries have a reputation for switching sides in the middle of a campaign. And woe betide an employer who breaks their contract — more than one has found their own holdings sacked and themselves put to the sword in revenge. 

Origins

Warriors have always sold their services for money or other rewards, but mercenaries as they are commonly known in the Old World first developed in Tilea. From early times the merchants of Tilea hired soldiers to defend their ships from pirates and to escort their merchandise on overland trade routes. Warehouses and property also had to be guarded and so it became usual for merchants to maintain troops. Mercantile families also used their mercenaries to further political ambitions at home, either to make themselves absolute rulers of their cities, or to oppose such tyrants and proclaim a republic.

The early Tileans were lucky that their lands remained largely free of monstrous creatures but in 475 IC a vast horde of Orcs and Goblins invaded from the east. The Tilean merchants were not used to fighting invaders — most of their battles were against each other — and the sudden appearance of Orcs burning crops, torching farms, and making off with the merchant caravans was a shock. 

Things grew increasingly perilous when certain Tilean princes hired Orcs to carry out mayhem on their behalf. When the Count of Zelucco stormed Amato and reclaimed his family’s crown, the great city states feared this was only the start. They panicked when Zelucco’s army, reinforced with Goblins from the Appucinis, crushed a Reman militia. Only the onset of the rainy season stopped the ‘Black Count’ from marching on Remas itself.

Enter Rienzi, who came to be known as ‘the Magnificent’, a priest of Myrmidia. Rienzi had studied all the cult’s holy texts. When word came of Remas’s defeat, this younger son of a Reman merchant family saw an opportunity to honour his goddess — and make a profit. He offered to build the city’s rulers an invincible army if they signed a binding contract and paid his fee. Desperate and afraid, they agreed. Over the winter Rienzi recruited and trained an army, drilling them over and over in Myrmidian precepts of strategy and tactics, paying them well so they could serve full-time. 

In spring, the ‘Eagles of Remas’ crushed the Black Count’s army in the Battle of Blood Ford. Monte Scorri’s heavy cavalry charged Rienzi’s pikemen again and again, but couldn’t break through. Meanwhile, the crossbowmen loosed volley after volley into the Goblins, who broke when Rienzi’s cavalry slammed into their flanks. The Black Count’s army fell apart, and he died while trying to escape across the river. Remas was saved.

Instead of sending his men home, however, Rienzi kept them in service. Offers were pouring in from other city-states, and Rienzi knew a money-maker when he saw it.

The mercenary army marched out to meet the Orc tribes. Rienzi pitched his tent on one side of a mighty river from where he could observe the enemy encampments. He noticed that various Orc contingents would occasionally fight each other, indeed the whole army was plainly riven with dissent and only the personal attention of the big Orc warlord was keeping it together. 

Rienzi decided that rather than fight the Orcs they would simply hire half the Orc army to fight in the other half. That way, no matter which side won the Tileans couldn’t possibly lose, and the spoils won by the victorious half would pay the cost of hiring them.

Thanks to the example of Rienzi, soon other entrepreneurs were raising their own mercenaries, and Tilea’s ‘Dogs of War’ became one of the land’s main exports.

The Role of Mercenaries

Mercenary forces meet several needs. They allow rulers to quickly build ‘off the shelf ’ armies that only have to be paid for the duration of their contracts, saving the cost of maintaining large forces all year round. In peacetime, the nobility and freibergs only need a small core of professionals and local levies. Mercenaries also provide specialist services an employer isn’t capable or willing to develop on its own — miners and master siege engineers, for example.

Dogs of War are also popular with those seeking to avoid military service. Laws in many parts of the Old World bind guildsmen to serve in their town’s forces in return for the privilege of doing business. That of course risks encouraging merchants to move elsewhere.

The custom of the ‘shilling soldier’ first arose in Bögenhafen. When the old Graf von Saponatheim demanded all the apprentices and journeymen from the Clothiers’ Guild for four months’ military service, it was simply too much. The guild was expecting a large order from Marienburg, but, if they couldn’t meet the deadline because of a lack of tradesmen, the business would go elsewhere. So they made a proposal: the guild offered a ‘donation’ of ‘a shilling a head’ (later raised to a Crown) so the Graf could go buy his own soldiers, ‘if His Vaunted Highness would then graciously leave us alone’. The Graf agreed, since he wouldn’t have to deal as often with ‘rancorous, ill-disciplined burghers who barely know the sharp end from the butt’. The donation became a regular custom, and the idea soon spread, with wealthy individuals paying to have someone take their place.

In Tilea

The Dogs of War reached their purest form in Tilea. In the city-states, where riots are a regular occurrence, the Merchant Houses prefer hiring outsiders to do their fighting, rather than arming and training a potential mob. Most maintain watchmen and militia, but the Watch is meant for patrolling streets and checking doors, not war, while the militias train so infrequently that they are little better than a rabble. Miragliano did away with them altogether, maintaining a large army of mercenaries on long-term contracts that also acts as a Watch, when not on campaign. They even employ a cadre of Rat Catchers, professional soldiers specially trained to patrol the canals and sewers to deal with the swarms of rats and ratlike creatures that creep out of the Blighted Marshes.

Of the other Tilean States, only Remas recruits its own citizens, selling the right to recruit to contractor-captains called condottieri for a period of service, after which they’re free to seek work elsewhere. Luccini, on the other hand, hires far and wide, even among the detested Estalians, because of the need to garrison the fortress of Monte Castello, which guards the frontier with the Border Princes.

Tobaro, built into cliffs hard against the Tilean Sea and with the Abasko mountains behind her, has little land to defend. But the sea is her lifeblood, and the tunnels beneath and beyond the city’s bounds hold many dangers — Greenskins and worse. And so Tobaro hires specialised mercenaries, sappers, and tunnel fighters, as well as marines to guard their ships.

Sartosa is unique, serving as mercenary privateers — ‘Sea Dogs of War’ — in one season, then preying on those same clients the next year as pirates.

Luccini hires Sartosan ships to protect their commerce and coasts from Arabyan corsairs, while Marienburg reportedly pays them to harry the shipping of Magritta and Bilbali. Though Sartosa seems anarchic, one firm rule holds true: never attack ships guarded by other Sartosan captains. That is bad for business. The last to break it, the Brettonian Captain ‘One-Eye’ Guillaume, was eventually captured by his fellow captains. He is now known as ‘Blind Will’.

In The Empire

Mercenaries in the Empire supplement existing forces, rather than forming the whole army. This is due to the belief in many parts that your own people will fight harder for you than any mercenary just ‘doing it for the shilling’. When Orcs come rampaging from the Black Mountains, Stirlanders in the State Army know they are fighting for their homes. Mercenaries might well decide to go home.

Middenland and Talabecland employ the fewest mercenaries, as Ulricans tend to look down on anyone doing their fighting for them. Mercenaries are more accepted in the west and south. In Reikland, the Grand Prince’s mercenaries augment the State Army to a size few of even the great nobles can match. Nuln has gone furthest down this road. Small in territory, but wealthy beyond belief, the Grand Counts have signed many Dogs of War to long-term contracts as the core of Nuln’s State Army, while Nulners are more often gunners and engineers.

Hiring Mercenaries

Though Tilean city governments and nobles do their own recruiting, anyone else seeking armed help goes to the mercenary guild hall usually attached to the nearest temple of Myrmidia. There, after making a suitable donation to the guild, the resident Master — often a retired mercenary who has joined the priesthood — brings client and mercenary together and arranges the contract, the temple keeping a copy and mediating any dispute.

In the Empire, authorities often look askance at anyone trying to hire armed men, at least more than a few. It’s one thing to hire mercenaries to guard a mine in the hills, but, with its history of civil war and rebellion, nobles and towns recruiting large numbers of mercenaries look suspicious. Isn’t the State Army enough, or their own private armed retinues?

Yet they recognize that sometimes there is a need. Though the laws vary, would-be generals must buy a ‘licence to recruit’ from the local rulers, either a noble or a freiberg’s council. This gives them permission to recruit and operate in that ruler’s territory. The higher up one goes, the broader the area the licence covers. Only the Elector Count’s court can grant a writ that covers an entire Grand Province, a daunting and expensive prize.

While this is how it is supposed to work, corruption and turmoil can lead to abuse. Many nobles have hired mercenaries in one territory to attack another; when the victims complain to the authorities who issued the licence, they pretend to be as shocked as anyone (and forget to mention the bribes they received to look the other way).

Fees

Though Myrmidia’s priests expect a few Crowns for their mediation services, they recognize that not all in need can afford their price. If a supplicant cannot afford gold, they will accept barter — a few sheep or cattle, a share of the crops, or a pledge of service. Even a few copper coins, as long as the cause seems worthy. Myrmidians also trade in insight and information, so if a petitioner comes to them with credible accounts of fresh tactical or strategic technique, this serves well in place of funds.

" + }, + "Light Cavalry": { + "name": "Light Cavalry", + "text": "

 ‘We never had a chance, sir. They came out of nowhere. Before we could turn they were in among us, shouting their chilling battle-cries as they rode us down. It is true we ran from them, sir, but these were not men — they were Daemons on horseback.’

– Gunther Friesheim, after the Rout of Riffraffa

You rely on speed to find the enemy, screen your allies from his scouts, and strike without warning where he least expects.

With fewer heavily armed and armoured knights than the Empire, Tilean mercenary armies rely on fast, lightly armed horsemen to provide mobile striking power. Rather than charge headlong into the teeth — and pikes — of the foe, Tilean light cavalrymen, called Stradioti in their language, prefer to strike from the flanks or, best of all, the rear, where the enemy’s baggage train presents a tempting target.

Though Stradioti can come from any part of Tilea — typically the small towns and hinterlands of the great city-states — the original and still most highly regarded are born and raised among the mountain villages of the Appucini chain and the small holdings of the western Border Princes.

A life of constant raiding and defending against raids, whether from Humans, Goblins, or Beastmen, has bred mounted warriors who hit their target fast, cause as much confusion and panic as possible, and then ride away before the enemy can react. Light horsemen from the desert lands of Araby perform much like the Tilean Stradioti and many companies of Arabyan horsemen work with mercenary commanders. Ungol horsemen from the northern steppes also fulfil a similar role in the armies of Kislev, and their companies, known as rota, can be found working as mercenaries.

In the Empire, light cavalry units are employed mostly in the southern Grand Provinces and the Reikland, where their ability to function in both rough terrain and plains makes them useful as scouts and quick-reaction forces. Though still largely Tilean, more and more recruits are coming from Imperials looking for something more exciting than marching back and forth. Sudenland has long employed Stradioti to patrol its southern reaches, and The Elector’s Own Lancers is a highly regarded outfit.

The basic unit of light cavalry is the ‘Talon’, comprising one of each of the first three tiers. The Lance leads the unit, has the best armour, and fights with lance and javelin or bow.

The Squire wears only partial armour and fights to protect the unshielded side of the Lance. The Page is usually a youth in their teens learning the trade — riding, weapons, and basic first aid — while acting as a servant to the others and fighting on foot. The final tier is the Captain, who commands several Talons and makes contracts.

A FIRESIDE TALE

Late at night under the stars in a small town nestled into the Appucini foothills, a retired Stradiot goes back to telling his rapt grandchildren a tale of adventure.

‘That was a glorious day. The Duke of Alvazzo, just a jumped-up bandit who’d stumbled on a tower full of gold, had hired a bunch of Orcs to be his army while he made himself lord of the region. Promised ’em what every Orc wants — fresh tender Human flesh to eat, just like the meat clinging to your own bones!’

He laughed as his grandchildren gasped and squealed.

‘The locals hired us to put a stop to it, and the Captain’s plan was a good one. He pinned Alvazzo and his Orcs at the river, feinting like he was going to force a crossing. That gave me time to take most of the cavalry through an old forest track that came out in their rear. They never knew what hit them. Whooping and hollering, we charged into their camp like daemons from the Wastes. Just as Alvazzo started to organise a defence, the Captain struck across the ford, and that was it. The Orcs panicked and ran for the hills — those we didn’t cut down first. When it was over, not one in five got away. It was years before they’d show their ugly faces again.

‘Never did find Alvazzo, though. I heard later he’d made a fine meal for the Orc chief — as the main course. Not that I blame the Orc. As a mercenary, you want to get paid, and a deal is a deal.’

Species: Human, High Elf, Wood Elf

Class: Warrior

Light Cavalry Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.6SogQian0pqK2DIV]{Reiver}

Status: Brass 3
Skills: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.NSnpJQiky8JcMnme]{Ranged (Throwing)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Mercenaries)}, @UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}, @UUID[Compendium.wfrp4e-core.items.Item.edsenrEYTLOtpa6b]{Crack the Whip}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}
Trappings: Shield or Buckler, Leather Jack, Riding Horse with Saddle and Tack, Javelin

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.xzX2um8gc1xonixU]{Light Cavalry}

Status: Silver 2
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}
Trappings: Light Warhorse, Mail Coat, Open Helm

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.kIxfFhzCZIBsn2Y7]{Lance}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding}
Trappings: Lance, Mail Chausses, Squire, Page

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.7fUGyC5jt2u20mjs]{Captain}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Law or Heraldry)}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}
Talents: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Brace of Pistols with Gunpowder and Ammunition or Bow with Quiver of 10 Arrows, Breastplate, Flamboyant Clothing, Warhorse

" + }, + "Siege Specialist": { + "name": "Siege Specialist", + "text": "

 ‘As they approached our hearts sank. Braganza’s men never lost or fled and we knew we were doomed. Our captain began to explain how safe we were behind the walls until a bolt took him through the throat. No one wanted to be next.’

– Gunther Friesheim, on the Capture of Schloss Adlerberg

‘Arrows are useless against a castle — you can only win by using heavy wall-breaching equipment, which is why Dwarfs are superior in siege warfare. If you are the besieger, you can’t hit anything worthwhile at all. If you are inside the castle, you might think arrow fire would be effective from the towers, but what would you prefer to be hit by — a pointy stick or a thirty-pound rock?’

– Berndt Lavaspear, -1778 IC

‘Remember when you build a wall to shelter behind you are also building a trap. If the wall is strong and flanked by towers the enemy will be trapped — but if the wall is carried then the other walls will hem in your defenders and leave them ripe for massacre.’

– Attributed to Magnus the Pious, 2302 IC

‘The only possible way an attacker can carry one of those accursed stone forts is to advance under the heaviest barrage of missiles possible. This is where Elf forces achieve their greatest successes. The defenders, unable to spread out, are ripe for slaughter beneath a cloud of arrows, and cannot deploy much effective missile fire of their own, hampered by the limited arcs of fire within their walls.’

– Attributed to Allurian, -3325 IC

It is your job to bring down castle walls and to keep others from doing so. Let other poor fools storm the walls — you’ll provide cover, or a more subtle way in.

Though besieging fortified places is common throughout the Old World — an art Humans learned from the Dwarfs — it has reached its highest refinement in Tilea, whose Siege Specialists even Dwarfs will grudgingly admit are ‘passable’.

Sieging became an art in Tilea during the age when cities and towns threw off their princes and needed to find ways past the castle walls of defiant rural nobility — or the walls of rival city-states. Simply camping outside until the defenders starve or surrender risks being caught in the open by a relief force, or seeing disease ravage one’s own army.

But storming a fortress almost inevitably means heavy casualties among the besiegers, something every commander wants to avoid. Skilled troops are expensive to train and maintain, and a captain who gains a reputation for bloodthirsty assaults soon finds it hard to recruit replacements. The Siege Specialist allows an army to shorten a siege at a reasonable cost in lives — the other side’s. At the same time, the daunting prospect of specialists outside the walls creates a need for specialists inside, ones who can intercept the enemy’s tunnels before the walls collapse.

In the Empire, Siege Specialists are mainly Dwarfs, thanks to their long shared history. Why hire anyone else, when you can have the best? But Tilean Siege Specialists are almost as good — and less expensive — and so are hired more and more by lesser nobles and freistadts who don’t want to pay ‘Dwarf rates’.

Braganza’s Besiegers

During his campaign of conquest Borgio the Besieger desired a new model of regiment. He demanded marksmen that could pick off defenders from rampart walls whilst withstanding missile fire aimed in their direction. He wanted the same men to be able to hold castle ramparts in defence of attack, provide covering fire for sappers and miners, man siege towers, and prove hardy fighters in the event of an enemy sally. Braganza’s crossbowmen, equipped with heavy armour and pavises, proved fit for the task — though their extensive expertise is reflected in their expensive rates.

A VETERAN’S ADVICE

‘No, you don’t get to go blowing things up right away, ya wet-pants recruit! You have to earn your way up to “banger”, as we call it. There’s a lot more to the job than just lightin’ a fuse and runnin’ for cover. I’ll explain it to you again, and this time pay attention! First you start as a crossbowman, picking enemies off the walls who are trying to kill our boys. You stay behind your pavise and watch, learn, and shoot. And if the enemy sallies out, you and that pavise are the first line of defence, so keep your sword sharp!

‘When you’ve learned that job, you move up to Sapper and down into the tunnels. You dig under the walls, rigging ’em so we can bring them down or sneak our boys into the castle, or sometimes you’re digging a covered ditch so the assault troops can get close without worrying about rocks getting dropped on their heads. Just keep your head about you down there. It can get rough if you run into enemy Sappers — or worse, know what I mean? Squeak-squeak.

‘If you survive all that, you might get to be a “banger,” or “artillerist”, as they like to call themselves. They get to play with them trebuchets, hurling rocks and even bombs to bust holes in the walls and smash the gates, or make life miserable inside. When the Sapper has dug his tunnel, it’s the banger who makes the whole thing go BOOM. Just try to be out of the tunnel before it goes off.’

Species: Dwarf, Halfling, Human, High Elf

Class: Warrior

Siege Specialist Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.VolhFfiQ1sDycqNt]{Crossbowman}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.OuDdJRDo3W56zk0Z]{Ranged (Crossbow)}
Talents: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Mercenaries)}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}
Trappings: Crossbow and Ammunition, Pavise, Leather Jack and Skullcap, Feathered Hat

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.SJa0gHlkDLXGA1Kz]{Siege Specialist}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.osMw1Be6YgRBolTm]{Lore (Engineering)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Two-handed)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.HngrTVqKis08Nvcf]{Set Trap}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Miner)}
Talents: @UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.Z91GFaT6FhEwyESU]{Tunnel Rat}
Trappings: Two-handed Pick, Shovel

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.AVq36qlbbEupids8]{Sapper}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Catapult)}, @UUID[Compendium.wfrp4e-core.items.2Y91ebFapH6zRfHk]{Ranged (Engineering)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Explosives)}
Talents: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman (Explosives)}, @UUID[Compendium.wfrp4e-core.items.0ep8BNMiZGVLTHpr]{Gunner}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}
Trappings: Book of Ballistics Tables, Set of Six 60-second Fuses, Plate Breastplate, Pistol with Bullets and Ammunition, Trade Tools (Engineer)

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.EkSz6Ky4ycv2SSi7]{Siege Master}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Engineering)}, @UUID[Compendium.wfrp4e-core.items.QsrXxGZiHjth7RMg]{Savvy}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Quality Clothes, Light Warhorse, Pavilion Tent with Body Servant

" + }, + "Pikeman": { + "name": "Pikeman", + "text": "

 ‘No, they didn’t look dangerous, more like a bunch of rich kids out to show off in their new armour. Very flashy they were, all gems and silk. We’ll have a bit of fun, we thought. Easy pickings, we thought. Well, anyone can make a mistake. Poor captain Malvino, last mistake he ever made.’

– Overheard in the Old Pig and Whistle, Marienburg

Discipline and drill. If you keep your wits about you and the enemy in front, no force on a battlefield, not even the heaviest Imperial knights, can stop a phalanx of Pikemen.

All towns and villages in the Old World have their militias, masses of armed residents who can be turned out on short notice to defend homes and fields or fight for a few weeks in their lord’s service. Their lack of discipline and desire to return home to families and trades, however, makes them of limited use on long campaigns or when facing heavily armed and armoured horsemen.

The Pikeman developed from Tilean militias when a need arose for infantry in long-term service who could stand up to armoured cavalry — or wolf-riding goblins. Formed in large squares with the first three ranks of pikes pointed forward and the rest held high to guard against arrows, the pike phalanx presents a formidable sight. Few animals willingly charge a forest of spear points pointed at them, and infantry must dodge multiple attackers before even closing with a pikeman.

But the phalanx has weaknesses. Not very manoeuvrable, it cannot execute swift turns or changes of face. Taken in the flanks — or worse, from behind — Pikemen are at risk of panic and a loss of discipline that can easily turn fatal. And so they are most commonly the core of a mercenary army, their vulnerable sides covered by cavalry and crossbowmen.

In the Empire, pike formations are less commonly employed, but can be found in the service of the State Armies of Reikland and Nuln. In peacetime, these troops also serve to restore order, the points of their pikes well-suited to clearing rioters from the streets.

The Alcatani Fellowship

The life of a farmer is never an easy one in the war-torn land of Tilea. Even wealthy landowners suffer. When Rodrigo Delmonte found his crops ruined by a rampaging army he embarked on the only course of action that remained to him, he became a soldier and led his workforce to Remas where he bought some shoddy suits of armour, a few second-hand helmets, and some slightly bent pikes. Despite their modest origins the Alcatani Fellowship has proven itself against Orc raiders in the wilds near Buccolia, and are earning a reputation for their effective and affordable phalanxes of pikemen.

Ricco’s Republican Guard

The Republican Guard were raised in Remas by merchants during the revolt that preceded the birth of the Republic. The regiment played a leading part in overthrowing the tyrannical Prince Mondo, parading his head around the city to the applause of the mob.

Desperate to bring in funds Captain Ricco led the Guard in search of employment in other Tilean cities. The Guard fought well, earning a reputation as an elite phalanx that survives to the present day.

The Leopard Company

The mercenaries of the Leopard Company fight hard to recover their lost honour. Their Captain, Leopold di Lucci, once contended with Lorenzo Lupo to be Prince of Luccini. Leopold’s men were losing ground, and blame fell on the Priests at Luccini’s Temple of the Leopard, who switched sides during the fighting. Leopold’s men threw the inconstant priests into the Tilean Sea.

Lorenzo prevailed and was hailed Prince of Luccini. Leopold and his men were exiled, and since then bad luck has dogged the company. Recently Leopold has arranged for a portion of the loot made by his men to be returned to the Temple, and the fortunes of the Leopard Company are improving.

LESSON LEARNED

Tilea, 1711 IC. From a hilltop surrounded by his Household Guard, Grand Count Maximilian III von Hochkirsche, Elector of Nuln, watched in grim silence as mercenaries hired by Miragliano routed his army. Wave after wave of his finest knights charged their phalanxes to no avail, dying by the score on the points of their pikes — his hopes of becoming Prince of Miragliano dying with them. Now his army was breaking, pursued by the advancing pikemen and harried by their cavalry. Sighing, he took quill and paper and began writing a note. Folding and sealing it, he handed it to a confused aide. ‘Here, take this to their Captain. It is the only thing left to do.’

 

‘Sir? We’re surrendering,’ asked the confused man.

 

‘No, you dolt,’ the Count shouted. ‘It’s a job offer! If you can’t beat them, buy them!’

Species: Human

Class: Warrior

Pikeman Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.EhIolRLkPSsRoRLl]{Recruit}

Status: Brass 5
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.12e3H6NX4JH0bwI3]{Language (Tilean)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}
Talents: @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.4AqSkJnFPqNuTkos]{Reaction Strike}, @UUID[Compendium.wfrp4e-core.items.Zf0vk2rjllpDh0Ua]{Very Strong}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Leather Breastplate, Leather Skullcap, Pike, Uniform in Unit Colours

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.TkIHEyN4Ndet5JX1]{Pikeman}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}
Talents: @UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}, @UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Mercenaries)}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Cavalry)}
Trappings: Dice, Mail Coat, Open Helm

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.CaKGc16UUiVO9NJY]{File Leader}

Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.fEFAMNqh8nJIfBkM]{Field Dressing}, @UUID[Compendium.wfrp4e-core.items.nWLsoWQBCjPRKxYx]{Robust}
Trappings: Plate Breastplate, Sash of Rank

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.gCnCMl8nQVDdgsFj]{Banner Captain}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.2LDCVJQWkTFszMok]{Lore (Law)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Baton of Rank, Banner-Bearer, Light Warhorse, Quality Uniform, Plate Bracers and Leggings, Unit Banner

" + } + } + }, + "The Quartermaster's Store": { + "name": "The Quartermaster's Store", + "pages": { + "The Quartermaster's Store": { + "name": "The Quartermaster's Store", + "text": "

‘Welcome, sir, to my humble wagon. As you can see, we have the widest of wide-brimmed hats, all the way from Tilea, genuine Estalian leather, of course. And you’ll be wanting a hat band in your regimental colours, I dare say. Yellow and green, I see. And how about this lovely feather, genuine ostrich, liberated from a Sartosa privateer, I believe. In crimson? I’m doing a special on bow strings, genuine cat, of course. Shhh. Mr. Tiggles, only joking. And how about this? Always points to the Northern Wastes. I don’t understand it, myself.

And how about this lovely sealskin? This will keep you drier than dry, even up in the mountains. Genuine seal, of course, all the way from Marienburg, that’s why it’s so expensive. And, if you want the luxury of hot food for a lifestyle on the go, you’ll be wanting this. No idea how it works, but Jem Hollyburr swears by it. And if sir would allow, how about a pair of these? Keeps you cool on a hot day, and warm on a cold one, and I can do them in blue, too.’

Little Aldy Summerfield, the Halfling pedlar, follows regiments around the Old World in his cart filled with all manner of equipment that experience tells him the soldiers will want. He keeps an ear out for the latest fads and is quick to look for suppliers for unusual items. He also keeps an ear out to learn of potential new campaigns and manoeuvres, ensuring he is always among soldiers who are far from home. He has an easy manner with the troops and offers discounts to good customers, ensuring they are keen to protect him from thieves and bullies.

" + }, + "A Soldier's Burden": { + "name": "A Soldier's Burden", + "text": "

Soldiers, especially experienced or more saavy veterans, carry far more equipment to war than a sharp blade and shiny armour. Long days of marching and fraught nights spent watching for raiders can be made far more bearable by the addition of a few vital tools and creature comforts.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
ItemCostEncAvailability
@UUID[Compendium.wfrp4e-up-in-arms.items.hRuxOzVGn2czCxHg]{Theodolite}6 GC3Exotic
@UUID[Compendium.wfrp4e-up-in-arms.items.GGIp6i3pbvnkp9VW]{Ostrich Feather}3/–0Rare
@UUID[Compendium.wfrp4e-up-in-arms.items.yqQHzGAY57NjGDTd]{Compass}10/–0Scarce
@UUID[Compendium.wfrp4e-up-in-arms.items.eDTA7JOUB5XTiRbI]{Bandoleer}6/–1Common
@UUID[Compendium.wfrp4e-up-in-arms.items.YlF95ajdNcoPH0EB]{Slow Match}2d / yard1Scarce
@UUID[Compendium.wfrp4e-up-in-arms.items.eh02s8MmaSLPDAMY]{Fuse}3d / yard1Common
@UUID[Compendium.wfrp4e-up-in-arms.items.RKjHcjn71lPT06Rj]{Bow String}4/–0Common
@UUID[Compendium.wfrp4e-up-in-arms.items.fSGA02E0zcCfA6C7]{Whetstone}2/60Scarce
@UUID[Compendium.wfrp4e-up-in-arms.items.gdCHAYJjNXcjdxsX]{Sealskin}30/–1Scarce
@UUID[Compendium.wfrp4e-up-in-arms.items.Ox4yptGb9pIxBxk5]{Silk Underwear}1GC0Scarce
@UUID[Compendium.wfrp4e-up-in-arms.items.sGnHloIvMJwcmfSJ]{Captain Braun's Multi-Stove}10/–3Scarce
@UUID[Compendium.wfrp4e-up-in-arms.items.6QqNTTDzdkqYRttW]{Captain Braun's Insta-Boiler}6/–2Scarce
" + }, + "Weapon Options": { + "name": "Weapon Options", + "text": "

The Core Rulebook provides all the weapons you need to begin adventuring, but some gaming groups may prefer to use the rules provided here to add more choice and granularity to an adventurer’s armoury.

Optional Qualities

Some weapons have a markedly different effect depending on how they are wielded. A warhammer, for example, typically has a blunt head (allowing it to make use of the Pummel Quality) and an opposing pointed head (allowing it to make use of the Penetrating Quality). These two Qualities could not be used together, as the wielder is either trying to make use of one head or the other.

Such weapons list their Qualities in a particular way. Qualities that always apply to the weapon are listed first, with a choice of optional Qualities at the end. So, the Qualities for the warhammer are:

Unbalanced, Pummel or Penetrating

This means that the weapon is always Unbalanced, but that the wielder can choose to employ Pummel or Penetrating.

This choice must be made before any dice are rolled to determine the success of the attack. If for some reason the Player does not choose which Quality to use, the attack uses the first of the optional Qualities (Pummel in the case of the warhammer).

To add Optional Qualities, open the Item Properties menu, and in the Qualities column there will be a small input to the left. To associate two or more qualities together, give them the same number. Optional Qualites can be toggled between each other in the Combat tab of an Actor.

New Qualities and Flaws

Unbalanced: The weight of some weapons is concentrated at the head, making them inefficient for parrying. When this weapon is used to oppose an incoming attack, it suffers a –1 SL penalty to the attack.

Slash (XA): Slash weapons concentrate their cutting power in such a way as to open up gaping wounds. If you cause Critical Damage with the weapon, the target takes a @Condition[Bleeding] Condition in addition to any other effects of the critical hit. You may spend X Advantage to have your opponent suffer 1 additional Bleeding Condition.

Spread (Rating): Weapons with the Spread quality fire an expanding cloud of projectiles which may strike several targets. Depending on the range to the target, weapons with this quality behave somewhat differently.

Point Blank: The shot targets a single individual. Add (Rating) to the weapon’s Damage.

Short Range to Long Range: The shot targets a single individual, and the next (Rating) closest visible creatures. No two targets may be more than (Rating) yards apart.

Extreme Range: As for Short to Long Range, but reduce the weapon’s damage by (Rating) as well.

Trip: Trip weapons are designed to hook an opponent’s leg or otherwise drive them from their feet. After hitting your opponent, you may spend 2 Advantage and make an opposed Strength/Athletics Test. If you win, your opponent gains the @Condition[Prone] Condition (if they are mounted, they suffer a 2-yard fall and then gain the Prone Condition). If you lose, nothing happens other than standard effects for losing an Opposed Test in combat.

The Shield Quality

The Shield Quality has been adjusted to make it easier to use them in melee combat.

Shield (Rating): Any time you Oppose an attack with Weapon Skill or Melee Skill, you benefit from additional AP equal to the Shield Rating. If your weapon has a Shield Rating of 2 or higher you may also use your shield to Oppose incoming missile shots in your line of sight.

This means that you may use a melee weapon in your primary hand to oppose an opponent’s melee attack at no penalty and gain the AP benefit of the shield in your secondary hand even though you did not specifically use the shield to oppose the attack.

You can enable this optional rule in the System Settings, labeled Up In Arms Shield Property

Example: Uri is surprised by some Goblins who charge into close combat with him. He gains the Surprised Condition, so in the first round of combat his shield provides no benefit. In the next turn he is no longer surprised and his shield provides 2 AP on top of any armour he wears.

Uri sees off the immediate threat, but a Goblin shoots at him from a range of 50 yds. Uri could not normally oppose this attack, but because he is equipped with a shield he may use that shield to oppose it. Because it is in his secondary hand he suffers a penalty of -20 (as per the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#two-weapon-fighting]{Two-Weapon Fighting} rules) or no penalty if he uses Melee (Parry) lastly because it has the Defensive Quality Uri benefits from +1 SL.

" + }, + "Cavalry Weapons": { + "name": "Cavalry Weapons", + "text": "

Cavalry weapons are traditionally used when mounted. Lances are specially designed to be employed from the back of a charging @UUID[Compendium.wfrp4e-core.actors.b1R5sW6lYIViJ2ki]{Horse} (or @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph}). Cavalry hammers and sabres tend to be wielded by mounted troops, but more as a matter of tradition than strict necessity.

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

Weapon

\n
\n

Price

\n
\n

Enc

\n
\n

Availability

\n
\n

Reach

\n
\n

Damage

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.wZlAownYMsDtEDEj]{Cavalry Hammer}

\n
\n

3GC

\n
\n

3

\n
\n

Scarce

\n
\n

Long

\n
\n

+SB+5

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.0qCZUJSuLyReber6]{Demi-Lance}

\n
\n

1GC

\n
\n

2

\n
\n

Scarce

\n
\n

Long

\n
\n

+SB+5

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.efk3W6z1CMAA8NrB]{Lance}

\n
\n

1GC

\n
\n

3

\n
\n

Scarce

\n
\n

Very Long

\n
\n

+SB+6

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.TizGrV1DZgCr6zJE]{Sabre}

\n
\n

2GC

\n
\n

1

\n
\n

Scarce

\n
\n

Average

\n
\n

+SB+4

\n
\n

 

" + }, + "Fencing Weapons": { + "name": "Fencing Weapons", + "text": "

Fencing weapons are much like basic weapons and may well be used as such by those who fail to grasp their nuances. Generally in order to use a fencing weapon the user must master a particular fighting technique that makes best use of the weapon’s design.

Weapon

Price

Enc

Availability

Reach

Damage

@UUID[Compendium.wfrp4e-up-in-arms.items.SQakHYxBYiPbHi3i]{Foil}

5GC

1

Scarce

Average

+SB+3

@UUID[Compendium.wfrp4e-up-in-arms.items.nGlyGodgPB9Pkbmf]{Rapier}

5GC

1

Scarce

Long

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.9rAN3doTsoqG0Vih]{Smallsword}

4GC

1

Scarce

Short

+SB+2

 

" + }, + "Brawling Weapons": { + "name": "Brawling Weapons", + "text": "

Part of the appeal of Brawling Weapons is that many of them can be constructed from suitable items in a pinch or broken down into seemingly innocent components. 

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

Weapon

\n
\n

Price

\n
\n

Enc

\n
\n

Availability

\n
\n

Reach

\n
\n

Damage

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.juO2goU5t5n0i7Xb]{Spiked Guantlet}

\n
\n

2 GC

\n
1ScarcePersonal\n

+SB+3

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.erQvZYGF2HQB2QEB]{Boat Hook}

\n
\n

6/–

\n
0CommonShort\n

+SB+4

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.y5J2E2PKlgJVqzV0]{Garrote}

\n
\n

1/–

\n
0RarePersonal\n

+SB+2

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.HYJSv2QxaS3c3Jvb]{Knuckledusters}

\n
\n

2/6

\n
0Common\n

Personal

\n
\n

+SB+2

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.roA3bgpj0F8pWsL6]{Locked Gauntlet}

\n
\n

1 GC

\n
1Scarce\n

Personal

\n
\n

+SB+2

\n
\n

@UUID[Compendium.wfrp4e-core.items.KlT5qZzI1bsdvoHv]{Unarmed}

\n
\n

N/A

\n
0\n

Personal

\n
\n

+SB+0

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.klWLo0BI8V7lUkrd]{Sap}

\n
\n

1/–

\n
0Rare\n

Personal

\n
\n

+SB+1

\n
\n

 

" + }, + "Flail Weapons": { + "name": "Flail Weapons", + "text": "

Flails are powerful weapons, but without specialist training a user can end up striking themselves as often as their opponents. Unskilled characters add the Dangerous Weapon Flaw to their flails, and lose any other Weapon Qualities the flail may have.

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

Weapon

\n
\n

Price

\n
\n

Enc

\n
\n

Availability

\n
\n

Reach

\n
\n

Damage

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.29BZiQUmNboB1Ebn]{Grain Flail}

\n
10/-1CommonAverage+SB+3
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.Qi8gXIjgUSsNLf1Z]{Flail}

\n
2GC1ScarceAverage+SB+5
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.sVIALrzjX22wUef9]{Military Flail}

\n
3GC2RareLong+SB+6
\n

 

" + }, + "Parrying Weapons": { + "name": "Parrying Weapons", + "text": "

Any one-handed weapon with the Defensive Quality can be used with Melee (Parry). When using Melee (Parry), a weapon can Oppose an incoming attack without the normal –20 off-hand penalty (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#combat-difficulty]{Combat Difficulty})

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

Weapon

\n
\n

Price

\n
\n

Enc

\n
\n

Availability

\n
\n

Reach

\n
\n

Damage

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.2elmPYTaMSQ1J4JJ]{Cloak}

\n
10/-1CommonShort+SB+0
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.mY6RyN2rn7h6uaeB]{Main Gauche}

\n
1GC0RareVery Short+SB+2
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.25ADcz6sayrk2264]{Swordbreaker}

\n
1 GC 2/61ScarceShort+SB+1
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.H0YxLOodgGKBTQck]{Weighted Net}

\n
1GC 10/-1RareShort+SB+0
\n

 

" + }, + "Polearms": { + "name": "Polearms", + "text": "

Polearms are simply a weapon that consists, in part, of a pole. Many polearms are simple devices with an obvious application, though others have intricate heads that combine the attributes of several other weapons.

Weapon

Price

Enc

Availability

Reach

Damage

@UUID[Compendium.wfrp4e-up-in-arms.items.AMxngrqWtoeUGVt4]{Ahlspiess}

2 GC

2

Scarce

Very Long

+SB+3

@UUID[Compendium.wfrp4e-up-in-arms.items.TMpP9Zppd14MNPwe]{Bill}

2 GC

3

Scarce

Long

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.jxTsO0vrf53pCxCb]{Halberd}

2 GC

3

Common

Long

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.VDXhEK2KWgCGt2SV]{Mancatcher}

2 GC

3

Rare

Long

+SB+2

@UUID[Compendium.wfrp4e-up-in-arms.items.miQuUfezjlRKNRyp]{Partizan/Glaive}

2 GC

3

Scarce

Long

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.7N3TrPYcO9cNNgsd]{Pollaxe}

2 GC

3

Scarce

Long

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.HxOhYpAxqdcyoSje]{Spear}

15/–

2

Common

Very Long

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.5vIukO3mtUXaLy7G]{Pike}

18/–

4

Rare

Massive

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.Dk3jOsooVXua0GSi]{Quarterstaff}

3/–

2

Common

Long

+SB+4

" + }, + "Two-Handed Weapons": { + "name": "Two-Handed Weapons", + "text": "

Two-Handed Weapons are cumbersome and rob the wielder of the chance to use a shield or off-hand weapon. They are devastating when they land a solid blow.

Weapon

Price

Enc

Availability

Reach

Damage

@UUID[Compendium.wfrp4e-up-in-arms.items.mqw3beNHRdw7qih5]{Bastard Sword}

8 GC

3

Scarce

Long

+SB+5

@UUID[Compendium.wfrp4e-up-in-arms.items.jAy9klfNkrQuL1Ru]{Great Axe}

4 GC

3

Common

Long

+SB+6

@UUID[Compendium.wfrp4e-up-in-arms.items.mTCkJbatTseLJ0QL]{Flamberge Zweihander}

30 GC

3

Exotic

Long

+SB+5

@UUID[Compendium.wfrp4e-up-in-arms.items.EDYwxeZKY90zq2Nx]{Pick}

9/–

3

Common

Average

+SB+5

@UUID[Compendium.wfrp4e-up-in-arms.items.9chPZw59vJ4dKjaC]{Warhammer}

3 GC

3

Common

Average

+SB+6

@UUID[Compendium.wfrp4e-up-in-arms.items.YRcG9dzmzLvdEKPc]{Zweihander}

10 GC

3

Scarce

Long

+SB+5

 

" + }, + "Shields": { + "name": "Shields", + "text": "

Whilst the use of Shields is covered by the @UUID[.riY3u7R7J5Cr8q3y]{Basic Weapons} rules, there are differences in implementation requiring more discussion. Although they have their own section here, they are still used in conjunction with the Melee (Basic) Skill.

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

Weapon

\n
\n

Price

\n
\n

Enc

\n
\n

Availability

\n
\n

Reach

\n
\n

Damage

\n
\n

@UUID[Compendium.wfrp4e-core.items.J9sVeK9nbQLFyUMU]{Shield (Buckler)}

\n
\n

18/2

\n
0\n

Common

\n
\n

Personal

\n
\n

+SB+1

\n
\n

@UUID[Compendium.wfrp4e-core.items.8nJ9R8tbhW42VGhr]{Shield}

\n
\n

2 GC

\n
1\n

Common

\n
\n

Very Short

\n
\n

+SB+2

\n
\n

@UUID[Compendium.wfrp4e-core.items.CYkA9Ax6BN7eiTvf]{Shield (Large)}

\n
\n

3 GC

\n
3\n

Common

\n
\n

Very Short

\n
\n

+SB+3

\n
\n

@UUID[Compendium.wfrp4e-up-in-arms.items.Af9lywXZb4jSg3Go]{Pavise}

\n
\n

3 GC 15/–

\n
4\n

Rare

\n
\n

N/A

\n
\n

+SB+2

\n
\n
" + }, + "Basic Weapons": { + "name": "Basic Weapons", + "text": "

Basic weapons are those that are wielded in one hand and require relatively little training to grasp the basic use of (though advocates of these weapons insist that there is a subtlety to their implementation, meaning they take a lifetime to master).

Weapon

Price

Enc

Availability

Reach

Damage

@UUID[Compendium.wfrp4e-up-in-arms.items.FaPOAjXnBXWLjQBl]{Axe}

10/–

1

Common

Average

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.AyhuzfJxwZGIKhsI]{Ballock Knife}

16/–

0

Scarce

Very Short

+SB+1

@UUID[Compendium.wfrp4e-up-in-arms.items.XvvHQ8amxyhTaORs]{Club}

4/–

1

Common

Average

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.UlL4mHSgBW3nYh2a]{Dagger}

16/–

0

Common

Very Short

+SB+2

@UUID[Compendium.wfrp4e-up-in-arms.items.okPRj8ixa55d9ETF]{Improvised Weapon}

N/A

Varies

N/A

Varies

+SB+1

@UUID[Compendium.wfrp4e-up-in-arms.items.orISaVdapDMJsCJI]{Knife}

8/–

0

Common

Very Short

+SB+1

@UUID[Compendium.wfrp4e-up-in-arms.items.WEaLo54C3fOeRomT]{Mace}

15/–

1

Common

Average

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.9AzTzNF9yVMsGcpC]{Military Pick}

15/–

1

Scarce

Average

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.zaHNTPP1nVT8EEYL]{Scimitar}

1 GC

1

Scarce

Short

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.erX8o1o0IcXHTX2r]{Sword}

1 GC

1

Common

Average

+SB+4

@UUID[Compendium.wfrp4e-up-in-arms.items.4K8ai0xrndckUr0e]{Warhammer}

1 GC

1

Scarce

Average

+SB+4

" + }, + "Ammunition": { + "name": "Ammunition", + "text": "

Ammunition for blackpowder weapons as dealt with on @UUID[.SGWjMaw6OrZ06Nbp]{Gunpowder Weapons}. Over the years a great many different designs of arrowhead have been designed, but the most common variants are the barbed arrow, which inflicts nasty slicing wounds and causes additional injury if not carefully removed, and the bodkin arrow, which has a robust spiked point for punching through armour.

Sharp sticks and pebbles could be used to serve as ammunition by an archer or slinger who has run out of special ammunition. A Character in an appropriate location can source themselves a pebble suitable for a sling by passing an extended Easy (+40) Outdoor Survival Test or an extended Challenging (+0) Perception Test requiring a total of 5 SL.

A Character in a wooded location could source themselves a straight sharp stick by passing an extended Challenging (+0) Outdoor Survival Test requiring a total of 10 SL. However, they ought to beware as, lacking the attention of a trained fletcher, improvised arrows are prone to fumbling.

Weapon

Price

Enc

Availability

Range

Damage

BOW

@UUID[Compendium.wfrp4e-core.items.6GNNpWIGxO9CkTCR]{Arrow (12)}

5/–

0

Common

As weapon

@UUID[Compendium.wfrp4e-up-in-arms.items.aR4Yg3dEL5FdEW0q]{Barbed Arrow (12)}

8/–

0

Scarce

As weapon

@UUID[Compendium.wfrp4e-up-in-arms.items.T2V8bJAbtwYlvOPT]{Bodkin Arrow (12)}

8/–

0

Scarce

As weapon

@UUID[Compendium.wfrp4e-core.items.NQ4OVp1ZfinJ7lQH]{Elf Arrow}

6/–

0

Exotic

+50

+1

@UUID[Compendium.wfrp4e-up-in-arms.items.H4cGoQW1d6dvWrB6]{Sharp Stick}

N/A

0

Common

Half weapon

-2

CROSSBOW

@UUID[Compendium.wfrp4e-core.items.kFROfGFdExfyJTg9]{Bolt (12)}

5/–

0

Common

As weapon

SLING

@UUID[Compendium.wfrp4e-core.items.4hV1PpYm9Q2pyUNf]{Lead Bullet (12)}

4d

0

Common

-10

+1

@UUID[Compendium.wfrp4e-up-in-arms.items.BWMij7uxEbvyrA4z]{Pebble}

N/A

0

Common

-10

-2

@UUID[Compendium.wfrp4e-core.items.mik7s6AqS8SMSaJ8]{Stone Bullet (12)}

2d

0

Common

As weapon

 

" + }, + "Gunpowder Weapons": { + "name": "Gunpowder Weapons", + "text": "

Gunpowder, also known as blackpowder, was first introduced by the Dwarfs. Initially, its use was limited to blasting away particularly stubborn rocks encountered by Dwarf miners. It didn’t take long for their engineers to realise gunpowder’s other applications. Naturally, the same material which could send rock shards flying fast enough to injure or kill careless miners had use upon the battlefield, and they employed prototype cannons in war as early as the Battle of the Blackwater in –370 IC.

These weapons were unwieldy, however, and required a sizable crew to operate. Soon smaller versions appeared in the hands of individual Dwarf soldiers. Though these early devices were relatively simple affairs — little more than a miniature cannon — later versions became more sophisticated.

From the Dwarfs the technology spread to Humans, though this was a slow process as the Dwarfs guarded their technological secrets jealously. By the year 2000 IC, gunpowder weapons began to appear throughout the Old World, mainly via the close relationship between the Dwarfs and the people of the Empire, and from there the secret of black powder escaped into the wider world. Though Dwarf powder remains the best and most reliable available, cruder — yet effective — mixtures are produced and used in far greater quantities by the forces of the Empire and beyond. Despite the limitations and dangers of this new technology, its utility is undeniable.

Regiments of gunners have become indispensable to militaries across the Old World, and more than one Witch Hunter has claimed that its adoption has negated entirely the need for wizards in the military. Such individuals are typically challenged to a duel to compare the merits of gunpowder and magic, with the time and place chosen by the Celestial College to ensure a convenient rainstorm, and with it a favourable outcome.

Refined Designs

The first handgun was a simple weapon known as an arquebus. It was a triggerless weapon, requiring a user to manually touch a candle or match to a fuse or open pan of powder. A handful still remain in use among the regiments of the very poorest noble houses, but most experienced soldiers would much sooner carry a warped crossbow into battle.

Later designs made use of distinct firing mechanisms, and are variously known as matchlock, flintlock, and wheellock weapons. Matchlock weapons introduced the first trigger mechanisms, allowing a lit match to touch a small pan of powder. Though even more susceptible to the weather than later designs, these weapons were nevertheless a huge leap forward, and the first to be adopted en masse in the Empire. Wheellock and flintlock weapons are both quite similar, making use of a spark rather than a lit match or cord to fire. The result is a more reliable weapon, and both negated the need for soldiers to carry a lit match around stores of powder and shot.

Further Investigations

Engineers love to tinker, and a great many variations of these basic principles exist. Combination weapons typically involve combining a gun and some other melee weapon, such as an axe or polearm. Engineers have created more complicated weapons, many of them self loading, but so far these have proved too impractical or difficult to maintain to see widespread adoption. A few have also experimented with smaller, more concealable weapons, sometimes disguised as canes or built directly into prosthetics. Most engineers, living in a somewhat abstract world of academic pursuit, have failed to realise that such weapons make perfect tools for assassins.

A handful of engineers have also turned to the past, taking inspiration from earlier, much larger designs such as the arquebus. The result has been various forms of hand mortars, designed to lob explosives or other large items great distances. Somehow, these have proven to be even more dangerous to the user than the already quite hazardous blackpowder weapons in common use.

Powder and Shot

Black powder is the only form of propellant in common usage, though the Colleges of Magic have experimented with infusing magic into various substances in the hope of creating a more powerful and reliable explosive. Some whisper that the inspiration for this was derived from warpstone tainted powder found in certain tunnels beneath the Middle Mountains, though such rumours are rarely repeated. The Dwarfs manufacture a form of black powder that burns very reliably, and so allows for more consistent and precise shooting.

Powder is usually stored in a small pouch or horn and is poured down the muzzle of the weapon. Practised soldiers can do this directly and expect to get the correct measure of powder, though most first pour the powder into a measuring device which holds exactly enough for one shot.

Most shot takes the form of lead balls of various grades and sizes, usually stored in small oiled bags to prevent corrosion that might foul the barrel of a gun. Some weapons have quite tight bores, such as the Hochland Long Rifle, and are designed for accurate fire. Most military blackpowder weapons have bores a good deal wider than the balls of shot they are designed to fire, sacrificing accuracy for more rapid reloading and firing. 

Hunters prefer rifles, as there is typically time to reload in comfort and rapid firing is less essential than accuracy, especially considering the price of shot and ball. While some do bring rifles to war, their accuracy makes them an extreme danger to officers and others who would rather not be shot at (accurately); carrying a hunting rifle into battle is a sure way to find yourself hanged if captured.

Loading a Blackpowder Weapon

Blackpowder weapons in the Empire are all loaded from the muzzle, with the powder, then the ball and a wad of cloth being placed inside the barrel of the weapon. These are then compacted into place with a ramrod designed for the purpose; most blackpowder weapons have a housing to hold this item when not in place. Priming powder, a very fine grained black powder, is then placed on the pan and into a small hole running inside the weapon. This is lit by the match, flint, or other firing mechanism, and in turn ignites the main charge of power that propels the ball forward.

There are some regional and regimental variations to these practices. Wadding material is used to ensure escaping gasses propel the ball forward with as much force as possible, and materials as varied as cotton, felt or paper are used. Wadding is typically added both before and after the ball to ensure accurate shooting, and some veteran soldiers carry a wadding die to cut consistently sized wads for better accuracy. 

Weapon

Price

Enc

Availability

Range

Damage

BLACKPOWDER*

@UUID[Compendium.wfrp4e-up-in-arms.items.DQtxITVRh2pd8hxp]{Blunderbuss}

2 GC

1

Scarce

20

+8

@UUID[Compendium.wfrp4e-up-in-arms.items.PFUozVSLLO2MLjA1]{Hochland Long Rifle}

50 GC

3

Exotic

100

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.ivuGhpoG9e9fN3Ks]{Handgun}

4 GC

2

Scarce

50

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.pu2OkOWm15zEqWzz]{Pistol}

8 GC

0

Rare

20

+8

@UUID[Compendium.wfrp4e-up-in-arms.items.zcn4bYbkz5N4PZJv]{Matchlock Handgun}

2 GC

2

Rare

50

+8

@UUID[Compendium.wfrp4e-up-in-arms.items.3pnK66EDBJXs5hai]{Matchlock Blunderbuss}

1 GC

1

Rare

20

+7

@UUID[Compendium.wfrp4e-up-in-arms.items.HblRPlASKOI73aOE]{Arquebus}

5 GC

3

Exotic

40

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.Ysoz4nQcEe9Vckv6]{Double-barrelled Handgun}

7 GC

3

Exotic

50

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.jVXLYH6RexF1SUnP]{Griffonsfoot Pistol}

20 GC

1

Exotic

10

+7

@UUID[Compendium.wfrp4e-up-in-arms.items.umOvfObukES6LRvT]{Gun Axe}

8 GC

1

Exotic

30

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.UBqjWR96AHSKilMP]{Gun Halberd}

10 GC

3

Exotic

30

+9

ENGINEERING

@UUID[Compendium.wfrp4e-up-in-arms.items.vwvprQOKH9Rtti4b]{Repeater Handgun}

10 GC

3

Rare

30

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.Neriv2FSubZWLTTq]{Repeater Pistol}

15 GC

1

Rare

10

+8

@UUID[Compendium.wfrp4e-up-in-arms.items.s0mBvaAbe6PLUPZb]{Pepperbox}

12 GC

1

Rare

10

+8

@UUID[Compendium.wfrp4e-up-in-arms.items.hRXoLcdkE97BBJlL]{Hand Mortar}

50 GC

3

Exotic

30

+7

@UUID[Compendium.wfrp4e-up-in-arms.items.KctE2XqiliGL054j]{Cane Pistol}

15 GC

1

Exotic

10

+8

BLACKPOWDER AMMUNITION

Ammunition

Price

Enc

Availability

Range

Damage

BLACKPOWDER AND ENGINEERING

@UUID[Compendium.wfrp4e-up-in-arms.items.Bjewc1ehUeeQTnXs]{Bullet and Powder (12)}

3/3

0

Common

As weapon

+1

@UUID[Compendium.wfrp4e-up-in-arms.items.WVAWy4XCobfFdSeR]{Paper Cartridge (12)}

5/-

0

Scarce

As weapon

+1

@UUID[Compendium.wfrp4e-up-in-arms.items.KrDAJBXWWh48XxgC]{Aqshy-Infused Powder (12)}

1 GC

0

Exotic

+10

+2

@UUID[Compendium.wfrp4e-up-in-arms.items.VlzGxkiCI1q4aa5c]{Precision Shot and Powder}

3/-

0

Common

As weapon

+1

@UUID[Compendium.wfrp4e-up-in-arms.items.xvMebzMBlcfjWGEa]{Improvised Shot and Powder}

3d

0

Common

Half Weapon

-

@UUID[Compendium.wfrp4e-up-in-arms.items.AcL9KS6PCEl3NRyV]{Small Shot and Powder (12)}

3/3

0

Common

As Weapon

-

@UUID[Compendium.wfrp4e-up-in-arms.items.8Zyc8e60wzrC0AAi]{Scrap and Powder (12)}

2/-

0

Common

Half Weapon

-1

@UUID[Compendium.wfrp4e-up-in-arms.items.lN4K2kCeInZf6wIL]{Large Bullet and Powder (12)}

1 GC

0

Scarce

As Weapon

+2

@UUID[Compendium.wfrp4e-up-in-arms.items.2hdBYV1uH62i4csv]{Bomb}

3 GC

0

Rare

As Weapon

+5

@UUID[Compendium.wfrp4e-up-in-arms.items.MQV1cMMZQZnyzZx2]{Incendiary}

1 GC

0

Scarce

As Weapon

Special

@UUID[Compendium.wfrp4e-up-in-arms.items.0Qfj9Swv75b9bCUH]{Grapple}

2 GC

1

Scarce

Half Weapon

+2

" + } + } + }, + "Tilea and Tilean Characters": { + "name": "Tilea and Tilean Characters", + "pages": { + "Tilea, the Land and Her People": { + "name": "Tilea, the Land and Her People", + "text": "

Southwest of the Empire, over the Vaults lies Tilea, where — according to Tileans, at least — civilization first arose in the Old World. A narrow strip of fertile but rocky land runs north skirting the Appucinis from the ever-shifting frontier with the Border Princes and circles west past Miragliano along the Irrana mountains to sink into the dread Blighted Marshes, where the capital of the Skaven is said to lie. South from there the land grows so narrow as to almost vanish between the cliffs of the Abaskos and the Tilean Sea. Tileans have learned to get the most out of their land: growing olives and exporting oil; raising sheep for meat and wool; citrus fruits and wine grapes that prosper in the warm sun; and fish from the Tilean Sea, which has stocks so abundant Tileans claim it is proof of Manann’s love for Myrmidia.

Though the small towns and feudal holdings of Tilea are important, when outsiders think of Tilea they think of the great city-states and their people: dour Luccini, home of Morr’s cult; Remas, Tilea’s one, true republic; Miragliano the Serene, owner of Tilea’s largest fleet and ever-vigilant over the Blighted Marshes; unconquered Tobaro, built into the cliffs of the Abaskos; and Sartosa, freewheeling and deadly home of the Pirate Captains.

To the average Imperial, Tileans are shifty, dishonest, unreliable, and inclined toward criminality, but this portrait is unjust. Tileans do value cleverness and cunning, for it often saves Tilean lives. Regularly outnumbered, Tileans look to Myrmidia’s teachings to win through manoeuvre, strategy, and deception, risking a battle only when all the factors favour them. But when the fight comes, they are as fierce as griffons. They have to be, surrounded as they are by enemies, Human and otherwise.

Perhaps it is the influence of the ancient Elven ruins underlying so many Tilean cities, but the people value cleverness in their daily lives, too. Quick thinking and the ability to argue well are seen as virtues that let the average Tilean rise as high as their abilities can take him, even to ship’s captain or merchant prince. Among urban Tileans, Ranald is a popular god, here known less as a god of thieves and more as the epitome of the dynamic individual who seizes any opportunity.

But Tilea has its perils, chief among them the wild pirates of Sartosa off the south coast. Whether raiding ships of all nations, or leading them to their doom on the rocks, Sartosans see everyone else as their prey. Sometimes hired by one party to raid a rival’s commerce, they are quick to change sides if the temptation presents itself. Little wonder it is that Sartosa is rumoured to be a major centre of the cult of Stromfels, the shark-god that Tileans know as Stromfalo.

City

Type of Government

Current Ruler

Lucinni

A principality. Traditionally ruling princes claim descent from one of the city’s twin founders, Lucan and Luccina. Many civil wars have been fought between these two dynasties.

Lorenzo Lupo, who claims descent from both Lucan and Luccina

Miragliano

A principality. Since the death of Prince Borgio his dowager, Dolchellata Belladonna, has ruled the city as regent, assisted by a council made up of the elders of several merchant families.

Dowager Princess Dolchellata Belladonna

Pavona

A principality. The current ruler is the much-widowed Lucrezzia Belladonna, who is rumoured to be a sorceress and poisoner.

Dowager Princess Lucrezzia Belladonna

Remas

A republic. Each of Remas’ most powerful merchant families is represented on the Council of Fifty, an assembly which debates issues and drafts legislation. Three members of the council are randomly selected each year to preside over it as a triumvirate.

The Triumvirs, currently the powerful Alfeo Romeo, the increasingly tyrannical Marco Telli, and Imelda Mondo, a descendant of the last true prince of Remas

Sartosa

Pirate law applies, forbidding theft and executing murderers, theives, swindlers, and traitors. Each year the Pirate Captains currently in port hold an election to acknowledge one of their own as a supreme authority.

‘The Pirate Princess’

Tobaro

Tobaro is a principality despite attempts at social revolution. Tobaro has no single ruling family, but rather a collection of semi-royal merchant houses from which the prince is chosen.

Prince Tibaldus Marsarius di Vela, patriarch of the di Vela banking house

Trantio

A principality. Since Marco Columbo defeated the corrupted republic that had overthrown Prince Orlando, the princes of the city have been expected to be master merchants as much as they have been expected to be regal.

Merchant Prince Ettore Rinaldo

Verezzo

A republic. The various merchant families are divided into factions distinguished by various voting colours (the Reds, the Greens, the Blues, and the Yellows). The current head of the Yellow faction is a merchant prince named Groccolo, though after the gold he had raised to pay a large force of mercenaries disappeared and the army mutinied. Despite his misfortunes the Yellows cling to power, but Bastino Batta of the Reds is growing increasingly popular amongst the merchant princes.

The Yellows

Tilean Gazetteer

Size: 1=Hamlet, 2=Village, 3=Town, 4=City. W = Wealth (see @UUID[Compendium.wfrp4e-dotr.journals.VZwUZdMLeYOqKhDL.JournalEntryPage.6v5qA8h9AvSE4V8O]{Death on the Reik Companion}).

Garrison/Militia = A Garrison is made up of standing, professional soldiers, available at most times. A Militia is raised from the local populace, and available only seasonally.

The letter after the number refers to quality. a - properly drilled, well trained and equipped soldiers. b - average troops, moderately trained and equipped. c - poorly equipped troops, possibly required to bring their own equipment which is generally of poor quality. Garrisons and Militia in Tilean settlements tend to be rather larger than their Empire equivalents, due to a tradition of each settlement being expected to look after itself and because it is wise to keep the land’s many mercenaries gainfully employed. Entries in ALL CAPS indicate a regional centre of political power, wielding significant influence over the settlements listed below it. 

Settlement

Size

Ruler

Pop

W

Produces

Garrison/Militia

Notes

LUCCINI

4

Prince Lorenzo Lupo

30,000

4

Trade, Government, Grain, Wool, Luxuries (Cheese)

300a, 600b/300b, 1000c

Oldest city in Tilea

Anducci

1

Prince Lorenzo Lupo

88

1

Saltfish

–/2b, 8c

Due to a historical grievance
Elves are unwelcome here

Pattio

2

Prince Lorenzo Lupo

250

1

Saltfish

50b/75c

MIRAGLIANO

4

Dowager Princess Dolchellata Belladonna

25,000

4

Trade, Luxuries (Pearls), Government, Saltfish

550a, 1800b/900b, 3000c

Famed for expert crossbowmen; Miragliano’s population declined due to strife following the death of Prince Borgio and the Yellow Ague

Amato

1

Dolchellata Belladonna

260

1

Trade

50b/25c

Site of many clean springs

Campogrotta

2

Dolchellata Belladonna

350

2

Grain, Wool

50a/100b

Tilean end of the Alimento Tunnel; a small community of Dwarfs lives here

Cammaro

2

Dolchellata Belladonna

0

-

Population vanished in 2511

Etobrutti

1

Dolchellata Belladonna

275

1

Grain

50b/52c

Mironia

1

Dolchellata Belladonna

0

-

Population vanished in 2510

Parmis

2

Dolchellata Belladonna

0

-

Population vanished in 2512

Ravola

3

Dolchellata Belladonna

9,500

3

Wine

30b/300c

Finest vineyards in Tilea

Toscania

2

Dolchellata Belladonna

365

1

Metal

50b/135c

A Dwarf trading post has been established here

Udolpho

1

Melmoth Udolpho

100

2

Subsistence

–/5a

Reviled as a haunted estate

Zeluco

2

Duce Montoni di Zeluco

500

4

Government

300b/–

A fortress with labyrinthine dungeons

MONTE CASTELLO

2

Castellan Lorenzo di Galeazzo

500

4

Government

100a, 400b/–

Fortress, troops supplied from all major cities

PAVONA

4

Dowager Princess Lucrezzia Belladonna

35,000

4

Trade, Government, Olives

250a, 700b/200b, 1500c

Bucollia

2

Lucrezzia Belladonna

467

2

Wine

50a/100b

Lambrusco

3

Revenant Captain Ennio Mordini

256

-

250a/–

A heavily fortified court of the undead

Organza

3

Lucrezzia Belladonna

6,500

3

Wine, Wool

20a, 60b/350c

REMAS

4

The Triumvirs

40,000

4

Trade, Government, Saltfish

350a, 750b/350b, 1000c

Alcatani

1

The Triumvirs

82

1

Citrus Fruit, Olives

–/60c

Due to a historical grievance Trantines are unwelcome

Catrazza

3

The Triumvirs

14,000

3

Grain, Olives

50b/200c

Ciarascura

3

The Triumvirs

445

4

Government

300b/–

An old bent tower commanded by the tyrannical Castellan Dellecta

Motta Zorella

2

The Triumvirs

330

2

Grain, Wool

40a/80b

Monte Negro

3

Grand Commander Bassiano Dutr

450

3

Government

40a, 250b/–

An institution dedicated to the Morrite Fellowship of the Shroud

Scintio

2

The Triumvirs

350

2

Grain, Luxuries (Cheese)

45a/120b

Vennia

2

The Triumvirs

84

1

Saltfish

2b/8c

Zorasta

3

The Triumvirs

6,250

3

Grain, Saltfish, Trade, Wool

35a, 75b/300c

A port town famed for its sea defences

SARTOSA

3

The Pirate Princess

15,500

3

Trade (of a sort)

550b, 1600c/–

Lawless and anarchic lair of pirates

TOBARO

4

Prince Tibaldus Marsarius de Vela

35,000

4

Luxuries (Silver, Gemstones),Stone, Trade, Saltfish

350a, 500b/400b, 800c

Cut off from land by the Abasko Mountains and made nearly unreachable from the sea by Fool’s Rocks

Cera-Scuro

1

Tibaldus Marsarius de Vela

75

1

Saltfish

10b/75c

Previously a lair of pirates in the Siren Isles, recently conquered by Tobaro

Vedenza

3

The Council of Tears

10,500

3

Stone, Olives

200b/500c

A small republic on the border with Estalia recently reconquered from Estalian overlordship

TRANTIO

4

Merchant Prince Ettore Rinaldo

27,500

4

Trade, Luxuries (Pink Marble) Government

250a, 400b/300b, 900c

Ducieso

3

Prince Frenzo Badolphus

12,500

3

Stone, Olives

250b/600c

Prince Frenzo is a gifted Astromancer

Terramorta

1

Ettore Rinaldo

93

1

Grain

10b/60c

Torrico

2

Ettore Rinaldo

80

2

Olives

–/2b, 8c

Population recovering from recent Hobgoblin raids

Varenna

2

Ettore Rinaldo

390

2

Grain, Wool

45a/85b

Viccia

1

Ettore Rinaldo

183

1

Grain, Wool

35b/50c

VEREZZO

4

Groccolo for the Yellows

36,000

4

Trade, Government, Grain

250a, 550b/400b, 1200c

Ciabbatta

2

Groccolo for the Yellows

394

1

Grain

20b/100b

Nonucci

1

Groccolo for the Yellows

260

1

Subsistence

30b/–

Penal Colony in the Tilean Sea

Riccotta

2

Groccolo for the Yellows

410

1

Grain

15b/100c

Veddia

1

Groccolo for the Yellows

295

1

Citrus Fruit

25b/62c

New Trade Goods

If using the trading rules in @UUID[Compendium.wfrp4e-dotr.journals.VZwUZdMLeYOqKhDL.JournalEntryPage.e85Gyxoede4a9YQ3]{Death on the Reik Companion}, the base prices for new types of trade goods are given here. When checking for availability Citrus Fruit, Olives and Saltfish can be substituted for Grain, and Stone may be substituted for Metal.

Base Price Table

 

Cintrus Fruit

Olives

Saltfish

Stone

Spring

3 GC

3 GC

.5 GC

5 GC

Summer

1 GC

2 GC

.5 GC

5 GC

Autumn

.5 GC

2 GC

.5 GC

5 GC

Winter

1 GC

3 GC

1 GC 

5 GC

 

 

" + }, + "Tilean Mercenaries in the Empire": { + "name": "Tilean Mercenaries in the Empire", + "text": "

Tilean mercenaries have served in the Empire since the Age of Wars, when the incessant civil strife of that time provided constant employment. At a time when even the Grand Provinces were breaking down, only the Elector Counts and the most powerful nobles under them could afford the gold necessary to hire truly professional troops. They were capable of sweeping aside rebel militia or the retainers of robber barons with dreams of glory, as well as protect them from the mercenaries of other Electors. The largest free cities and towns got in on the act, hiring their own mercenaries to support their favoured factions, or their neutrality.

\n

Tilean mercenaries are less common in the Empire’s north and east, where the precepts of Myrmidia are less widespread and many of Ulric’s followers regard ‘effete’ Myrmidians with disdain. In the western and southern Grand Provinces, however, some have been employed for so long that they are effectively units of the State Army. In Nuln, the Blue Herons of Miragliano have served as the Royal Horse Guard since the time of the Grand Countess’s great-grandfather. Though they recruit in Miragliano, all their work is for Nuln.

\n

During the Turmoil that racked the Empire in recent times many Tilean mercenary captains travelled across the Vaults and sought employment. The famed Leopard Company fought for Emmanuelle von Liebwitz in her campaign to annex the province of Sudenland, and the Birdmen of Catrazza were hired to scout for the forces of Talabecland.

\n

When not on the battlefield, Tilean mercenaries often double as a city’s elite security force, guarding dignitaries and public buildings. Others, however, lacking long-term contracts and running short of money, turn to banditry, preying on travellers and towns unable or unwilling to buy them off.

\n
" + }, + "Creating Tilean Characters": { + "name": "Creating Tilean Characters", + "text": "

To create Human Tilean Characters, follow the process in @UUID[Compendium.wfrp4e-core.journals.IQ0PgoJihQltCBUU]{Character}, but use the following entries for Skills and Talents. Choose three Skills to receive 5 Advances each, and three different Skills to receive 3 Advances each.

\n
\n

IMPERIAL TILEANS

\n

The rules given here reflect Tilean Characters born in Tilea. For Tilean Characters born in the Empire, use the rules given in @UUID[Compendium.wfrp4e-core.journals.IQ0PgoJihQltCBUU.JournalEntryPage.f5Y4XenZVtDU2GUo#humans-(reiklander)]{Skills and Talents}, but replace the option of Language (Wasteland) with Language (Tilean) in the skills list.

\n
\n

Skills: Charm, Cool, Evaluate, Gossip, Haggle, Language (Arabyan), Language (Reikspiel), Language (Estalian), Lore (Tilea), Melee (Basic), Ranged (Crossbow), Sail

\n

Talents: @UUID[Compendium.wfrp4e-core.items.41JhsSNW1Ttza3JK]{Argumentative} or @UUID[Compendium.wfrp4e-core.items.1kgHcImgfyKI1IYp]{Fisherman}, @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded} or @UUID[Compendium.wfrp4e-core.items.LPgjE0cexTVOBVCY]{Suave}, @Table[talents]{3 Random Talents}

\n

Characters from Luccini may at their option replace one of their starting Talents with @UUID[Compendium.wfrp4e-core.items.fn8QNQQ1S2rh12Us]{Doomed} (see Dooming in Tilea). Dwarf, Elf, and Halfling Characters use the rules as written in @UUID[Compendium.wfrp4e-core.journals.IQ0PgoJihQltCBUU]{Character}.

\n
\n

Dooming in Tilea

\n

Dooming is an Imperial custom, not performed in Tilea except in one region: the city of Luccini, home to the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.HfmrIexylrgxIz2x]{Cult of Morr}, and its environs. Scholars believe that Luccinan mercenaries returning from Reikland brought the practice with them, many having married Reiklander spouses. Now children on reaching their tenth birthday are often taken by their parents to the Great Mausoleum in Luccini, where the Veggenti, a female order of Mystics dedicated to Morr, cryptically pronounce their fates.

\n
\n

Careers

\n

When generating a career for a Tilean Character, use the @Table[career]{Random Class and Career Table}, but with the following changes.

\n
    \n
  • \n

    A @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.0kij2AX9aaUnCxPv]{Flagellant} is not likely to come from, or go to, Tilea. A player generating a Flagellant Character may choose either a @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.f5m7s9K2y1zQNmej]{Nun} or @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest} dedicated to Myrmidia, Morr, Verena, Shallya or Ranald.

    \n
  • \n
  • \n

    A @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman} may choose to be a @UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.1i3Y6jOqCTmlbVeo]{Light Cavalryman}.

    \n
  • \n
  • \n

    A @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier} may choose to be a @UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mGMZSWoJnbnRze1h]{Pikeman}.

    \n
  • \n
  • A @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest} may choose to be a @UUID[Compendium.wfrp4e-up-in-arms.journals.Xm25vHdfMlXME9Uz.JournalEntryPage.lKjbkmp0AGMYYPp0]{Warrior Priest of Myrmidia}.
  • \n
\n

Tilean Names

\n

Female Forenames

\n

Agnese, Agnola, Altapasqua, Amellina, Antonia, Belcolore, Bianca, Cherubina,Cicilia, Corelia, Ermellina, Flaminea, Flora, Foscarina, Francesca, Ghisolabella, Julietta, Junipera, Liona, Lucretia, Mathilda, Mira, Olympia, Pantasilea, Pia, Pomellina, Rigarda, Smeralda, Sofia, Vannozza, Vermilia, Veronica, Zebaina

\n

Male Forenames

\n

Ambrogio, Antonius, Balsamo, Bartolommeo, Bonanno, Brancaleone, Ettore, Franchino, Galasso, Grifo, Guglielmo, Jacobello, Lenuzo, Luchinus, Marino, Melmoth, Mercuzio, Montoni, Oliverotto, Paganinus, Pantaleo, Pintaldi, Ravaglioli, Rinaldo, Saraceno, Scarletto, Schedoni, Smarra, Torchitorio, Vatheck, Ysidro, Zenobio, Zschokke

\n

Surnames

\n

Acciaioli, Acerbi, Albano, Alberti, d’Amoto, Barbacia, Barbigia, Barbolini, Bellegno, Bianco, Boccole, Calbo, Calcagnini, Calvis, Capello, Corbo, Fabbro, Figino, Filago, Filiarchi, Fiolo, Firavanti, Foscari, Fulci, Guerra, Malatesta, Marsillach, Molino, Pentangeli, Rosso, Udolpho, Vitelli, Zeluco

\n
" + }, + "Tilea Timeline": { + "name": "Tilea Timeline", + "text": "

The history of the quarrelsome city states of Tilea is recorded in several chronicles compiled over the centuries. Such are the ancient feuds and rivalries between cities that these chronicles frequently contradict each other, both sides claiming victory in the same battle. When a tyrannical prince was overthrown and a republic declared in his place, and when an ambitious warlord seized power and made himself prince of a city, the chronicles were artfully revised in favour of the new regime. For these reasons, Tilean history is a complicated and confusing subject. All dates are given in the Sigmarite calendar of the Empire, as is usual amongst Old World historians.

Circa –1780 IC

Tilean legends give this date for the destruction of the ancient city of Tylos in the Blighted Marshes.

Circa –1500 IC

The Elves abandon their colonies around the Tilean Sea and return to Ulthuan.

The Archaic Age

Circa –700 IC

Elf seafarers report Tilean shepherds grazing their flocks amid the tumbled colonnades of former Elf cities.

Circa –25 IC

According to legend, the twins Lucan and Luccina become lost in the wilderness and take refuge in a cave on a great rock. There they are guarded by a monstrous leopard with two heads and three tails. Shepherds come across the cave, surrounded by the bones of Orcs, wolves and Trolls, and are confronted by the leopard. From one head, the leopard prophesies that the twins will establish a great city — but the other head offers a warning: there shall be strife between the twins’ descendants.

The Tilean Classical Age

1 IC

Lucan and Luccina found Luccini among the ruins of an ancient Elf city. True to the leopard’s warning, the descendants of Lucan often struggle with the descendants of Luccina for control of Luccini. In the following centuries, Remas, Sartosa, and Tobaro also arise on the ruins of former Elf colonies.

20–60 IC

According to certain schools of Myrmidian thought, the warrior goddess manifests as a mortal woman. After suffering great hardships, she rises to the head of a force that sweeps across Tilea and Estalia and forges a great southern empire. Theologians and scholars of history vigorously debate the details and factuality of these claims.

451 IC

The shores of the Tilean Sea are ravaged by the combined fleets of the Tomb King Settra and the Dark Elves. Sartosa is destroyed.

Tilean Dark Ages

475 IC

A massive Orc horde invades Tilea. Many cities are sacked. Tileans discover the value of hiring soldiers when they convince portions of the Orc army to defect and turn on their former masters for payment.

491–978 IC

Tileans gradually drive the Orcs from the lands of Tilea, though some tribes remain within the depths of the Apuccini mountains. The fortress of Monte Castello is erected to the south of the Apuccinis to stand guard against future invasions.

1017 IC

Norse Raiders establish a stronghold on Sartosa. They ravage the Tilean coast until defeated at the battle of Cappo Cinno. The surviving Norse are employed by Luccini to guard the island.

Era of the Araby Wars

1240 IC

Sartosa is invaded by corsairs from the coasts of Araby. The corsairs remain a menace in the Tilean Sea for the next two hundred and fifty years.

1366 IC

Tilean mercenaries fight on both sides in the civil wars that ravage the Empire.

1382–1420 IC

A series of indecisive conflicts arises between Bretonnian barons and mercenaries in the pay of the Prince of Miragliano. The skirmishes take place in the foothills of the Iranna Mountains, near the small town of Ravola which is famed for its vineyards.

1425 IC

The Prince of Miragliano arranges a conference to put a stop to the feuding between Tilean landowners and Bretonnian barons. The Bretonnian Baron du Bors challenges the Tilean venator Etto ‘The Fierce’ to a joust. The resulting Tournament of Ravola sees the flower of Bretonnian chivalry soundly beaten by Tilean knights and ends Bretonnian pretensions to domains in Tilea.

1448 IC

Tilean mercenaries take part in wars to free Estalia from the Sultan of Araby. The Sultan sends several fleets to besiege the city of Tobaro, but each one is repulsed.

1487 IC

Unseasonal mists descend on Remas and result in their fleet of galleys having to remain at sea. A Dark Elf raiding fleet penetrates the harbour. They are beaten back at the Battle of the Bridge, but not before they have inflicted great damage on the city and absconded with many captives.

Age Of Exploration

1492 IC

Marco Colombo becomes the first Tilean to visit Lustria and survive to tell the tale. On his return with a great fortune in gold and gems, he takes command of the mercenary army of Orlando, the exiled Prince of Trantio. Marco captures the city of Trantio and becomes its merchant prince. Trantio goes on to enjoy many years of prosperity in trade and supremacy in warfare.

1501 IC

Sartosa is recaptured from corsairs of Araby by the mercenary army of Luciano Catena, Prince of Luccini. Surviving corsairs are allowed to stay and serve Luciano as mercenaries in his fleet. The island becomes a principality of Luccini and home of their fleet.

1563 IC

Skaven forces attack the city of Tobaro from below in a series of raids, razing large parts of the city. After the attack it is discovered that much of civilian populace have been spirited away, never to be seen again.

1565 IC

Tobaro is saved by the arrival of the merchant prince Meldo Marcelli at the head of a mercenary army reinforced by Sea Elf allies. Meldo Marcelli is summarily elected as prince of the city and his family remain the rulers of Tobaro for many years after.

1601 IC

The village of Escantos in Southern Tilea is completely devoured by swarms of rats.

1681 IC

The Night of the Restless Dead. Throughout Tilea, the dead stir and walk the land. Entire towns and villages are destroyed by the shambling forces of the undead. The cult of Morr is well established in Tilea, and their priests help to ensure that the skeletal hordes do not overrun Tilea’s cities.

1699 IC

Tilean merchants Ricco and Robbio trek east across the Silk Road, hoping to discover an eastern route to Ulthuan. They are received at the court of the Dragon Emperor of Cathay and trade begins to flow along the Silk Road from the Old World to the Celestial Empire.

1722 IC

The plague fleet of the Chaos Champion Erghal Bloodhard besieges the Tilean town of Zorastra, but is kept at bay by the excellent sea defences protecting the port. Inspired by Nurgle, the fleet’s shamans feed plague-ridden meat to seabirds that nest in the city, and soon Zorastra suffers an outbreak of disease. Refugees fleeing the city undo the chain gates that kept the reavers at bay, and Zorastra is sacked by the followers of Chaos.

1757 IC

In Sartosa, rebellions against the Prince of Luccini grow increasingly frequent. He finally loses control of the island when the crews of a flotilla of mercenary galleys mutiny. The island rapidly falls into anarchy and becomes a pirate lair.

1812 IC

The Red Pox ravages northern Tilea. In Miragliano, nearly one in three citizens is laid low by the disease. Large rats are blamed for spreading the pox, and Miragliano begins to employ a standing force of Rat Catchers among their mercenary troops.

1877 IC

In Tobaro, the rule of the Marcellis comes to an end when a secession squabble erupts following the death of Antonio Marcelli III. Civil war is averted when the court seer prophesies that the next prince is doomed to meet an unpleasant fate. Suddenly, no one wants the post. To ward off the prophecy, a pig is made Prince of Tobaro.

1890 IC

Piggolo I of Tobaro dies when he falls over the cliff edge and into the sea during an inspection of his guard. Rumours abound of an assassination and several courtiers are arrested on suspicion of treason.

1948 IC

The Year of the Four Tyrannies of Tilea.

Era of Enlightenment

2000 IC

A new age of art, culture, and prosperity flourishes. In Miragliano, a city that had developed in a rambling way over many centuries, a bold redevelopment plan is implemented by Prince Cosimo. He employs Leonardo di Miragliano to redesign the city’s streets and plazas. Leonardo builds many towers that list in the marshy ground. Rather than being regarded as a liability, the towers spark a fashion of leaning structures that goes on to characterise many of Tilea’s cities.

2012 IC

Leonardo di Miragliano travels to the Empire to work on the fresco in Wurtbad’s temple of Myrmidia. He later enters the service of Stefan Franz, Prince of Altdorf, and sets up the institution that will go on to become the Imperial School of Engineers.

2192 IC

Duke Alfonzo of Miragliano leads a mercenary army into the Zombie Swamps and drives a large force of Skaven back into the Blighted Marshes.

2236 IC

Grottio paints 2000 naked nymphs on the ceiling of the Palazzo Verezzo instead of a battle scene. He is exiled to the island of Nocucci as punishment.

2243 IC

The pirate captain known as the Black Cygnet returns from plundering shipping lanes to the New World. He uses his ill-gotten gains to establish the estate of Udolpho. Rumours begin to circulate that it is a site of dark and experimental sorcery.

2283 IC

Smarra Udolpho invites the household of Isabelle Di Lambrusco to visit the Udolpho estate to celebrate their impending nuptials. Isabelle’s jealous brother murders her on the eve of the wedding. She returns from the grave to haunt the estate as the Spectre Bride.

2302–2320 IC

Many small towns near the Blighted Marshes are razed or disappear altogether.

2321 IC

Flotillas of strange ramshackle craft are spotted in the Tilean sea near Tobaro, but they are never identified.

2321–99 IC

Tilea is gripped by recurrent famines caused by plagues of mice eating the grain. In Remas a group of merchants sponsor the raising of a regiment called the Republican Guard. They slay the tyrannical merchant prince Omilo Mondo and parade his decapitated head around the city on a pike. The merchant families of Remas form a council of fifty from whom a ruling triumvirate is chosen to govern the city. The Prince of Verezzo greedily hoards grain and sells it to his citizens at extortionate prices. He is also toppled from power and a republic is proclaimed. The system in Verezzo is more democratic than that of Remas; the merchant families are divided into factions distinguished by voting colours: reds, greens, blues, and yellows.

2379 IC

A band of Dark Elf corsairs are shipwrecked near Sartosa. They steal several ships including the flagship of the pirate lord Ernezio Porcurio. The Elves hire a crew of pirate sellswords and raid the coasts near Remas and Luccini. They are betrayed by the mercenaries and become the captives of the pirate captains from whom they stole the ships.

2401 IC

At the siege of Monte Castello, five hundred mercenaries hold out against ten thousand Orcs. The troops are inspired by the example of the formidable Mana-Lisi, daughter of their general. Upon her father’s death she donned his armour and vowed to fight the Orcs to the last, preventing them from scrawling on the Castello’s magnificent frescos.

2406 IC

The mercenary general Ennio Mordini is employed by Duke Fabriano of Lumbrusco to make war on his neighbour, the Duke of Organza. Ennio performs competently. In fact, he is so competent that he begins to make his employer increasingly nervous.

2411 IC

The Duke of Organza offers to make peace with Duke Fabriano and in secret meetings the two dukes agree that Ennio Mordini must be killed. Duke Fabriano orders Mordini to attack Organza via a mountain pass, and Ennio walks into an ambush and is slain along with his men.

2416 IC

An army of skeletons flying the tattered banner of Ennio Mordini march from the Appucini mountains. They lay siege to the city of Lambrusco, overrun it, and fortify it.

2418 IC

Otranto Udolpho, a maverick sorcerer, tries to conquer the Udolpho estate at the head of an army consisting of undead troops and a regiment of Daemonettes. In Luccini the corpse of Ernezio Porcurio is found inside a windowless basement beneath his castle, the cellar is locked from the inside. No trace of the killer can be found.

2430 IC

Melmoth Udolpho sells his soul to Slaanesh in return for a promise that he would never be bored again.

2442 IC

The Miraglianese sculptor Angelo Fittorini becomes renowned for his beautiful depictions of the gods and goddesses of the Old World.

2485 IC

Borgio makes himself Prince of Miragliano. He executes so many of his enemies by hanging them from Miragliano’s leaning towers that the buildings are said to lean more during his reign than at any other time.

2488 IC

Prince Luigi of Pavona is assassinated, leaving his beautiful young wife, Lucretia Belladonna, dowager of the principality.

2489 IC

At the battle of Villa Vennia, Borgio the Besieger defeats a mercenary army from the Republic of Remas.

2494 IC

Pavona is defeated by a mercenary army from the Principality of Verezzo. Prince Borso is wounded in the battle but swears by the healing arts of his new wife, Lucretia Belladonna. He dies a few days later.

2495 IC

At the battle of Via Veddia, Borgio the Besieger defeats a mercenary army from the Republic of Verezzo.

2497 IC

Prince Donato of Pavona brokers an alliance with Trantio but perishes after consuming a meal of poisonous mushrooms. His widow, Lucretia Belladonna, soon remarries, choosing the dashing captain Ranuccio for her husband. At the battle of Vittoria Viccia, Borgio the Besieger defeats a mercenary army from the Principality of Trantio, assisted by the last-minute betrayal of the mercenaries from Pavona who attack their Trantine allies in the rear. Miragliano is established as the most powerful principality in Tilea.

2503 IC

Borgio the Besieger is murdered in his bath with a toasting fork. Street fighting breaks out in Miragliano as various factions vie for power, and Borgio’s excellent mercenary army fragments as captains lead their regiments away from the city in the hope of new employment. Braganza’s Besiegers, Vespero’s Vendetta, and Bronzino’s Galloper Guns are just a few of these regiments of renown.

2505 IC

Leopold di Lucano, who claims descent from Lucan, and Lorenzo Lupo, who claims descent from both Lucan and Luccina, vie for control of Luccini. Priests at the Temple of Lucan and Luccina support Leopold but switch sides after receiving a vision foretelling victory for Lorenzo. The temple guard, who are loyal to Leopold, throw the priests into the sea. Lorenzo holds most of the city — but Leopold holds the acropolis. Lorenzo offers Leopold amnesty if he and the temple guard leave Luccini and promise never to return. Leopold considers the offer, loots the acropolis, and departs. Lorenzo becomes Prince of Luccini.

2506 IC

Ysidro d’Amato, styling himself ‘The Water Wizard’, becomes one of the richest merchants in Miragliano after monopolising the city’s supplies of potable water.

2507 IC

Miragliano is beset by a virulent outbreak of the Yellow Ague, which is traced back to the water sold by d’Amato. Calls for his arrest are made but he flees the city and vanishes.

2509 IC

After several defeats and humiliations, the benighted regiment formed by Leopold di Lucano and the temple guard from Luccini decide to send a generous portion of all their earnings back to the temple of Lucan and Luccina. Upon doing so their fortunes change and they win the first of many victories. Leopold is renamed ‘Leopold di Lucci’ by his troops, the Leopard Company.

2513 IC

Poggio, Prince of Pavona and seventh husband of Lucretia Belladonna, dies after consuming three bottles of dubious quality wine.

" + } + } + }, + "Mounted Combat": { + "name": "Mounted Combat", + "pages": { + "Mounted Combat": { + "name": "Mounted Combat", + "text": "

The thunderous roar of a cavalry charge, the distant twang of a mounted archer’s bowstring, or the unexpected report of a pistolier’s firearm — mounted warriors play an important role in many of the armies of the Old World and beyond. While the life of an adventurer may make maintaining a mount difficult, it is often worth the effort. Though expensive, intimidating, trickey to coax over mountains, and impossible to drag down into echoing caverns, a single powerful charge can send lesser foes scattering, making it all worthwhile.

Every general knows that cavalry are a fearsome foe. A mounted soldier is mobile, fights from an elevated position, and brings the weight and sheer presence of their steed to battle. Off the battlefield, mounts can be of great utility as well, crossing many miles more than footsloggers can manage, and carrying a greater burden of baggages. Though rightly vaunted, the riverways of the Empire do not reach many of its settlements. ‘A good mount melts the miles’, as they say in Ostermark.

Animal Care

In the Old World, almost everyone has some knowledge of horses. Ride is a Basic Skill, so even Characters with no Advances in Ride can mount a horse and point it in the right direction.

Maintaining saddle and tack, foddering and grooming, and dressing a horse for work or battle, however, require the Animal Care Skill. Even a single Advance is enough to take care of a mount’s basic needs. However, if the GM rules that circumstances are particularly onerous, such as on a long military campaign or far from easy access to good grazing, an Average (+20) or even Challenging (+0) Animal Care Test may be required each day.

Most professional armies make use of grooms, farriers, and squires to maintain their mounts, and a single person can easily care for a half dozen animals in adverse conditions, or a dozen if they have a well-stocked stable to hand. For each day any required care is neglected, a mount must make a Challenging (+0) Endurance Test. Failure indicates something has gone wrong — the mount may simply gain a @Condition[Fatigued] Condition for the first failure, but over time more significant problems develop. Disease outbreaks are common, as are damaged horseshoes and infestations of parasites, either of which may be passed on to their riders. Of course, the beast may also choose to simply escape such treatment.

" + }, + "Expanded Mounted Combat Rules": { + "name": "Expanded Mounted Combat Rules", + "text": "

The rules for Mounted Combat can be found in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#mounted-combat]{Mounted Combat}. The rules in this section are in addition to those and may suit an adventure or party where mounted combat makes a frequent appearance.

What Counts as a Mount?

A mount is an animal which has at least the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained (Mount)} Trait. Some intelligent creatures without this trait may allow themselves to be used as mounts, but they might have a hard time understanding where their rider wishes them to go.

Movement and Initiative

A mount possesses both a Move and an Action. Any rider may spend their Move to direct their mount’s movement. For simplicity’s sake, you can consider them to have the Movement Attribute of their mount while mounted. A rider may spend an Action to direct a mount’s Action.

This may require a Test if the mount is untrained. Examples include spurring their mount onwards to have it take the Running action. A character with the @UUID[Compendium.wfrp4e-up-in-arms.items.9CAkY3SQjQxRTlNJ]{Roughrider} talent may direct a mount’s Action without making a Test or taking an Action.

Attacking and Defending

Any melee attack from a rider on a target smaller than their mount gains a bonus of +20 to hit.

When rolling to hit a mounted character, you can choose whether to hit the rider or the mount. In melee, you suffer a penalty of –10 to your Melee Test if you target the rider of a mount larger than you are. You may ignore this penalty if you are on a similarly sized mount of your own, or if your weapon has a reach of Long or more.

When charging, you may use the Strength and Size rules of your mount for the purposes of calculating the Damage of your Melee attacks. When riding, you suffer a penalty of –20 to the Dodge Skill unless you have the @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding} Talent.

When riding a mount, you may only shoot a ranged weapon to the front if using a two-handed ranged weapon, or to the front or the side in which the weapon is held if using a one-handed ranged weapon. The @UUID[Compendium.wfrp4e-core.items.FjTnaxixsu1ShNNr]{Trick Riding} Talent allows riders to ignore these restrictions, shooting in any direction they like.

Mount Actions

A mount trained for war that does not have the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait counts as another combatant, and may use its own Action to attack engaged targets.

Mounts without the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained (War)} Trait are far too preoccupied with the business of following their rider’s orders to do much else without specific direction.

Who gets to decide where a mount directs their attacks depends on what Creature Traits the mount possesses. The GM ought to err on the side of generosity when deciding on where a Character’s mount directs their attacks, but accidents do happen.

The Skittish Trait

 Skittish TraitNo Skittish Trait
Trained (War) TraitAttacks enemies as the rider sees fit, ignores Skittish for loud noises.Attacks enemies as the rider sees fit
No Trained (War) TraitAttacks enemies as the GM sees fit and tends not to attack enemies unless attacked first.Attacks enemies as the GM sees fit

Mounts and Advantage

If a mount does not have the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained (War)} Trait it cannot benefit from Advantage.

If a mount has the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained (War)} Trait and the rider has at least one Advance in the appropriate Ride Skill, combine their Advantage pools. If either the rider or mount suffer any misfortune, such as being wounded, that would result in losing their Advantage, the Advantage pool is reduced by half instead.

Fear and Terror

While many mounts enjoy the ability to inflict Fear or Terror due to their size, most are just as susceptible to these effects. If a Mount gains any @Condition[Broken] Conditions, they behave as expected, fleeing from enemies at speed. During their own turn, a rider may make a Challenging (+0) Ride Test to calm their mount. A success removes one Broken Condition from their mount, and one more Broken Condition for each +SL achieved. As for any other creature, a mount with a Broken Condition makes a Cool Test on their turn to attempt to remove the Condition. For more on mounts and Conditions, see @UUID[JournalEntry.6XSMjwGARF7nUT3F.JournalEntryPage.B4vRzpckfHDxEDRJ]{My Province for a Horse!} below.

Training

A mount is a significant investment, and many are those who have been sold an ill-tempered beast unsuited for the task at hand. A Challenging (+0) Animal Training Test will inform you as to exactly what training an animal has received, and therefore what @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained} Traits it has, or the lack thereof. The difficulty of this Test may increase if the mount has been drugged in some way, or is otherwise being influenced.

Those with this Skill may use the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.WQQk92GoGp7fRH89]{Animal Training} Endeavour to teach a mount new Skills, granting it new Trained Traits.

The @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained} Trait defines what skills a creature has been taught. As mentioned previously, most mounts require Trained (Mount) at a minimum, but the following Traits may be of benefit.

Trained (War)

Mounts trained for war gain +10 WS, and additionally may ignore the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait for loud noises. This includes the din of battle or the crack of gunfire. Note that a Skittish mount without this Trait does not generally become Broken due to simply being shouted at by a lone thug. If the mount is to be ridden in combat with more than a few other cavalry riders, Trained (War) is all but essential.

Trained (Magic)

The mount is used to the unnatural ways of magic and may ignore the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait for magic.

New Trait: Trained (Shock Cavalry)

@UUID[Compendium.wfrp4e-up-in-arms.items.Item.twLaBj2HdhL5cC4v]{Trained (Shock Cavalry)}

Attacks on Quadrupeds

Should you require it, you may use the following table to determine hit locations on a four-legged animal:

@UUID[RollTable.jOb65cpRUyokmSj4]{Hit Location - Quadruped}

" + }, + "My Province for a Horse!": { + "name": "My Province for a Horse!", + "text": "

Many are the Knights who found themselves unhorsed and forced to muck about in the mud with the common soldiery. Given the advantages a mounted foe enjoys, it can be beneficial indeed to remove the steed from the equation. This may be done in the following ways.

Falling from a Mount

In most cases, falling from a mount is treated as a 2-yard @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{fall}, inflicting [[/r 1d10+6 # Falling Damage]] Damage, reduced by the rider’s Toughness Bonus, though not by Armour Points. If the mount’s size is Large or greater, increase the height fallen by 1 yard for each size step.

The GM may allow the mount to make an Average (+20) Perception Test to notice that their rider has fallen. What the creature does is up to the GM and should depend on the situation. Generally they will come to a stop a few minutes later — sooner if they spot a nice bit of grazing.

Conditions While Mounted

There are several considerations when dealing with Conditions while a Character is mounted, both for the rider and their mount.

Death, Unconsciousness and Prone

Killing your foe or their horse is one sure way to sever their relationship. Riders who are dead or suffer from an @Condition[Unconscious] or @Condition[Prone] Condition automatically fall from their mount unless using special equipment to prevent this. Equally, if a Mount becomes Unconscious, Prone, or dies, their rider is immediately thrown off and falls.

Surprise and Stun

Riders who become @Condition[Surprised] must make an Easy (+40) Ride Test or fall from their mount. Riders who become @Condition[Stunned] must make a Challenging (+0) Ride Test or fall. 

Riders of mounts who become @Condition[Surprised] must make an Easy (+40) Ride Test to stay in the saddle, though only if their mount has the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait.

Entangled

Becoming Entangled while riding a Mount has no special effect. However, if you are being restrained by an item which is anchored or which someone else is holding such as a lasso or whip, you may make a Challenging (+0) Ride Test. If you pass, you manage to grip on tightly to your mount. You may resolve the Opposed Strength Test as though your size was the same as your mount’s (see @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size} for the effects of this, but bigger is better when it comes to Opposing Strength Tests.)

If your mount becomes @Condition[Entangled] but you do not, they Oppose this as normal. However, if they are Skittish, you must make a Challenging (+0) Ride Test or be thrown off during their wild struggle.

" + }, + "Exotic Mounts": { + "name": "Exotic Mounts", + "text": "

While horses are by far the most encountered mount, at least in the Old World, there are exceptions. Ogres ride @UUID[Compendium.wfrp4e-archives2.actors.KLSZgIBzUP7CDvbO]{Rhinox}, and even magnificent @UUID[Compendium.wfrp4e-core.actors.LZttdCIxmFr1sGsS]{Dragons} were said to be used as mounts by elite High Elf regiments. Within the Empire the most common and coveted exotic mount is the @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph}. These beasts roam the deep forests of the Empire, and though they lack the flight of a true griffon, they are far more dangerous mounts than even the largest destrier. Those who ride them are known as Demigryph Knights.

Demigryph Knights

A Demigryph Knight is the epitome of Knightly Valour. Only the greatest knights of the Empire’s foremost orders stand a chance of taming such a beast, and many lose life or limb in the attempt. Even those that succeed typically return scarred by the experience, but these scars are worn as marks of the greatest pride. A @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} is the finest mount a knight could hope to ride into battle, and deploying a sizable detachment of such knights is such a show of force that battles have ended in surrender before a single talon has had the chance to draw blood.

Those Knights that do achieve the feat of taming such a beast are respected by all, and those knightly orders that have historically fielded such knights are afforded an additional measure of respect by their comrades in other orders. From time to time, whole companies of these warriors and their mounts are assembled for the Empire’s many Knightly Orders. This is usually at the behest of the Emperor in times of great need, and as such even the Demigryph Knights of orders with historic rivalries have a bond of kinship and shared experience.

Acquiring a Demigrpyh

While even the finest horse may be had for a price, there are few recorded examples of a @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} being sold. The creatures are no common animal, and do not take well to any save those who first broke them. More than one who would attempt to purchase the honour of riding such a creature has fallen foul of their intended mount’s talons, and the practice has never caught on. Demigryphs are found in the deep forests of the Empire, especially the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald}, and must be faced down and broken by a prospective rider. This is very often fatal, as Demigryphs are fierce fighters. However, they also possess a sense of honour that is brutal even by the measure of the best Imperial soldiery.

If they can be mounted and a rider stays atop a @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} for a day and a night, despite the beast’s very best attempts to toss them off and rip them to shreds, the beast relents. These Demigryphs gain the @UUID[Compendium.wfrp4e-core.items.V0naR1YbYCl0KIxp]{Trained (Broken)} Trait, though will only permit the one who broke them to ride them. Most Demigryphs are quick learners, if stubborn. Trained adult Demigryphs also have the traits Trained (Mount, War, Magic, and Shock Cavalry).

Because of the difficulty involved in breaking them, there are relatively few Demigryph Knights in the Empire. Even the Knights Griffon still rely primarily on more conventional steeds. There are a few small Orders, such as the Knights of Taal’s Fury and the Knights of the Vengeful Sun, whose entire brotherhoods can take to war upon these monstrous beasts.

Feed the Beast

@UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryphs} cannot be fed on grass and grain. They require meat, and the fresher the better, and are expensive to maintain. Demigryphs denied the opportunity to hunt their own game quickly become bored, and those who prefer their stablehands in one piece make it a point to allow them the opportunity to do so at least once a month.

@UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryphs} require @Pay[2gc]{2 Gold Crowns} worth of fresh meat each week. Additionally, their saddle and tack is so rarely required that it must be custom made, and so costs double what a horse would require. However, the beast’s fury and presence more than makes up for this exorbitant cost, and those Knightly Orders lucky enough to count a Demigryph Knight among their number pay the costs without much complaint.

Breeding

Though it may be possible to raise a @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} from an egg, as has been done with @UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffons}, it is far more difficult to retrieve a Demigrpyh egg as the parents never stray far from the nest, and those eggs retrieved have failed to hatch. Additionally, Demigryphs do not breed in captivity, despite the best efforts of experts in the Kreatur Hürde, as Altdorf ’s Demigryph pens are known.

Indeed, it is difficult even to determine the sex of a Demigryph, and more than one overly curious individual has lost a limb in the attempt. Thus, all current Demigryph mounts in the Empire have either been caught by their rider, or bound through magical rituals. No doubt wealthy individuals without the martial fortitude to claim their own would pay handsomely for a viable egg, however.

Demigryph Mount

The @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} is an immature example of its kind. A creature that has spent some time as the mount and experienced the realities of war has the following profile.

@UUID[Compendium.wfrp4e-up-in-arms.actors.SvY5jKrtcsmLJqPy]{Demigryph Mount}

" + } + } + }, + "Appendix": { + "name": "Appendix", + "pages": { + "Group Advantage": { + "name": "Group Advantage", + "text": "

Advantage represents the momentum gained during combat by defeating and stymying your opponents. Your gaming group might be interested in a system of Advantage which no longer automatically applies a bonus to your rolls but is instead a resource generated by teamwork and can be utilised at a key moment to achieve victory. The rules here include modifications to the way Advantage functions, is lost and gained, ways to spend it, and how you can change Talents and Creature Traits that interact with Advantage.

These general changes apply to the Advantage rules in this section: 

  • Advantage is no longer accumulated by individual players or NPCs. Instead, Advantage is gained and stored in the Ally Advantage Pool or the Adversary Advantage Pool. 

  • Whenever a Character generates Advantage, place it in the Ally Advantage Pool. Whenever a hostile or neutral NPC generates Advantage, place it in the Adversary Advantage Pool.

  • Allied NPCs generate advantage for the Ally Advantage Pool.

Gaining Advantage

Advantage is gained through the following ways, which modify the rules on @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#advantage]{Advantage}. 

Combatants gain Advantage each time they win an Opposed Test in combat, assess the battlefield using their Skills, or when their spirits are lifted. The following provides some examples of this, but is far from exhaustive. The GM is encouraged to hand out Advantage tokens as suits the circumstances.

  • Surprise: Attacking @Condition[Surprised] enemies grants +1 Advantage.

  • Assess: If you use one of your Skills to secure a tactical advantage, gain +2 Advantage. If your Test succeeds by 6 SL or more, gain +3 Advantage. See individual Skill descriptions in @UUID[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR]{Skills and Talents} of the core rulebook for more details.

  • Victory: Whenever you defeat an important NPC, gain +1 Advantage. Subduing a party nemesis may grant +2 Advantage at the GM’s discretion.

  • Winning: If you win an Opposed Test you initiated during combat, gain +1 Advantage.

  • Outmanoeuvre: If you wound an opponent without engaging in an Opposed Test, gain +1 Advantage. You can gain a maximum of 1 Advantage in this way, no matter how many opponents are wounded by your action.

You can enable Group Advantage within the System Settings. Once enabled, Combatant Advantage will be linked based on which side they are on. If a Combatant has a player owner, or is of a Friendly disposition (Token Setting), they are on the Players side. Otherwise, they are on the Enemies side. 

Benefits of Advantage

Advantage can be spent from the respective Advantage Pool for the following effects on a player or creature’s turn. You do not need to consult with anyone before spending Advantage but courtesy is rarely a vice.

Advantage Cost

Advantage Spend

Effect

1 Advantage

Batter: When facing a more skilled opponent, sometimes brute force can succeed where other approaches fail. 

Special Action: To Batter your opponent, perform an Opposed Strength Test with your Opponent (both you and your opponent Test your Strength Attribute). Whoever scores the highest SL wins. If you win the Test, your opponent gains the Prone condition and gains +1 Advantage. If you lose the Opposed Test, your opponent gains +1 Advantage and your Action is over. You do not gain the Advantage from winning an Opposed Test from winning this test. 

1 Advantage

Trick: You take a moment to throw dirt in an opponent’s eyes or set them alight with a splash of burning oil. This manoeuvre is risky, and few foes are fooled the same way more than once.

Special Action: To Trick your opponent, perform an Opposed Agility Test with your Opponent (both you and your opponent Test your Agility Attribute). Whoever scores the highest SL wins. If you win the Test, you gain +1 Advantage. If the GM feels the circumstances suit it, you can also force your opponent to gain your choice of the @Condition[Ablaze], @Condition[Blinded], or @Condition[Entangled] Condition. If you lose the Opposed Test, your opponent gains +1 Advantage and your Action is over. The GM may disallow any of these Conditions if you do not have a suitable item to hand or you have inflicted the same Condition on the opponent before. You do not gain the Advantage from winning an Opposed Test from winning this Test.

2 Advantage

Additional Effort: In desperate circumstances you can use the momentum you have gained to increase your chance of success. 

Free Action: You gain a +10% bonus to any Test before you make it. You may spend extra Advantage to add an additional +10% bonus per Advantage spent. For example, you could spend 3 Advantage for a +20% bonus, or 4 Advantage for a +30%bonus. This Test never generates Advantage for the character performing it.

2 Advantage

Flee from Harm: You take advantage of a momentary lull or distraction to break from the fight.

Move: You may move away from your opponents without penalty. This replaces the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#disengaging]{Disengaging} rules.  

4 Advantage

Additional Action: You take advantage of an opening to accomplish something remarkable.

Free Action: You perform an additional Action. This Action never generates Advantage for the character performing it. You may only spend Advantage to take an Additional Action once per turn.

Advantage can also be spent from the respective pool to activate Creature Traits.

Losing Advantage

The GM should assess the conflict at the end of the Round. If one side has more combatants, their side is dominant and the other side suppressed. If the number of combatants is equal, decide by which side holds a tactical advantage, such as having higher ground or surrounding their opponents. Once decided, move 1 Advantage from the suppressed Advantage Pool to the dominant Advantage Pool. If there is no Advantage in the suppressed Advantage Pool, the dominant Advantage Pool gains 1 Advantage.

Seeding the Advantage Pool

Many GMs will be satisfied with both Advantage pools beginning at zero and accumulating more points based on the combatants’ actions. Optionally, you can represent initial tactical positioning and favourable situations by awarding some Advantage to either pool as combat begins. Awarding some Advantage for one side possessing the element of surprise is often less complicated than awarding the @Condition[Surprised] Condition to multiple opponents. 

Only the highest modifier in each circumstance should be awarded. The Advantage is awarded to the pool of the side benefiting from that circumstance. 

INITIAL ADVANTAGE

Circumstances

Advantage Awarded

Manoeuvrability: One side possessing an advantage in movement such as being mounted or facing giant spiders in trees.

2

Outnumbering: A greater number of opponents, but less than twice that of their opponents..

1

Outnumbering: Outnumbered 2 to 1.

2

Outnumbering: Outnumbered 3 to 1.

3

Surprise: One side has achieved an unexpected assault.

2

Terrain: Light fortification/cover or holding. An advantageous position, such as a hill.

1

Terrain: Heavy cover or holding a key position such as a bridge.

2

Threat: A side possesses a dangerous threat such as a warpfire thrower, Ogre, or Troll.

1

Threat: A side possesses a very dangerous threat, a match for several foes such as an organ gun, Manticore, or Griffon.

3

Threat: A side possesses an extremely dangerous threat, a match for a dozen lesser foes such as a Dragon or Greater Daemon.

5

Example: A party of five adventurers have snuck up on ten Goblins and their Shaman atop a Manticore. The Ally Advantage Pool gains 2 Advantage for the element of surprise. The Adversary Advantage Pool gains 2 Advantage for Outnumbering the adventurers 2 to 1 and 3 Advantage for the Manticore, for a total of 5 Advantage. 

Changing Talents

Several Talents have been changed to fit these alternative Advantage rules.

@UUID[Compendium.wfrp4e-up-in-arms.items.L1MoarOIAlia1Ti4]{Beat Blade}

@UUID[Compendium.wfrp4e-up-in-arms.items.MoiYSfJRPHu7SZCQ]{Distract}

@UUID[Compendium.wfrp4e-up-in-arms.items.J9MK0AIaTbvd5oF6]{Drilled}

@UUID[Compendium.wfrp4e-up-in-arms.items.0ep8BNMiZGVLTHpr]{Gunner}

@UUID[Compendium.wfrp4e-up-in-arms.items.769B469sqx6FXPfn]{Rapid Reload}

@UUID[Compendium.wfrp4e-up-in-arms.items.SgjJMBgc85aswvhm]{Relentless}

@UUID[Compendium.wfrp4e-up-in-arms.items.QolNfSUkezLoAcky]{Reversal}

@UUID[Compendium.wfrp4e-up-in-arms.items.IT3s7rmQFGNzIfYq]{Shieldsman}

@UUID[Compendium.wfrp4e-up-in-arms.items.Item.RWJrupj9seau0w31]{Strike to Injure}

Changing Creature Traits

The following Creature Trait has been changed to fit these alternative Advantage rules.

Unstable

The creature’s corpus is maintained by foul magicks that are inherently unstable in the material realm. At the end of the round, the GM should randomly select one creature with the Unstable Trait. If the opposing Advantage Pool is higher than the creature’s Advantage Pool, it loses Wounds equal to the difference. If this reduces it to 0 Wounds, the magicks holding it in place collapse and it ‘dies’.

Altered Actions in Combat

You may take the following Actions in combat.

Assess: You use a Skill in some way to gain an advantage in combat; narrate how the Skill will apply to this situation and make a Dramatic Test. Your GM may apply a penalty or bonus to the roll if they feel the Skill is particularly appropriate or inappropriate. On a success, gain 2 Advantage. On a success with 6 or more SL, gain 3 Advantage.

Attack: This is a melee or ranged attack, resolved according to @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#attacking]{Attacking}.

Defend: Choose an appropriate Skill or Characteristic to use defensively, such as Dodge or Agility. You gain +20 to defensive Tests using the Skill until the start of your next turn.

Special: This refers to actions from Skills or Talents such as grappling, intimidating someone, casting a spell, using the @UUID[Compendium.wfrp4e-core.items.URwIDtInCsxOoGqM]{Dual Wielder} Talent, or staunching a bleeding wound with bandages. 

Sprint: On your turn, you can use your Action to sprint. This requires an Average (+20) Athletics Test, and the distance covered is in addition to your Move this round. You sprint your Run movement + SL in yards (see the @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#moving-during-combat]{Movement Table} for your Run movement).

For example, a character with Move 4 who rolled –2 SL would sprint an additional 14 yards (16 – 2 = 14).

Charging now gives you a +10 bonus to the first Melee Test you initiate after completing your move. 

" + }, + "Warrior Endeavours": { + "name": "Warrior Endeavours", + "text": "

Warrior Endeavours often operate under the principle of refining one’s skill in the martial arts.  Any Character may attempt these Endeavours but if they have never belonged to the Warrior Class, any Tests you take are one Difficulty Level harder. For example, a Difficult (–10) Test becomes Hard (–20).

Fanmaris's Perfect Shot

Warriors

Any practitioner of ranged combat knows the value of the perfect shot at the ideal time. A well-placed arrow or bullet to the right target can end a battle as surely as a charge from a knightly order. The Character seeks to improve their skill at archery by consulting Allavandrel Fanmaris’s training manual and practices making shots under distracting conditions and against demanding targets. After undertaking this Endeavour, attempt a Difficult (–10) Ranged (Bow) Test. If you succeed, once during the next adventure you may use the following benefit: After spending one Round in combat aiming at your opponent, you may declare you are making a Perfect Shot. Make a Ranged Test, with bonuses and penalties as normal, including the +20 for aiming. Your attack gains the additional effects below based on the total SL achieved on your Ranged Test. All effects are cumulative.

SLEffect (Cumulative)
+1You may choose the hit location.
+2-3Your weapon gains the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality for this attack. If it is already Penetrating, increase the Damage by 2.
+4-5You deliver an automatic Critical Hit. 
+6Your weapon gains the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#damaging]{Damaging} Quality for this attack. If it is already Damaging, it gains @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impact]{Impact}

You may enact the Endeavour multiple times if you wish.

The Leitdorf Defence

Warriors

As every warrior is painfully aware, every style has its counter. A swordsman stymied by the long reach of a spear, or a zweihander being unable to connect with a nimble noble with a rapier. These are frustrating experiences that often lead a fighter to explore novel approaches such as driving crossguards into an opponent’s face, head butts, or grasping their blade. Such tactics are innately risky but disorientating for an opponent expecting a more structured attack. 

The truly brave will consult the pamphlet describing the Leitdorf Defence, purportedly written by Count @UUID[Compendium.wfrp4e-empire-ruins.actors.umAaCuMoMplgq6GG]{Marius Leitdorf} of Averland. Paradoxically, it describes a series of unusual offensive manoeuvres to counter orthodox defences. After using this technique, as you dress your wounds, you might resolve never to attempt such bravado again.

After undertaking this Endeavour, attempt a Difficult (–10) Melee Test. If you succeed, once during the next adventure you may use the following benefit: After one or more rounds being engaged with an opponent, you may declare you are using the Leitdorf Defence. Make an attack by performing an Opposed Melee Test with a –10 penalty.

Your opponent may not use their Talents or add their Skill Advances when defending against this attack. After resolving the attack, if you win the Test, suffer [[/r 1d10]] Damage ignoring Armour. If your opponent wins the Test, they inflict a Critical Hit as the risky manoeuvre leaves you exposed and vulnerable.

Alcatini Method

Warriors, must possess at least two ranks of the @UUID[Compendium.wfrp4e-up-in-arms.items.J9MK0AIaTbvd5oF6]{Drilled} Talent

Every general goes to war with the army they have, rather than the one they want. But rabble from the streets or labourers from the fields are of little use on a battlefield without enough training to follow orders and make good on commands. The Alcatini Method uses a mixture of shouting, threats, speeches, alcohol, and bribery to rapidly forge a group of miscreants into something resembling a functioning unit. However, without regular practice, these lessons quickly fade. 

After undertaking this Endeavour, attempt a Difficult (–10) Leadership Test. For each SL you score on this Test, you may give one character a single rank in the @UUID[Compendium.wfrp4e-up-in-arms.items.J9MK0AIaTbvd5oF6]{Drilled} Talent for the duration of the next adventure. Characters who already possess the Drilled Talent may increase their @UUID[Compendium.wfrp4e-up-in-arms.items.J9MK0AIaTbvd5oF6]{Drilled} rank by 1 to a maximum of the endeavouring Character’s Drilled rank. Characters with the Inspiring Talent multiply the number of characters granted @UUID[Compendium.wfrp4e-up-in-arms.items.J9MK0AIaTbvd5oF6]{Drilled} as in the table in the core rulebook. For example, a character who achieved +3 SL on their Leadership Test and possesses 2 ranks in the @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring} Talent could grant +1 rank of @UUID[Compendium.wfrp4e-up-in-arms.items.J9MK0AIaTbvd5oF6]{Drilled} to up to 30 characters.

Count Punchausen's Narrative Auction

Warriors

The advent of the printing press has brought pamphlets to the masses. While some focus on religious texts or denouncing their political opponents, there are always those looking for material that might appeal to a wider audience — gory tales from adventurers on the road are always in demand. Printed on the cheapest possible paper and illustrated with graphic woodcuts to appeal to the illiterate, these so-called pfennig dreadfuls are popular in many parts of the Empire. Warriors in search of a little coin and a splash of notoriety can seek to sell their tale to a printer. 

After undertaking this Endeavour, attempt a Difficult (–10) Charm Test or a Challenging (+0) Entertain (Storytelling) Test. If you succeed, you receive [[/r 2d10]] shillings and once during the next adventure you may reverse the dice on a Charm or Entertain (Storytelling) Test as one of the people listening has recently read, or had read to them, your tale.

The Quartermaster Shuffle

Warriors

The right piece of equipment is often the difference between success or failure, victory or defeat, life and death. Top-tier kit is often beyond the budget of a humble adventurer, but in the seedier parts of the Old World, a few coins and a quiet word to an old companion can reveal an opportunity to acquire whatever you desire. These jobs are invariably dangerous, and often fatal, but the prize may be worth the scars.  To undertake this Endeavour choose a Trapping, apply any desired Qualities, and calculate its final cost, rounding up to the nearest Gold Crown. A limit of 20 GCs generally applies but the GM may waive this if they wish. Then attempt a Challenging (+0) Gossip Test to locate an old associate who knows a suitable job. If you succeed, you are furnished with the details of a job where you can acquire the requested item, either as payment or for the taking during the job itself. 

The job is dangerous. Attempt a Difficult (–10) Melee or Ranged Test. If you succeed, you receive both the desired item and a Critical Wound to a random location with a  –20 penalty on the critical severity. If you fail, you receive the item and a Critical Wound to a random location with a bonus to the critical severity equal to the item’s cost in Gold Crowns. You may not use Critical Deflection to negate the Critical Wound but a Fate point could avoid certain consequences.

Consult the table below to generate the details of a random job. 

Job Generator

To get the item roll on the Location table to find out where you need to go to, then the Objective Table to see what you have to do, and the personality Table to see who is employing you to take on the task.

@Table[job-uia]

" + } + } + }, + "Soldiers of All Stripes": { + "name": "Soldiers of All Stripes", + "pages": { + "Soldiers of All Stripes": { + "name": "Soldiers of All Stripes", + "text": "

Uri and Hans they were chattin’

about their new company captain.

Though she’s aristocratic

she’s no knowledge of tactic,

but an honourable sort, they agreed.

Now Uri and Hans push up weeds.

—Popular nursery rhyme

For all the pageantry, chivalry, and glorious tales of battle, when it comes down to it, wars are won by the rank and file, the footslogger. Of all the stories of dashing cavalry, noble charges, and swift manoeuvres, battles usually hinge on the humble infantryman refusing to give, standing staunchly in the blood and guts of their fellows, dying for another’s cause, on the orders of their betters.

" + }, + "Armies of the Empire": { + "name": "Armies of the Empire", + "text": "

The foot soldier makes up the bulk of Imperial forces. Without the nobility of knightly orders, the flamboyance of the pistolier, and the hard science of the artillery, the infantry are usually recruited from the lower rungs of society. For peasants the army might be their only chance to leave their local area, for a desperate street thug their only course away from a life of crime, for a respectable farmer a genuine chance to see the world.

\n

Standard regiments — halberdiers, handgunners, sword, pike, and spear — usually recruit those without talent for anything else. These troops can be trained quickly, especially in emergencies, and can replace casualties without upheaval. More exclusive regiments, such as archers and Greatswords, might already possess their specialist equipment and abilities when recruited.

\n

Raising an Army

\n

The armies of the Empire are raised on behalf of the provinces and great cities. This does not always happen directly, however. Any number of nobles, towns, cults, and other interests have good reason to raise regiments if they can afford it; after all, despite the Empire’s pretensions to progress, political power usually derives from the exercise of military might.

\n

Many established great noble families have maintained a regiment for generations. Though this brings prestige and power, it is very expensive. Aspiring nobles often found regiments to help announce their credentials as major players at court. This has caused the ruin of many an over-ambitious noble over the years.

\n

City charters are sometimes granted on the condition that a regiment must be maintained and placed at the disposal of the province. Other cities raise them anyway, to ensure their influence and independence. Regiments may be raised directly by the head of a Grand Province, and these are effectively the personal guard of the Elector Count. Some are raised by one of the Imperial cults, ostensibly to defend the Empire, but actually to advance that cult’s political power — the rival Cults of Sigmar and Ulric are especially fond of sponsoring soldiers.

\n

Because of the expense, only the wealthiest and most ambitious nobles or the largest cities can keep a regiment together permanently. Many regiments do not pay their troops over the winter, requiring the soldiers to fend for themselves. Other regiments are raised in emergencies and disbanded once the crisis in question is over. In times of peace, troops are paid a small retainer and are expected to train in their own time, meet up a few times each year to drill, and be ready to mobilise at short notice. This is a perfect arrangement for an adventurer.

\n
\n

OATH OF THE BÖGENHAFEN HALBERDIERS

\n

I swear to Sigmar that I shall fight with fire in my heart

\n

I swear to my Emperor that I shall stand against his enemies I swear to the Reikland that I shall protect her people

\n

I swear to my fellow Halberdiers that I shall not flee the field

\n
\n

Loyalties

\n

Recruits are required to make an oath upon entering their regiment. The wording varies greatly across the Empire but is usually dedicated to a selection of the gods, the Emperor, the province and its Elector, the regiment, and their fellow soldiers.

\n

Regiments attempt to instil a certain pride among their ranks, but this rarely gets by the cynicism of the average soldier. Despite such cynicism, all soldiers know that when the fighting starts their best chance of survival is to stand fast next to their comrades-in-arms.

\n

The history of a regiment is key to its prestige. Many regiments credit themselves with convoluted and dubious histories going back even to the time of Sigmar, and new regiments often borrow the history of old, famous regiments from the same area. Battle honours, a list of all the battles a regiment has fought, are memorised by its soldiers and often displayed on its standard.

\n

The occasion when fierce loyalty to the regiment is most on display is when soldiers are confronted by those of a rival regiment. This inter-regimental rivalry is sometimes focused on tournaments like archery contests, wrestling, and Middenball, but sometimes it spills over into less formal pursuits. When carousing soldiers of different regiments meet it almost always ends in a bloody brawl. Fortunately, soldiers are apt to follow the unwritten rules and are usually too shrewd to draw their weapons.

\n
\n

Uniforms and Equipment

\n

Many recruits begin their military careers relatively well equipped. Regiments supply a recruit’s needs, or lends them the money to buy equipment, on the understanding that it will come out of their future wages — with interest. Often this equipment is poor quality, taken from dead comrades or looted from the enemy. Of course, it is in no one’s interest to equip soldiers with weapons that might break, but many everyday items are likely to have the Shoddy Flaw. Most uniforms supplied to new recruits may have seen better days, and have the Ugly Flaw.

\n

Generals want to win wars. They may be corrupt, or prone to cutting corners, but it is in their interests to command effective fighting forces. When a recruit requires expensive equipment it may possess the Shoddy, Unreliable, or Bulky Flaws. For this reason, soldiers are always on the lookout for opportunities to acquire better equipment or make money back. No self-respecting soldier would steal from their comrades, but this rarely extends to soldiers of rival regiments or the possessions of the dead. Selling liberated equipment to the quartermaster is common.

\n

Throughout their career, soldiers progressively upgrade their belongings. They realise that the quality of their gear can make all the difference on campaign.

\n

Colours

\n

The provinces have their own colours, so an army might be expected to look uniform. However, if a noble sponsors a regiment, they make sure that their troops can be distinguished, using sashes, feathers, and other devices in their heraldic colours. Cities outfit their troops in the city colours. Whilst the troops of the Reikland tend to wear off-white clothing, the troops of Altdorf wear blue and red uniforms, and the merchants of Bögenhafen pay for expensive purple fabrics.

\n

A regiment might have an official colour scheme and even restrictions on the cut and design of its uniforms. Inconsistency and availability of certain dyes, the personal choice of an individual, items looted from the enemy, scarcity of other equipment, all serve to make a regiment a hodgepodge of shades and designs.

\n

Officers are not required to wear the uniform and are famous for dressing in colours that starkly contrast with the regiment’s colours, as a show of bravery.

\n

Everyday Life

\n

When not on campaign, army life varies depending on the role of the regiment. Many armies, especially those raised by cities, are used as garrisons and to patrol the streets. These are available at short notice to face whatever danger or disorder should occur. These troops are fed by the regiment and might only get one day per week or perhaps a week in every eight, off duty. These troops tend to be better trained, as there is little else to do. Many garrison forces never leave their home cities. Getting married is a sign of responsibility and maturity, so when they do marry, these troops are often given a pay rise and allowed to live away from the barracks.

\n

When not on campaign the soldiers of certain regiments, especially those raised by rural nobles or smaller towns, simply live their normal lives. The regiment meets up just once per week for training and then the soldiers return to their farms. They are given a small retainer for this duty but are expected to earn their living elsewhere. This suits the sponsors of the regiment who can honestly claim to have a thousand soldiers at their disposal, while not paying a penny. This can also suit soldiers who might be better off working other jobs while waiting to be mobilised.

\n

On Campaign

\n

On campaign, life is tough. Armies must travel hundreds of miles with little indication of when or even how they might be getting home. The footsloggers must cover every inch under their own steam, carry all their kit, and even forage for their own food. Long forced marches, makeshift camps, unsanitary conditions, rampant disease, hostile territory, aloof officers, a terrifying foe, any number of factors can make waging war a disconcerting as well as dangerous experience.

\n

Soldiers develop a cynical attitude and sardonic humour all their own and it is this sort of experience that enables them to relate to other soldiers, sometimes even deadly enemies, better than they can relate to civilians.

\n

Desertion

\n

Though Imperial soldiers swear to serve unwaveringly for the duration of their term, desertion is not uncommon. Deserters can live well, using whatever money they have saved to set themselves up in some quiet corner of the Old World, or beyond. Some live to regret their decision, however, ending up as outlaws or criminals or joining ragtag mercenary companies, unable to escape the life of a soldier. Some, of course, become adventurers.

\n

Received wisdom within the regiment is that deserters will be hounded to the ends of the world. News often spreads through the ranks of a deserter being caught in some exotic locale and strung up from the nearest convenient tree, but this is more often a fabrication to encourage the others to abide by their oath. Practically, the regiment has better things to do than hunt down deserters. Provided they keep their head down, and are sensible about it, there is little chance of a deserter being caught, short of having the bad luck to bump into erstwhile colleagues in a tavern or similarly unlucky coincidence.

" + }, + "New Careers": { + "name": "New Careers", + "text": "

Several new careers are provided in this book. If using the random career tables to generate a career refer to the following table to see if the career generated has further options. If it does, roll again to see if one of the careers in this book should apply instead.

Career

Optional Roll

ACADEMICS

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}

01–75: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}

76–00: @UUID[.KID8Xu7W7Jvygl9K]{Artillerist}

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

01–85: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

86–00: @UUID[.6xKxqvKM5exJhiAA]{Cartographer}

RANGERS

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}

01–75: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}

76–00: @UUID[.PyuVaepgBmUkbfrz]{Camp Follower}

WARRIORS

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}

01–75: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ArFOfnzJkToXBJBF]{Cavalryman}

76–00: @UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.1i3Y6jOqCTmlbVeo]{Light Cavalry}

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}

01–55: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}

56–65: @UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.TpwhRuvLbZT8gpQr]{Freelance}

66–70: @UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.azFTHnCxn5nb4c7m]{Knight of the Blazing Sun}

71–85: @UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.pVLlBMBG95DVUGGj]{Knight of the White Wolf}

86–00: @UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.FmalmVn3AhtabhMN]{Knight Panther}

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}

01–40: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}

41–50: @UUID[.tczPk698eLFpVOsm]{Archer}

51–70: @UUID[.aG6quE0EZ0tLE6Vl]{Halberdier}

71–85: @UUID[.hCtfLrI7R6mJg6YV]{Handgunner}

86–90: @UUID[.B2GyhjJbcXpXPQQ5]{Greatsword}

91–96: @UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mGMZSWoJnbnRze1h]{Pikeman}

97–00: @UUID[Compendium.wfrp4e-up-in-arms.journals.1BTD0otB4pln0o8j.JournalEntryPage.mcdsHRtcQToDaN82]{Siege Specialist}

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}

01–85: @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.iYVpqJ6bz8fokdmf]{Warrior Priest}

86–00: @UUID[Compendium.wfrp4e-up-in-arms.journals.Xm25vHdfMlXME9Uz.JournalEntryPage.lKjbkmp0AGMYYPp0]{Priest of Myrmidia}

A player can always opt to remain in the first career generated, so if a player generates a Pedlar they do not need to see if they are a Camp Follower, and if they do wish to see if they can become a Camp Follower they might well discover that they are a destined to remain a humble Pedlar after all. Besides that, the careers are all still common to the Empire, and players can enter these careers as experience and circumstances allow.

Example: Gerd Braun is a randomly generated Character. When rolling for career Gerd generates a 98, meaning that he is a Soldier. Gerd decides to roll again to see what sort of Soldier he is. His second roll is 57, so Gerd is an Archer.

10 SKILLS?

Newer careers in Warhammer Fantasy Roleplay materials have tended to list ten skills in the first tier rather than eight as in the WFRP Core Rulebook.

Whilst there are ten options, to advance through a career only eight need to be improved, as explained in the WFRP Core Rulebook. This is intended to provide a bit more variety in approaching a career, particularly in the early tiers.

" + }, + "Archer": { + "name": "Archer", + "text": "

 ‘Eight days it takes to train a handgunner, they say, eight days! It took me eight years just to learn to draw a bow.’

– Ute Schuetz, Pfeildorf Archers

‘They say us archers are no good in a one-on-one fight but I could defeat the greatest pit fighter in Altdorf, as long as we started far enough apart.’

– Ned Hamfist, Lumpin Croop’s Fighting Cocks

Employing strength and skill in equal measure, you bring finesse and accuracy to the battlefield.

Respected for their skill and command of the battlefield or disdained for their unwillingness to get involved in the nitty gritty, archers pride themselves on being apart from (and even better than) the usual rabble that joins the army. Anyone can hold a halberd or fire a handgun, they say, but it takes years of training to be an archer.

Though seen as a bit backwards by urban folk used to blackpowder and shining armour, the archer is more trusted in the countryside, and peasants see them as one of their own.

Archers are the lightest of foot troops, often used to scout and forage. They are better able to live off the land, which means they get the best food. They also have a reputation for being able to act on their own initiative, and able to find their way to the battle even through the most difficult terrain. An army in enemy territory relies on its archers far more than other troops might admit.

Archers take pride in their skills, and regularly hold competitions within companies and regiments, testing accuracy at a variety of distances. The finest archers are invited to represent their regiment in provincial championships.

Non-Human Archers

Human archers are never to be underestimated, but the non-Human ones are the most feared. The Halflings who fight under the name of Lumpin Croop’s Fighting Cocks are a group of mercenary scouts who command high prices, although they are thought lucky rather than highly competent and are as famed for their entertaining banter as for their skill with a bow.

The Elves of the forest are known for loose formations of archers who use the terrain to their advantage and whose success is down to individual accuracy rather than massed volleys. They are credited with such prodigious accomplishments of archery that reports of their deeds are hard to believe. They never turn up at Human tournaments, however, because they are never invited. Unlike their Wood Elf cousins, High Elves are famous for close ranks of archers, said to dim the sky with their massed arrows.

When not campaigning with their regiment, an archer will have plenty of opportunity to undertake adventure. Their skill with a bow will always be useful. The stealth of that weapon and its range gives any party an edge over their foes. Archers are also used to travelling light and living off the fruits of their marksmanship.

The Deathjacks

The Deathjacks are a regiment of elite archers from Stirland. Originally patrolling the area around the city of Wurtbad, their influence has grown to cover much of central Stirland.

More importantly, they are the scout regiment for the provincial army. As much as they have earned respect for their exploits on the field of battle, they have especially proved their worth in scouting and foraging.

They are without peer when making surreptitious raids on the enemy. They also have a reputation for raiding their own army’s supply train, if that is what it takes to keep them comfortably fed, although they might deny this as vicious rumour.

 

Species: Halfling, High Elf, Human, Wood Elf

Class: Warrior

Archer Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.IAbJcyuWfEzJbhF8]{Bowman}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.EsgYCZZbWaDZsLYx]{Play (Horn)}, @UUID[Compendium.wfrp4e-core.items.ZQSm2AwrgT2cHG0C]{Ranged (Bow)}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}
Talents: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Quiver and 10 Arrows, Bow, Pack, Uniform

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.lFmeSv4eJBnoODzG]{Archer}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.rt2rGSwFDCDHPh0A]{Track}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Fletcher)}
Talents: @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.phXzaUxl3mFqkmDq]{Sure Shot}
Trappings: Headgear, Sword, Quality Bow

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.lvE2Z9UrcqBPSCYC]{Archer Sergeant}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)},
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.jrYW2OyDHd1Md2my]{Sharpshooter}, @UUID[Compendium.wfrp4e-core.items.cygaI9gq4BQJvbB5]{Sniper}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}
Trappings: Symbol of Rank, Quality Uniform

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.zykgcP6A9NUsu0dx]{Archer Captain}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}, @UUID[Compendium.wfrp4e-core.items.COND1RfSn9v58QiN]{Secret Signs (Scout)}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Letter of Commission, Light Warhorse with Saddle and Tack, Symbol of Rank

" + }, + "Greatsword": { + "name": "Greatsword", + "text": "

 ‘In the name of Sigmar, and his Empire, I swear to serve my captain, and my regiment, and I swear never to take a backward step in the face of any enemy or suffer dishonour, shame, and the disdain of my fellows.’

– Carroburg Greatsword Oath

‘The Greatswords are far too full of themselves. So what if they never take a backward step in the face of the enemy? It’s not like the rest of us spend all our time running away, is it? First thing they ever taught me in the Halberdiers was don’t run away. You don’t hear us shouting about it all the time.’

– Holger Kass, 1st Bögenhafen Halberdiers

Skilfully wielding your vicious zweihänder, you are the greatest of all the Empire’s foot soldiers.

Greatswords are the signature elite infantry of the Imperial armies, the most prestigious and feared of all the Empire’s foot soldiers. They forsake the shield to wield huge zweihänder swords, ensuring their combats are short and deadly whichever way they go. Their large, two-handed weapons are unwieldy, so Greatswords need to be swift and athletic to compensate. For this reason, they dress in a much looser formation than other foot soldiers.

 Together with their fame, Greatswords have accrued a reputation for arrogance and a disdain for other types of soldier. The Greatswords, of course, claim this reputation comes merely through the jealousy of their inferiors.

Because the zweihänder requires a completely different technique to a one-handed sword, there is much study and discussion of the correct way to fight with them. This debate seems to go on endlessly within the ranks. The issue has become a virtual science with many published treatises on the art. The old Estalian masters are considered to be the ultimate authority on the subject. Some Greatswords have been known to affect an Estalian accent when they feel the need to impress.

Picked Troops

Traditionally, members of the Greatswords are personally picked by noble lords from among the champions of the troops. To gain such promotion, a soldier must distinguish themself in the eyes of officers, or accomplish heroic feats. Greatsword regiments often garrison the castles of nobles or form their bodyguards on the battlefield. Such

troops swear oaths never to cede ground to the enemies of the Empire and to protect their lord at all costs. Greatsword veterans who abide by their oaths are often rewarded with knighthood.

The Carroburg Greatswords

The Carroburg Greatswords have a reputation for implacability and bravery going back to the great siege of Carroburg, when Reiklanders defended the city from Middenlander invaders. Their uniforms were so stained with the blood of friend and foe alike that they have worn deep red uniforms ever since. To this day, the Carroburg Greatswords consider that they fight for Sigmar himself and the regiment recruits very few devout Ulricans.

On entering the ranks, a recruit must swear an oath to Sigmar and to the Empire never to take a single backwards step in the face of the enemy. This oath is taken very seriously, and overly-literally. While other Greatswords have drills that involve backwards movement, the Carroburgers do not. This stubbornness on the battlefield seems to colour their attitude to many aspects of life.

A Greatsword might have trouble justifying their adventuring when they have made an oath to their regiment and they are a vital troop in the defence of the Empire. Perhaps they are on a mission to right a wrong. A matter of honour is exactly the sort of motivation they would take so seriously. Perhaps they have even become disillusioned with military service.

 

Species: Human

Class: Warrior

Greatsword Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.BnZHzyuGLyPqrA4K]{Greatsword Cadet}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Two-handed)}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Drum)}
Talents: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Metal Breastplate, Uniform, Zweihänder

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.aJ9ZQtevOQaMyWDO]{Greatsword}

Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}
Talents: @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Any)}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}
Trappings: Full Plate Armour, Large Feathered Hat

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.WDftUsNxdABIhk4O]{Greatsword Sergeant}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Manual on the art of Zweihänder fighting, Quality Zweihänder, Symbol of Rank

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.TepA5f5OV0ZxlPza]{Greatsword Captain}

Status: Gold 2
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}
Trappings: Letter of Commission, Light Warhorse with Saddle and Tack, Quality Uniform, Symbol of Rank

" + }, + "Halberdier": { + "name": "Halberdier", + "text": "

 ‘Would you prefer a spear or an axe?’

‘ Yes.’

Old Halberdiers’ joke.

‘The greatest manoeuvre you can ever do with a Halberd, I learned from an old Tilean veteran. Watch carefully. Take the dough, add the sauce, some sliced sausage, a bit of cheese, then place the blade of your weapon in the fire, like so, for a few minutes until the crust is golden brown.’

– Holger Kass, 1st Bögenhafen Halberdiers

Famously reliable, you are a stalwart of the infantry, and not to be trifled with.

The mainstay of all Imperial armies, Halberdiers are found in forces the length and breadth of the Empire, and beyond. They have a reputation for reliability and grit and make a formidable sight on the field of battle, massed closely together with their imposing weapons. The Halberdier takes heart from fighting in large groups of tightly formed units, where they benefit from the reach of the halberd while not suffering too much from a lack of manoeuvrability.

Though unwieldy and difficult to master, the halberd is a prodigious weapon in the hands of a trained halberdier. What it lacks in manoeuvrability it makes up for in reach and what it lacks in finesse it makes up for in sheer power. Though received wisdom has it that a Halberdier is not as effective a fighter in close order, Halberdiers have developed a method of fighting one-on-one and pride themselves on being a match for anyone armed with a sword and shield.

The Death’s Heads

The Ostermark Death’s Heads is the most famous Halberdier regiment in the Empire. It was founded around 500 years ago during the First Vampire Wars, formed from troops who came together to defend Essen against the forces of Vlad von Carstein. They wore black and red, and hid their faces behind death’s head masks to keep their identities secret. They distinguished themselves throughout the Vampire Wars and keep their excellent reputation to this day. They still wear death’s head masks when going into battle, striking fear into their enemies.

As with many soldiers, getting involved in adventure might seem to go against the thrust of their career, but a soldier’s life can afford some opportunities. The regiment might be stood down for the winter, or for an indefinite period of peace. The Halberdier might decide that the soldier’s life is not for them after all and be on the lookout for another career.

They might also be identified as a reliable and resourceful sort who could be sent on a special mission on behalf of the regiment, or one of its officers. Sometimes no one can go undercover as a hapless, common peasant quite as well as a hapless, common peasant.

The Sons of the Reik

Also known as Altdorf ’s Company of Honour, the Sons of the Reik are an elite unit and the city’s most famous. They have a reputation for being dashing on the field, but also somewhat belligerent on the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.XhWgwj2BstdmYY95]{Street of One Hundred Taverns}. Certainly, the company has a long and storied history and an impressive litany of battle honours.

The regiment supposedly recruits only the best and the bravest from the city’s other regiments. However, these days, there is some controversy surrounding its recruiting practices. It might be easier to buy one’s way in by greasing palms than by spilling blood.

Von Kragsburg Guard

Unusually, the Von Kragsburg Guard of Averheim is a regiment founded by nobility that functions as a mercenary company. This is very much frowned upon by other nobles, but ‘Dirty Duke’ von Kragsburg does very well out of it. Ultimately, the company is well trained and well run with a great reputation in the field. It has battle honours stretching all across the Empire and well beyond. Such a unit will always find paying customers.

Species: Dwarf, Halfling, Human

Class: Warrior

Halberdier Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.8lK53VidqWiIpseW]{Halberdier Recruit}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}, @UUID[Compendium.wfrp4e-core.items.HO8vIjGTHjmenIaV]{Perform (Parade)}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Drum)}
Talents: @UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}, @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Halberd, Leather Breastplate, Uniform

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.kWVF7ciQmvzs9LxV]{Halberdier}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}
Talents: @UUID[Compendium.wfrp4e-core.items.VscjNv6RzHFb9CQp]{Enclosed Fighter}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (any)}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}
Trappings: Metal Breastplate, Helmet, Quality Halberd

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.yD8HN0IqfpNPwHaS]{Halberdier Sergeant}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Symbol of Rank, Quality Uniform

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.CO138OlIIzhkoori]{Halberdier Captain}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.x8g3U68oi8XzWiYr]{Commanding Presence}
Trappings: Letter of Commission, Light Warhorse with Saddle and Tack, Quality Sword, Symbol of Rank

" + }, + "Handgunner": { + "name": "Handgunner", + "text": "

 ‘They are unreliable, noisy, full of hot air, and they leave a foul smell behind them. And their guns aren’t much better.’

– Holger Kass, 1st Bögenhafen Halberdiers

‘We had some Nordlander archers on our left and the Altdorf Handgunners on our right as the Greenskins approached. I was fearing the worst, I don’t mind telling you. On the command, the archers loosed their arrows and the Handgunners fired. More Greenskins on the left fell, that’s for sure. But it was the ones on the right who ran.’

– Holger Kass, 1st Bögenhafen Halberdiers

Wielding a handgun, you bring death to your enemies from long range — or at least put the fear of Sigmar into them.

The Handgunner is a comparative newcomer to the Imperial army. Though they have been around for hundreds of years, they are not yet entirely trusted by the rest of the military. Even so, as technology advances, they have become increasingly effective on the battlefield and regiments of Handgunners are fielded in the Imperial armies in ever increasing numbers.

Firing and maintaining a handgun is a complex and involved process. Handgunners tend to shroud their jobs in mystique and ritual, leaving the uninitiated to consider it almost like magic. The finer points of manufacture of weapons and blackpowder are heavily guarded secrets. To this day, many of the Empire’s simpler folk are frightened of blackpowder weapons. Some point to the fact that Handgunners need only a few weeks training before taking the field as testament to how simple their process actually is.

For many years the presence of Handgunners in the Empire’s armies, and those of the Dwarfs for that matter, brought fear to the battlefield. Many of the Empire’s enemies have now got used to the weapon and are not so wary of it. Even so, a volley of gunfire from well-drilled massed ranks is an awe inspiring and terrifying spectacle.

Handgunners can make good adventurers, given time away from their regiment. As well as the usual expertise and discipline of a trained soldier, their specialist equipment will give a party an edge in ranged combat and bring a certain fear-factor to the fight. Though do not expect them to be so useful on stealthy or surreptitious missions.

The Nuln Ironsides

The Nuln Ironsides are a product of the Imperial Gunnery School’s search for military advances. They are an elite regiment hand-picked from other Handgunner regiments and equipped with the best equipment the Imperial Gunnery School has to offer. Not only do they carry state of the art handguns, but they wear heavy armour. This is a telling factor when they engage with rival ranged troops, but also makes the difference if they are ever drawn into melee.

The Fireloques of Ferlangen

A troop of deadly accurate handgunners that have fought throughout Ostland, often under the army banner of the Elector Count himself. Wearing the black and white of their home province the Fireloques of Ferlangen bear no formal insignia, but superstitiously decorate their hats and uniforms with the bones of fallen comrades and other good luck charms.

Even amongst the stubborn Ostlanders, the Fireloques of Ferlangen have gained a reputation for tenacity, holding their gun line and unleashing volleys of fire into approaching foes. Their refusal to surrender the flank against Skaeling marauders during the three-day Battle of the Littered Bones earned them the nickname of Skull Clubbers, as without gunpowder for the entire last day they resorted to using their guns as blunt weapons.

 

Species: Dwarf, Halfling, Human

Class: Warrior

Handgunner Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.XOR3LT02nGwRw8Cc]{Handgunner Recruit}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.bBLK2hznjPlby6Jb]{Play (Flute)}, @UUID[Compendium.wfrp4e-core.items.H2upcZ7q7qAPtPic]{Ranged (Blackpowder)}
Talents: @UUID[Compendium.wfrp4e-core.items.XIcDsaW4D8wScezw]{Accurate Shot}, @UUID[Compendium.wfrp4e-core.items.0ep8BNMiZGVLTHpr]{Gunner}, @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.cygaI9gq4BQJvbB5]{Sniper}
Trappings: Handgun, Uniform

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.n5Bd11UJlw3h4TUN]{Handgunner}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Gunsmith)}
Talents: @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.5eDd6iFeR9G6cCfz]{Fast Shot}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}
Trappings: Large Feathered Hat, Quality Handgun

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.lRhNbgNbAQiPkO4w]{Handgunner Sergeant}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Engineer)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.jrYW2OyDHd1Md2my]{Sharpshooter}, @UUID[Compendium.wfrp4e-core.items.phXzaUxl3mFqkmDq]{Sure Shot}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}
Trappings: Symbol of Rank, Quality Uniform

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.8tZewzwHYmAYMfxG]{Handgunner Captain}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Letter of Commission, Light Warhorse with Saddle and Tack, Symbol of Rank

" + }, + "Artillerist": { + "name": "Artillerist", + "text": "

‘I haven’t noticed any smell of manure — why is it even relevant?’ 

- Ludmilla Krabbe, old artillerist on being asked about the noise of battle

‘I have fought in many wars, been overrun by ravenous beastmen, tortured by greenskins, seen the very air warped by daemons, but I have never been on the receiving end of cannon fire, thank Sigmar.’

Ludmilla Krabbe

You bring the big guns to the fight. You maintain and fire artillery and understand the best use of blackpowder.

The pride and joy of the Empire, its artillery is famed for an awe-inspiring spectacle that strikes fear into the heart of all her enemies. However, artillery regiments do not possess the glamour of the knightly orders or the Greatswords. It is hard graft involving heavy lifting, fetching, carrying, and tedious excavation. Despite this, it is vital to the Empire’s war effort and artillerists see themselves as the unsung heroes of the Empire’s armies.

The firepower of the Imperial army is only matched, and of course surpassed, by that of the Dwarfs. The Dwarfs have had a long head-start on developing their great weapons of war, but the Humans believe they are catching up fast. Dwarven artillerists are welcomed into the ranks of the Imperial army, in the knowledge that they will be expert and reliable, but also in the hope that they might reveal some of their secrets.

The Imperial Gunnery School

The vast majority of the Empire’s artillery pieces are forged at the Imperial Gunnery School in Nuln. A sprawling array of smelters, factories, and forges dominates the city, belching clouds of soot into the air and turning the night sky red. This is the centre of the industry in the Empire.

The Empire’s best artillerists are also trained here, and the Imperial Gunnery School is a pride of the city, proving to its citizens, once more, that it is better than Altdorf. Graduates of the school are respected and welcomed into every army in the Empire for their training and expertise.

Adventuring might seem an odd choice for an artillerist, especially as a cannon or other great weapon is not very convenient to drag around. But an artillerist does possess a good all-round set of skills and talents and have a range of outdoor skills. They would get respect from other members of the military and unlike most military, would be decently educated and able to hold their own in conversation with scientists and engineers.

An artillerist could get dragged into investigating wrongdoing or an evil conspiracy as easily as the next adventurer. After all, bravery in the face of the enemy and an inquiring mind are all an adventurer ever requires and artillerists must possess both attributes. And perhaps, in certain circumstances, they might even get to bring their cannon along.

The State of the Art

Though various forms of artillery have been used for millennia, innovations occur all the time. Some of the more exotic pieces of artillery are detailed below. See @UUID[JournalEntry.l0NZFxzG4t0GoIFu]{Artillery and Damage to Structures} for rules for artillery.

Organ Gun

The Organ Gun is the pride of Dwarven engineering. It comprises a number of barrels that are fired simultaneously. It usually has four or five barrels, though accounts tell of Dwarf holds protected by nine-barrel (and even greater) Organ Guns. The weapon strikes fear into the enemy by combining massive firepower with Dwarf reliability.

Flame Cannon

The Dwarven Flame Cannon is a dangerous weapon, sometimes even to its own side. It fires a stream of pressurised oil towards the enemy while attempting to ignite it. If all goes well, the results are deadly and terrible. Though not a blackpowder weapon, the famous Flame Cannon counts as an artillery weapon.

Many diplomatic missions have travelled from Altdorf and Nuln to various Dwarf holds offering generous trade deals in return for the secret of the Flame Cannon, though always without success. One artillerist, sent to the mountains to steal such secrets, was returned to the Empire, barely recognisable, burned to a crisp by the weapon whose secrets she sought. A note from the Dwarfs was enclosed, apologising for an unfortunate accident.

Hellblaster Volley Gun

It’s not just the Dwarfs who create such fantastical blackpowder weapons. The @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial College of Engineers} in Altdorf is always experimenting with novel and pioneering cannons. The @UUID[Compendium.wfrp4e-up-in-arms.items.4QBQvmOTtqeH4gUS]{Hellblaster Volley Gun} is an Imperial slant on the Organ Gun. The Volley Gun only fires three barrels at once but is arranged in a triangle of three banks of three barrels. This means it can fire three times before it needs reloading. Unfortunately, the weapon is notoriously unreliable and is prone to jamming, or worse, at crucial moments.

 

 

Species: Dwarf, Halfling, High Elf, Human

Class: Academics

Artillerist Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.aWJRA4gUyJLviOcb]{Apprentice Artillerist}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.iYan4z52v7HYM9u9]{Drive}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Blackpowder or Catapult or Crossbow or Engineering)}
Talents: @UUID[Compendium.wfrp4e-core.items.5lcttqGToT54WFrl]{Marksman}, @UUID[Compendium.wfrp4e-core.items.769B469sqx6FXPfn]{Rapid Reload}, @UUID[Compendium.wfrp4e-core.items.FF41XPboORgyDNsv]{Strong Back}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Leather Apron

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.EgwOsWGCr4zFCqlU]{Artillerist}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Blackpowder or Catapult or Crossbow or Engineering)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Carpenter or Gunsmith)}
Talents: @UUID[Compendium.wfrp4e-up-in-arms.items.X9gMKwTIqt78pRwU]{Crew Commander}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.cygaI9gq4BQJvbB5]{Sniper}
Trappings: Weapon (Any), Telescope, Tools, Uniform

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.0urTZ2ggGZzXx4zD]{Artillerist Captain}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Artillery)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.6lQRRgjz8IZH4bbV]{Tinker}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}
Trappings: Symbol of Rank, Quality Uniform

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.70w0XqGKEernlb6f]{Master Artillerist}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}
Trappings: Artillery piece and Limber, Letter of Commission, Light Warhorse with Saddle and Tack, Map, Symbol of Rank

" + }, + "Camp Follower": { + "name": "Camp Follower", + "text": "

 ‘Care to buy this gold ring plucked from the finger of a dead Bretonnian? Well, no, it’s not that golden, and no, he wasn’t that Bretonnian … and no, he wasn’t that dead, either.’

– Felix Ramml, Camp Follower

‘Don’t point out her lack of breeding and uncouth manners. Don’t blanch at her unsophisticated chatter. After all, she’s married a captain, and that’s as good as she is. Not to mention, she’ll gut you with the knife she conceals in her bodice.’

– Idle chatter at the officers’ ball

You accompany armies on campaign, looking for adventure, protection, or just an angle.

The logistics of military manoeuvres can be near incomprehensible. Like mobile cities, the armies of the Old World rely on complex supply chains and strict organisation to keep them fed and supplied. Much of this is directly under the remit of the army. But private enterprise is always on the lookout for profit, so much of any army will be made up of an eclectic band of hangers on, pedlars, bawds, tradespeople, artisans, and charlatans. Many of these can be described using other careers, but those dedicated to following the troops without any specific trade or vocation come under the auspices of Camp Follower.

Camp Followers have a varying reputation. Many are simply honest traders making a living by supplying soldiers. The presence of a nearby army is a ready market for their goods, and it makes sense for them to stick by it, for safety and profit. Others are not so honest, taking advantage of the naïveté of recruits and the scarcity of supplies to profiteer or pass off shoddy wares. These petty charlatans live on their wits, of course, as exploiting the heavily armed and belligerent is not always the wisest business plan.

Some are specialist tradesmen and crafters performing many of the services vital to the functioning of an army, from blacksmiths to gunsmiths, tailors to cobblers. Armies generally employ their own labour for many of these purposes but a skilled artisan with a good reputation can charge a premium, especially when the quality of their work can be a matter of life and death. Reputations, good and bad, are quick to travel within an army and veteran soldiers are discerning customers.

Many Camp Followers are the partners and children of the soldiers themselves. Some soldiers consider this to be the best way to look after their family and it offers them some of the comforts of home while on campaign. These Camp Followers are also able to make money in addition to their partner’s military pay by acquiring a trade useful to the army. Others make money by performing similar functions and, getting used to such a way of life, look to marry into the army.

The presence of a large contingent of followers is a blessing and a curse for the army. On the one hand, they perform much needed jobs, often more efficiently than the army can manage in-house, and they enhance morale. On the other, they need to be defended, which involves diverting resources from other duties, and their presence can be unpredictable as they do not have the discipline and the respect for orders that soldiers do.

Life in the camp resembles that of a small town, with many of the same sort of interactions and interdependencies. There is the added complexity that the physical structures are temporary, and everyone is living under the threat of imminent attack. Not surprisingly, in a society dedicated to soldiering, life there can be nasty, brutal, and short. Many will perform whatever sordid and lowly services they can for whoever will pay.

With a reputation for rudeness, opportunism, and dishonesty, Camp Followers are treated with disdain by the more respectable citizens of the Empire and avoided. The established pecking order is as complex and as difficult to navigate as in any city, but much more dangerous, and whatever meagre status one can acquire is bitterly fought for.

The ruthlessness of the camp is never more in evidence than in the aftermath of battle. The poorest and most desperate pick their way across the battlefield cruelly stripping the dead and dying from both sides of whatever items of value they can find, left behind by the scavenging victorious soldiers. This is where the Camp Follower’s reputation for greed and brutality is earned.

DEAD CONCERNED

  • Captain Rudolf Ratzenberger has been in a simmering secret feud with rival Captain Felice Fullermann ever since she bested him in a duel for the Regimental Cup. He needs someone who can sniff around skeletons in closets and find something dishonourable. Anything remotely scandalous will do, even if you must resort to entrapment.

  • The enemy seem to know everything about us and seem to know our movements almost before we make them. Someone must be passing this information on. We need you to spread rumours and misinformation throughout the camp in a way that will pinpoint precisely where the leaks are coming from.

Species: Dwarf, Halfling, High Elf, Human, Wood Elf

Class: Ranger

Camp Follower Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.MZtveReSuCj0eEDA]{Ribaud}

Status: Brass 1
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Any)}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.HO8vIjGTHjmenIaV]{Perform (Dance)}
Talents: @UUID[Compendium.wfrp4e-core.items.6l3jvIAvrKxt0lA9]{Attractive}, @UUID[Compendium.wfrp4e-core.items.5KP9sOoLSGvj9EXp]{Beneath Notice}, @UUID[Compendium.wfrp4e-core.items.77p3QRKgFWakkndF]{Blather}, @UUID[Compendium.wfrp4e-core.items.2Nzqsc9aclP6rpnl]{Dirty Fighting}
Trappings: Bed Roll, Pack

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.YKEauvsS7QRvDKFQ]{Camp Follower}

Status: Brass 4
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.d3VZwO4Y5JH5DXdT]{Bribery}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)}
Talents: @UUID[Compendium.wfrp4e-core.items.cAxNctMFWIAjDgV3]{Diceman}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Soldiers)}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}, @UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}
Trappings: Tent, Quality Hat

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.21Y4fnXtMdIQ0zNg]{Seasoned Scavenger}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.RmY0CUjiFYZ3GEKY]{Very Resilient}
Trappings: Quality Clothing

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.oagaHJdFVzKVuhyx]{Camp Chief}

Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.XU7D9CCmumuhqDUi]{Public Speaker}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.Ywo6fZNPC4zbHHSQ]{Strong-Minded}
Trappings: Riding Horse with Saddle and Tack, Ring of Camp Followers

" + }, + "Cartographer": { + "name": "Cartographer", + "text": "

 ‘Night was falling, so me and the lads crawled through the mud, past the enemy lines, dispatched a couple of beasties on our way. And when we got to the post, there was just a single survivor there, quill in hand, hunched over a rock. We told him we had to get out of there quick. He asked for twenty minutes more as he needed to finish off a particularly tricky set of contours.’

– Holger Kass, 1st Bögenhafen Halberdiers

‘So, the lord of the manor wants a plan of seven box stalls for his new stables. He won’t say how big he wants them, what he wants them to look like, what they’re made of, how they’re constructed, and he won’t pay the going rate, but he wants a nice map, and he wants it yesterday.’

– Anonymous cartographer

You are hired to survey and map far flung locations. The more the area is in need of mapping, the more dangerous the job is likely to be.

As the world gets more sophisticated there is a need to map it in increasing detail. Whether this involves exploring largely unknown lands and making sweeping maps of the general area or going into exacting detail over small tracts in petty land disputes, cartographers are increasingly in demand.

No one needs maps more than the military. They have an insatiable requirement for whatever ones they can get and they have the money to commission more. Many of the Empire’s cartographers learn their trade in the military, either employed directly in the ranks or contracted as an outsider. The artillery is the most appreciative of good maps which allow them to target their machineries of destruction with greater accurately.

Older cartographers generally tire of such a perilous lifestyle and many set themselves up as urban professionals taking less interesting — but often more lucrative — work, commissioned by wealthy landowners, businesses, and governments. Whereas a noble would traditionally commission portraits of their family by the finest artists they can afford, aspiring merchants are as likely to commission maps of their holdings and their trade routes, and every town needs a large map of the borough displayed in the town hall.

The science of mapmaking is still in its infancy and many maps are little more than pictures or rough plans. Good draughtsmanship is harder to find and accurate maps are often underappreciated. New-fangled devices like theodolites are now must-haves for any self-respecting cartographer, allowing much more accuracy but requiring painstaking and methodical measurements.

Keen cartographers will always find opportunities for adventure. Any exploration or exotic journey would benefit from having a cartographer along. The further afield the travel, the more necessary this might be. A good number of jobs might require exacting drawings or plans, in the name of science or larceny, and this can lead to all different types of adventure. Simply being commissioned to travel to a specific area and making as detailed a plan of it as possible is bound to lead to any number of dangers and discoveries.

Old, discovered maps can lead to adventures, too, and often require an experienced cartographer to interpret. Another benefit of having a cartographer along on an adventure is that you can map your exploits and sell it to those who come after you.

BOTHERSOME BORDERS

  • Nasty Jack Raven and his eleven crew members have made a pact that they should not return to their buried treasure until the entire company agrees. He needs a cartographer who can copy down elements of the master map such that all the pieces must need to be present to find the treasure. Of course, once the maps are complete, Nasty Jack will want to ensure that no one who knows the whole picture remains alive.

  • Anyone can claim to have civilised a bit of land in the Border Princes. But to really set yourself up as a noble there, you need to prove your claim by getting it accurately mapped, even if you haven’t bothered to get rid of all the Greenskins and other monsters in the area. A heavy-handed mapping expedition might kill two birds with one stone.

Species: Dwarf, Halfling, High Elf, Human, Wood Elf

Class: Academics

Cartographer Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.sABssWnXtXiBn3kS]{Surveyor}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.h7OXI7PXcs8EHdxf]{Art (Cartography)}, @UUID[Compendium.wfrp4e-core.items.sRuMlaPU5xdIrwhd]{Climb}, @UUID[Compendium.wfrp4e-core.items.bSWoV1IiS5qWNw39]{Evaluate}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Geography)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.zZUX7wO4rOo8k9F0]{Navigation}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.Xk5tp3aasPNtk4zt]{Stealth (Rural)},@UUID[Compendium.wfrp4e-core.items.Item.wKwel9MG7NIG3i3w]{Trade (Cartography)}
Talents: @UUID[Compendium.wfrp4e-core.items.2eq8Ejotk54AZYwX]{Artistic}, @UUID[Compendium.wfrp4e-core.items.afREA9q7v4Scuozn]{Orientation}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.q58lK4kULJZB5GjE]{Rover}
Trappings: Vellum, Writing Kit

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.7dlIuK5XNRdi8IFU]{Cartographer}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}, @UUID[Compendium.wfrp4e-core.items.jrFIFLhyOYwcyMUl]{Flee!}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.1dUizIgLBgn4jICC]{Strider (Any)}
Trappings: Horse with Saddle and Tack, Theodolite

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.FXHBR7QAnqqTWl2f]{Chartered Cartographer}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Guilder)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.D4JNPSl6VOpsVmSi]{Secret Signs (Guilder)}
Talents: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish} @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Guilders)}, @UUID[Compendium.wfrp4e-core.items.7bZjB82f6LSkeczP]{Nimble Fingered}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}
Trappings: Letter of Charter, Quality Travel Clothes

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.deWTeeNXk6B75Ko2]{Master Cartographer}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.GHmXS9zGNx3PWYZc]{Master Tradesman (Cartography)}, @UUID[Compendium.wfrp4e-core.items.QdvY9hoDTbr12jXq]{Magnum Opus}
Trappings: Quality Theodolite, Study

" + } + } + }, + "Knights of the Empire": { + "name": "Knights of the Empire", + "pages": { + "Knights of the Empire": { + "name": "Knights of the Empire", + "text": "

Knights are fundamental to life in the Empire. They are a devastating force on the battlefield, protectors of religion and the nobility, and powerful political players. Agitators decry their battlefield glory-seeking and excessive influence — but even these cynics recognise their prowess as warriors.

Select Brotherhoods

Although knights vary greatly, there are several common characteristics. Most fight in plate armour on foot and horseback. The majority are affiliated with a Knightly Order — bands of knights united by a common purpose. This could be a religious calling, as many knights are templars in service of a cult, especially those of warrior gods such as Sigmar, Ulric or Myrmidia. Secular orders may be affiliated with a specific province or city, whereas others, such as the Knights Panther, possess political clout in many provinces and cities. The orders are numerous and vary greatly, each with their own aspirations, peculiarities, and knightly virtues.

Not all knights belong to an order. There are freelancers and eccentrics who ride through the land, masterless or mercenary, driven by their own code of virtue or love of coin. The arrival of such a knight in a town or village can be a welcome occasion or a cause for grave concern. 

History

The forerunners of knights were warriors who fought in the retinue of powerful chieftains and priests in the first centuries of the Empire. When a tribe looted or earned enough wealth to gift the lord’s retinue with horses and armour, they adopted a role as shock cavalry on the battlefield. The Osterknacht, for example, are believed to have their origins in the personal axe-guard of the Ostagoth tribe’s King Adelhard.

Other bands of knights originally garrisoned border forts built to secure a lord’s lands. They were armed and armoured to keep the locals in line and the territory clear of threats. For example, the Order of the Silver Mountain started as a band of mounted bullies tasked with holding land grabbed by a forgotten Hochland baron. 

Many orders’ foundations were religious, where warrior monks or temple guards evolved into fighting regiments funded by the faithful. Over the centuries they grew in power within the cult hierarchy and wider Empire society. The Knights of the White Wolf, the Order of the Fiery Heart, and the Knights Raven all formed in this way.

Countless orders formed during the Crusades, when knights from the Empire and Bretonnia flocked to fight in Estalia, and later Araby. Brotherhoods of knights came together on campaign and returned to the Empire to establish new orders. The most celebrated example is the Knights Panther, but the Order of the Golden Lion and the Knights of the Blazing Sun were also born from this wideranging conflict.

The Orders

Most knights come from the nobility. Indeed, the higher orders generally consider knighthood their only acceptable warrior tradition. Many noble families have affiliations with specific orders, but some sons and daughters break with tradition to join an order more in keeping with their beliefs or temperament.

Knightly orders vary greatly in size and power, although they tend to share a similar structure. The Grandmaster oversees an Inner Circle of veteran or favoured knights who lead the order. Below them are First Knights or Preceptors who command their own units, who are served by the squires who aspire to knighthood themselves.

Most variation arises from culture and custom. Orders such as the Knights of Sigmar’s Blood are tightly-structured monastic organisations where life is regimented by the hierarchy. Others have a looser chain of command — any knight is free to live as they please, obliged only to respect the values of the Order, guard their reputation, and join the muster when the Grandmaster calls them to battle.  

The majority of knights have a private income from land and property which they use to pay for their trappings and retainers. Others benefit from noble patronage or, in the case of templars, the cult’s coffers. 

Knights in Society

Knights play several prestigious roles in society. Obviously, they serve the military as heavy cavalry, but they also act as guards for exalted individuals and important buildings such as temples and palaces. They are often found playing the role of agent or military advisor to nobles or the wealthiest merchants. 

Individual knights benefit from their Order’s political power or the status associated with their title. They are free to walk amongst the higher orders and the military alike. Some take advantage, abusing their position and privilege to dominate others. 

Knights also entertain the masses. Tourneys and parades bring excitement to the towns and cities of the Empire and the common people enjoy the spectacle of a fully armoured regiment on the move, banners flapping in the wind. 

" + }, + "Becoming a Knight": { + "name": "Becoming a Knight", + "text": "

The most exalted orders restrict their numbers to those of noble background who are recommended by one of the Inner Circle, but there are exceptions. In some Orders, the petitioner must serve in a Pistolkorps regiment before they are deemed suitable for admission. Templar orders accept initiates, priests of monks and nuns into their numbers. They must still prove themselves as a novice, learning humility and confirming their faith. 

Once accepted, the candidate serves as a squire and eventually undergoes some test or trial to test their worthiness. If they pass, they are knighted by the Grandmaster or some other patron of the Order — such as a High Priest, an Elector Count or the Emperor himself. The Order grants the new knight a token of their new status, such as a heraldic ring, medallion or seal.

YOU’RE NOT A KNIGHT!

Knights are important people, far too busy and exalted to do menial work or anything too practical. A Knightly Order is a community that includes many who work to support their social and military betters. Sergeants and men-at-arms accompany the knights in battle, squires, smiths, armourers and ostlers handle weaponry, armour, horses and other trapping. A whole host of household staff maintain the chapter houses and land holdings of the wealthy orders.

Numerous careers can be part of a Knightly Order. Characters following such careers may never be considered a knight, but they are still a part of a powerful organisation. Suitable careers depending on the order include: Advisor, Apothecary, Artisan, Artist, Bailiff, Boatman, Cavalryman, Coachman, Envoy, Guard, Hunter, Investigator, Lawyer, Messenger, Physician, Priest, Scholar, Scout, Seaman, Servant, Soldier, Spy, Townsman, Warden.

Knights as Adventurers

A freelance knight lives a life much like the rest of an adventuring party. But what if you’re playing a member of a Knightly Order, bound by obligations to your comrades and commander?

Most of the time, knights are not charging across a muddy battlefield. While some are posted permanently in one location, many more are expected to venture out into the world to broaden their knowledge, seek intelligence, hone their skills and undertake quests assigned to them. Some act as messengers or diplomats, representing their Order to powerful or important people throughout the Old World and beyond. As a Player, you will have a powerful organisation behind you — but remember that you must honour their oaths and reputation.

Few knights travel alone. They are expected to surround themselves with people to do the work they cannot, should not, or will not do. An adventuring party could be the knight’s retinue of attendants. This can make a good premise for an adventuring party, providing you don’t let your position of authority spoil the game for other Players — and that the knight pays them regularly enough.

A Knight's Trappings

A knight’s possessions are affirmations of their status and identity. Most Orders expect their knights to maintain a level of appearance in keeping with their reputation. This means good quality, well-maintained arms and armour, but also a pristine tabard, horse tack, and the trappings of everyday life suited to their position in society. Knights will be guests at court, so they must have fine clothes and ceremonial attire.

As knights advance in their vocation, they need more attendants and hangers on — as indicated in the career trappings. A Knight Character will need to source and maintain these, possibly from their Order or bought and paid by the Knight themself. From now on, the Knight is responsible for their upkeep. These retainers could be Hireling NPCs (see the rules for generating individual @UUID[JournalEntry.wt3pKdkmXuAHrVyl.JournalEntryPage.QD3EDNjFCIcnaoZw]{Hireling Profiles}), or other Characters in the adventuring party could adopt particular roles. 

Should a Knight reach the exalted position of First or Inner Circle Knight, they will be expected to have their own command. These subordinate knights are assigned by the Order and the Character may lead them in battle, but they’re unlikely to attend the Character at all times. A senior knight could summon subordinates to present themselves but remember that they are important people in their own right and will expect to be treated with dignity and respect — they’re likely to be nobles and mighty warriors, so they won’t appreciate being given laborious or inglorious tasks to perform.

Horses

As you progress through your career as a knight, you will acquire first a riding horse and then a destrier — a powerful warhorse which is deadly in its own right.

Looking after such a magnificent beast is no small task. On campaign or on the road, you will need to secure stabling and groom the horse, either using your Animal Care skill or employing someone else. A trained destrier can cost upwards of 230 GC, so replacing your mount is not easy.

Demigryphs

In some Knightly Orders there are Inner Circle knights brave enough to ride @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryphs} into battle. They must prove their worthiness by venturing into the forest and capturing one of these terrifying beasts themselves. Even a trained Demigryph is a temperamental, savage beast. In battle, they strike swiftly with their talons and beaks, while their rider thrusts at the enemy with a cavalry halberd.

Travelling with a @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} is discouraged by most Knightly Orders, as they are precious beasts which are difficult to keep. If you do leave the Order’s stables, you’ll need to find large secure stables or a thick rope and a sturdy tree — they are hardy animals which can sleep outdoors. They have a healthy appetite, so you’ll need to find the equivalent of a whole pig every day. In the wilderness they can hunt for themselves, but there is a 15% chance they won’t return if left to their own devices.

For more on Demigryphs see @UUID[JournalEntry.6XSMjwGARF7nUT3F.JournalEntryPage.5D9fk3X3DYCHvAwD#demigryph-knights]{Demigryph Knights}.

Other Mounts

There are legends of knights who ride even more unusual beasts, including giant winter wolves, thundering war bulls, dragons, or exotic creatures from Lustria. There may even be some truth to these stories. Grandmasters can ride even more impressive mounts when commanding an army. Some Orders can afford to provide their leaders with a trained @UUID[Compendium.wfrp4e-core.actors.8g9rnHLiZ1pJcPPt]{Griffon} or @UUID[Compendium.wfrp4e-core.actors.Yee9gwxJUceGbnO2]{Pegasus}, giving them the benefit of flight to soar above the battlefield and swoop in where their leadership is most needed.

Into the Woods

Lord Gottfried Bundebad is a grizzled former First Knight who left the Order of Glinting Steel after seeing too many peers promoted through nepotism and internal politicking. Now he sells his services to minor nobles looking for muscle and military advice.

He is assembling a small unit of knights and warriors to accompany him into the Forest of Shadows to defeat the @UUID[Compendium.wfrp4e-owb1.journals.12QHS8dyGj5a0NA6]{The Cluster Eye Tribe} Goblin Tribe. When they bring back the head of Warlord Gritl, none will doubt the prowess of his new band.

" + }, + "Knightly Orders of the Empire": { + "name": "Knightly Orders of the Empire", + "text": "

Players may want to choose a Knightly Order from this list which appeals to how they see their character. Many other Knightly Orders exist, and further confusion may result from the fact that some of the listed Orders go by various names, but the following are likely to be known to any Old Worlder with an interest in military affairs or history.

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OrderAffiliationPoints of Interest
Black BearSecular —AverlandBoisterous and argumentative, the Order is very fond of tourneys to prove their martial prowess and their capacity for alcohol.
Black GriffonSigmarActive in Averland and guardians of pilgrims to a temple in the Black Mountains, where Sigmar is said to have rested before the Battle of Black Fire Pass.
Black Guard of MorrMorrKnights of this Order act as wardens for cemeteries, mausoleums and other sites sacred to Morr. They wear fully-enclosed obsidian black armour and observe a vow of silence when not in combat.
Black RoseMorr — TalabeclandA small Order formed during the Black Plague, they have a long history, even serving as bodyguards to the Count of Stirland and Talabecland at different times. They are adorned with skulls and symbols of Morr.
Blazing SunMyrmidiaThe predominant Myrmidian Order in the Empire, the Blazing Sun brings tactical ingenuity to the battlefield. Knights travel the land looking for challenges to test their skills.
Bloody FistUlricUlrican knights outside the control of the cult, the Bloody Fist are based in Ostland, where they face hostility from the largely Sigmarite population. They are brutal fighters and often ally with Ogre mercenaries.
Bloodied SpurSecular — WissenlandAccomplished horsemen, the Bloodied Spur’s charge is feared by their enemies. They were depleted but victorious at the Battle of Nuln against the hordes of Tamurkhan in 2511.
Broken SwordSecularFormed when freelance knights banded together to fight beastmen under Preceptor Barthos, This Order prizes individualism and eschews hierarchy. They have their chapter house in Schoppendorf.
ColdfireSecular-EmperorObscure and secretive, the Coldfire knights answer only to the Emperor and enact his will to eliminate threats. Karl-Franz has been reluctant to use them.
Crystal LanceSecular — TalabeclandRecruiting at pace to restore numbers after devastating loss of knights in battle against the Sorceror Lord Vethric, Grandmaster Copperfinger accepts almost anyone into the Order if they can ride and fight.
Divine SwordSigmarA once-important Order that rode to battle with Grand Theogonist Kurt III against the armies of the Vampire Count, Mannfred von Carstein, it fell from favour due to cult politics. Today, their dwindled number is reduced to reckless sorties on the Empire’s borders.
EncarmineSecularFoppish and wealthy, the Order recruits only the privileged. They fight in red armour with two swords, eschewing a shield as a ‘commoner’s defence’.
Everlasting LightVerenaScholar knights who champion justice with rhetoric and the sword, The Order has been cursed with bad luck since their founding during the Crusades.
Fiery HeartSigmarZealous templars of Sigmar, the Order is responsible for protecting the faithful and the Sigmarite priesthood, including the Grand Theogonist. They seek the lost Dwarf blade Karaghul for reasons unknown.
Glinting SteelSecular — MiddenlandThese knights take pride in immaculate presentation and discipline. They are rivals of the Knights of the White Wolf, who they deem ‘unseemly’.
Gold LionSecularFamously loyal to the Empire, the Gold Lions are implacable in battle. The Order gives away much of their wealth but does maintain a small stable of Demigryphs for the Inner Circle.
Hammer of SigmarSigmarAn order of zealots, knights ride into combat with cavalry hammers and a fanatical devotion to Sigmar. In times of peace, they proselytise from horseback to instil faith in the masses.
Jade GriffonSigmarA Templar Order that is trying to live down the shame of Aekold Hellbrass, the knight who became a Champion of Tzeentch. Vociferous in their hatred of Chaos, they fight with Zweihänders.
Knights GriffonSigmarFounded by Magnus the Pious in Nuln and charged with guarding temples of Sigmar, it maintains a large stable of Demigryphs.
Knights MarinerManann — MarienburgA prestigious Order of Templars, the Order is well-funded by the Marienburg cult and their mercenary inclinations, and maintain a fleet and several chapter houses in the Empire.
Knights of the ArrowAmber College of MagicA small order with lodges in the Reikwald, the Amber Order provides demigryphs for the knights to ride in battle.
Knights of the BullSecular — OstlandAlso known as the Stubborn Bulls, knights fight with two-handed swords and are adept at negotiating the heavy forests of their home province. Their Grandmaster is Leopold von Raukov.
Knights of the ScrollVerenaKnights of the Scroll safeguard places of knowledge and priests, and are often charged with seeking lost knowledge in dangerous places. They cover their armour in parchments and inscriptions of knowledge they deem important.
Knights of the Setting SunSecularThey have chapter houses in the foothills of the Grey Mountains. Members harbour a deep distrust of Bretonnian knights and the Asrai of Athel Loren.
Knights of the StagSecular— TalabheimDeeply distrustful of other Knightly Orders, the Knights of the Stag take pride in fighting in close formation.
Knights PantherSecularA renowned and powerful Order throughout the Empire, its knights can be found on countless battlefields and in the higher echelons of society.
Knights RavenMorrOfficially the Order of Deserved Rest, members are recruited from vampire hunters. They are experts in fighting the undead, and often raid into Sylvania from their chapter house in Siegfriedhof.
North StarNordlandThese protectors of Nordland and champions of the Emperor are based in Salzenmund. Arrayed in midnight blue and black, they are suspected of divided loyalties between Nordland and Altdorf.
Northern CrossUlricKnights of the Northern Cross vow to reject the comforts of civilisation. From their lodge high in the northern Middle Mountains they live an austere life battling the beastmen and greenskins of the highlands.
OsterknachtOstermarkThe Honour Guard to the Chancellor of Ostermark, they are adept at politics and defensive warfare, and are notoriously superstitious.
Red ShieldsSecular — TalabheimThe Elector Count of Talabheim’s personal bodyguard, the Red Shields are renowned for their mastery of the longsword.
ReiksguardSecular — ReiklandLead by Grandmaster Hellborg, it is the most powerful Knightly Order in the Empire and the Emperor’s guard and elite army.
Righteous SpearMyrmidiaCountless sub-orders are named for Myrmidian miracles, including the Knights of the Merciless Titan and the Knights of the Starry Shield.
Sacred ScytheStirlandFeared and distrusted by locals, these scythe-bearing knights are willing to do terrible things to keep the Sylvanian undead at bay.
Shining Sword SecularFounded by an outcast knight who recovered the Solland Runefang after it was lost for centuries, members claim to be descendants of the fallen Order of the Southern Sword, champions of Solland since the time of Sigmar.
Sigmar's BloodSigmar — Talabecland, Averland and StirlandMembers of this Order are recruited from the nobility of Talabecland, Averland and Stirland. They carry white lances marked with black flames in commemoration of the Battle of Black Fire Pass.
Silver MountainSecular — HochlandThis Order is dedicated to the protection of Hochland, closely allied with the Ludenhof family. Each knight has a vision of a shining silver peak in the Middle Mountains, which has never been located.
Sons of ManannManann — EmpireThey patrol the Empire’s coast, and fight with cutlass and buckler when on foot. The Order has poor relations with the cult hierarchy in Marienburg, who see them as lackeys of the Empire.
Sword and ScaleVerenaProtectors of Verenan temples and dignitaries, the Order takes up arms on behalf of judges or against tyrants who abuse the rule of law.
Taal's FuryTaal — TalabeclandEntirely mounted on Demigryphs, they vow to purge Chaotic influence from nature. Knights carry halberds and countless charms and fetishes to invoke Taal’s blessing.
Twin-tailed OrbSigmarThese ferocious holy warriors dwell in chapter houses high in the World’s Edge Mountains. The Chaos Lord Archaon once belonged to the Order, but this is a secret known to only a few.
Vengeful SunSecularThis small Order — entirely mounted on demigryphs — originated during the Vampire Wars. Their chapter house is located outside Bogenhafen.
White WolfUlricTemplars of Ulric, this large and powerful Order defends the temples and priests of Ulric wherever they are found. They prefer to fight helmetless with cavalry hammers.
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" + }, + "Notes upon Contemplating Mediocre Umgi Harness": { + "name": "Notes upon Contemplating Mediocre Umgi Harness", + "text": "

The first thing any Dawi smith notices about Umgi-made armour is how thin and pliable it is. The steel of several breastplates I examined were barely the thickness of the nail of a big toe, and I could take it in my hands and flex it with little effort. Despite this apparent flimsiness, the steel was well forged and tempered; even when subjected to significant duress, it came springing back into its intended shape. The thin sheet could not withstand the same punishment as equivalent pieces of armour produced by Dawi smiths, but we must not judge the Umgi armour on its durability alone. Miserliness and incompetence may account for certain shortcomings of the armour, but the steel is necessarily light and thin so that it can be borne by the feeble Umgi frame upon which it is worn.

\n

The second thing one notices is the terrible stench that comes off Umgi armour. This is because if you say the word ‘galvanise’ to your typical Manling smith he’ll stare at you with all the incomprehension of an inebriated Cave Troll. Instead, they deal with rusting suits by polishing the metal with a coarse paste of sand mixed with their own urine.

\n

Manling smiths typically use rivets and leather strapping in order to hold their suits of armour together as a coherent unit, welds being beyond the ability of most of them. Here we see pieces of armour produced in the land of Tilea and known as a Miraglianese harness. This design of suit is popular even in the Empire, where local smiths prefer to embellish on the designs rather than put in the honest labour required to forge their own. Here is a guide to the inefficient terminology Manlings use to describe their underwhelming mail.

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Helms worn by Manling knights come in a bewildering array of designs, ever changing according to the fleeting fads that prevent the establishment of true best practices and crafting traditions. This design is commonly known as an armet. It is padded with a layer of wool which is stitched into a lining which is then riveted to the inside of the helm. This is to protect the delicate Umgi skull without causing discomfort. Proper Dawi helms are lined with tough padded leather, which is less comfy but rather more durable and better at absorbing shock. The visor of the helm is removed by withdrawing a pin from either side. These pins are often lost in battle, compromising the helm. The helms of Dawi Ironbreakers do not suffer from this flaw because our smiths know the value of taking the time to craft a proper hinge. The faceplate, known also as a wrapper, covers the visor and cheek pieces. That so many pieces of metal are required to form one helm woefully compromises its strength and integrity. Only the blind among you will fail to see that an Imperial smith has added fancy decorations declaring their fealty to the Dwarf-friend Sigmar. Admirable, but do they need to be such overly elaborate adornments when a neat bit of runic script would do the same job without compromising the integrity of the structure? As for the ludicrous crest, least said soonest mended.

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The large shoulder guards are called gardbraces by the Umgi. They are outsized and over-elaborate pieces that are pinned to the pauldron due to the Manling love of conducting warfare from the back of galloping nags, being so formed as to best absorb the impact of a lance. More leather straps and rivets are employed to fix the armour in place, the whole affair being so complex that an armoured Manling is dependent on the support of an assistant known as an arming squire just to get in and out of their suits. The thin strips of steel used to make the armour articulate are known as lames and they attach to the couter (what we would call the elbow cover) through an intricate system of rivets. This design isn’t too bad really, being inspired by the work of our own smiths in the days of High King Ironbeard, the Umgi having just about mastered its fundamentals.

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The cuisse is a flange pierced with holes that is attached to the bottom of the flimsy doublet most Manlings wear under their breastplates. It is made from leather and so will wear out before so much as a century of use. The poleyn, which is what sensible folk would call a kneecap, is fitted to more lames allowing the leg to bend without exposing any bare flesh. The greave, or calf armour, is trapped over the inside of the leg. You may remark on the ridiculous tapered sabatons Manlings wear on their feet. You’d be tripping over yourself if you had to march down the Ungdrin Ankor wearing such monstrosities! Again, their design is explained due to the strange desire to make war from horseback, the pointed ends making it easier for an Umgi knight to find a way into their stirrups.

\n
" + }, + "Freelance": { + "name": "Freelance", + "text": "

You pursue the life of the knight, but without the obligations to, or the protection of, a Knightly Order.

Not all knights belong to an order, there are those who are knighted independently by a noble, others declare themselves a knight, and there are some who leave (or are thrown out…) of an Order to forge their own path. These are known as ‘freelancers’, knights who fight for coin, honour, or some peculiar motive of their own.  Some are hardened mercenaries or little better than bandits. Others are champions of the downtrodden or selfless unsung heroes of the people.

Freelancers are as diverse as their origins. They wear their own colours, which may be a family crest if they are noble or heraldry of their own devising. Eccentric arms and armour are common, assembled from their own preferences or whatever they can obtain and maintain. They are often viewed with suspicion, as they have no Order to vouch for their disposition, but if their actions are heroic, they can become popular.  Advancement outside an order is unstructured — typically a freelancer grows their retinue and eventually leads their own troop of knights. An example of this is Voland’s Venators, a notoriously rowdy band of knights who fight as mercenaries in Tilea, the Border Princes, and the Empire.

Species: Human

Class: Warrior

Freelance Advance Scheme

WSBSSTIAgiDexIntWPFel
    

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.TLx7hxFsMrlI5cUs]{Squire}

Status: Silver 1
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.RLQHm1s4IuY9RSr2]{Gossip}, @UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Farrier)}
Talents: @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}, @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}
Trappings: Leather Jack, Mail Shirt, Riding Horse with Saddle and Tack, Shield, Trade Tools (Farrier)

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.R8L5ZeyfYdK2G3qy]{Freelance Knight}

Status: Silver 2
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Any)}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.spdiWsONKTzkLbg3]{Stone Soup}
Trappings: Destrier with Saddle and Tack, Melee Weapon (Any), Plate Armour and Helm, Personal Heraldry

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.fUkza08rg5nl8XET]{Freelance Captain}

Status: Gold 1
Skills: @UUID[Compendium.wfrp4e-core.items.pKLMbmG3Ivt6mzMf]{Haggle}, @UUID[Compendium.wfrp4e-core.items.7pQo66cESWttzIlb]{Gamble}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Barding, Small Retinue of Followers

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.yeEUFcS607PPA1Y0]{Knight Commander}

Status: Gold 3
Skills: @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck}, @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}
Trappings: Company of knights, Squire

" + }, + "Knight of the Blazing Sun": { + "name": "Knight of the Blazing Sun", + "text": "

 ‘My Goddess is a patron of strategists. If one knight has been assigned to guard her temple, then one knight is sufficent to the task. Though only I stand before you, Myrmidia herself stands behind me. Now, which of you shall be the first to die?’

– Cristobál Cardana, Knight of the Blazing Sun

You embody the values of Myrmidia and ride at the forefront of her templar knights.

The Knights of the Blazing Sun are templars of Myrmidia and the goddess’ largest Order in the Empire. They have a good reputation, but suspicion surrounds knights dedicated to a war goddess often regarded as foreign to the Empire. The Order favours nobles who are willing to declare their faith in Myrmidia and rise above petty inter-cult rivalries. A wealthy Order, a steady stream of gold flows into their vaults from Tilea and Estalia and expeditions further afield.

The Blazing Suns are renowned for their study of strategy and tactics in both warfare and personal combat. Myrmidia prizes the enquiring mind, invention, and the cultivation of diverse knowledge, so knights hone their judgement, resourcefulness and skills in diplomacy. Commanders often grant individual knights independence to choose how to engage an enemy or a situation.

The Blazing Sun command structure consists of a Grandmaster in the Empire who oversees outfits known as komturies throughout the land. Each of these closely-bonded fighting groups is commanded by a Hochmeister, who leads his knights in battle and selects them carefully to fulfil specific missions. There are smaller crusading sub-orders, most notably the Knights of the Corona and the Knights of the Gleaming Shield, with chapterhouses in Magritta and the Spice Port of Copher, respectively. Each is tasked with embodying the spirit of their parent order, but with certain alterations intended to make them more admirable in the eyes of the different cultures within which they operate. The Knights of the Verdant Field are knights in name only, as they are elite foresters based in Talabheim.

History

At the beginning of the Crusades, bands of knights marched into Estalia to expel the Sultan's occupying armies. In 1456 IC a group of sixty knights from one such company protected Magritta when the dreaded Black Scimitar Guard attacked. As the knights fought tenaciously in the Temple of Myrmidia, an earthquake shook the city. A colossal bronze statue of the goddess toppled onto the Arabyans and crushed them. The knights praised Myrmidia and swore to fight in her name. The Order was later established in the Empire where it grew its reputation on the battlefield. They were among the first to support Magnus during the Great War Against Chaos.

Locations

The Order’s komturies are found in cities and large towns. The seat of the Grandmaster is in Talabheim, where the Order built its first temple. There are also substantial komturies in Nuln, Wurtbad and Wissenburg. The Blazing Suns have a limited presence in Middenland and Nordland, where the Cult of Ulric makes them less welcome. They maintain a small fleet in Marienburg to fight Norse pirates and serve the island komturie of Svunum, the Order’s most northerly holding.

Entry into the Order

Petitioners must be noble, but Hochmeisters have less interest in status or regional origin than they do in the quality of the aspirant.

They must prove their intelligence and curiosity about the world, demonstrating interests beyond warfare, such as the arts, philosophy, engineering, or statecraft. An aspirant must be wealthy, to pay for the forging of his own armour and weaponry and must provide his own destrier. The remainder of his wealth is given to the Order’s coffers, to be held in common for the service of his brothers-in-arms. The exception to this selection process are knights who can trace their lineage back directly to one of the Sixty who first formed the Order. Even if their family has fallen into poverty, they are deemed worthy to join the inner circle.

Before becoming a novice, the majority fight as pistoliers to learn the art of ranged combat. Once accepted all novices are expected to divide their time between intense study, combat practice and learning about the world outside the komturie. An initiate to the Order is expected to wander the Old World for a year and a day, emulating the heroic deeds that Myrmidia performed as a mortal.

During this period the knight must face nine trials, including tests of knowledge, inventiveness, devotion to Myrmidia, and skill with weaponry. Few pass on their first attempt and the Priests of Myrmidia explain patiently that a true knight must learn from failure. When they succeed, novices are knighted by one of the Inner Circle.

Livery and armour

Knights of the Order wear black-lacquered armatures trimmed with polished gold. Their banners, horse barding, shields and breastplates are emblazoned with a stylised golden sun, symbolic of their conversion to Myrmidia in the sunbaked plazas of Estalia. The inner circle of the order are selected from the richest families, their high status is reflected in armour detailed in gold, jet, and diamond.

In Battle

Blazing Suns take pride in versatility and ingenuity in combat. Before any battle they study the disposition of their foes, the lie of the land and any unusual circumstances. They then deploy weapons and tactics best suited to the situation. This may require improvisation or invention, such as switching weapons mid-fight or using mirrored shields to blind the enemy.

 

Species: Human

Class: Warrior

Knight of the Blazing Sun Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.8BFuW6timifRDI3u]{Novice}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.61L9aX2z164cjm7K]{Language (Classical)}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.Item.1IVGksL10N7GVrw3]{Noble Blood}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}, @UUID[Compendium.wfrp4e-core.items.Item.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Leather Jack, Mail Shirt, Riding Horse with Saddle and Tack, Shield, Trade Tools (Farrier), Religious Symbol (Myrmidia)

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.6snqiJEmmAXtE6lW]{Knight}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}
Trappings: Destrier with Saddle and Tack, Melee Weapon (Any), Lance, Plate Armour and Helm

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.vdRsYrOg7AEUOY1B]{Hochmeister}

Status: Gold 2
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}
Talents: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Any)}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}, @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}
Trappings: Barding, Small Unit of Blazing Sun knights

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.fIrReaJPxcCObh05]{Knight of the Inner Circle}

Status: Gold 4
Skills: @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Blazing Sun)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.OROfMcVqRnZHINkU]{Wealthy}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}
Trappings: Great Helm with Sun emblem, Squire, Large Unit of Knights or Several Small Units of Knights

" + }, + "Knight of the White Wolf": { + "name": "Knight of the White Wolf", + "text": "

 Take a deep breath lad. Good. Now look over that parapet again. Now, you can either fight those beastmen, or you can fight me — which is it going to be?

Good choice, girl.’

– Templar Sergeant Lars Gustafson to his squire, Wulfgardt

You embody the ferocity and strength of the god of battle, wolves and winter.

There are few sights more evocative of the Ulrican faith than that of a heavily armoured and heroically hirsute knight galloping into battle swinging a cavalry hammer. The Knights of the White Wolf are the largest templar order in the Empire, charged with protecting Ulric’s holy sites wherever they are found.

But Ulric’s faithful do not favour passive guard duty, so White Wolves are ever active in the field, hunting down all who threaten the god’s worshippers. Supreme authority sits with Ar-Ulric in Middenheim, but there are multiple Grandmasters across the Empire and beyond.

The White Wolves are renowned for their ferocity in battle, their intense loyalty to one another, and a tendency to impetuousness. They are more at home tearing into the enemy than showing off on the parade ground or becoming mired in politics, which means that they are usually content to follow their Grandmaster’s orders providing it leads to glorious battle.

Each Grandmaster oversees a chapter house with several battle companies. These adopt specific colours into their heraldry. For instance, the Red Company are local to Altdorf whilst the Blue Company have their headquarters outside the city of Middenheim. Each company dedicate a unit of their finest warriors to guard the High Temple of Ulric in Middenheim. There is often friendly rivalry between battle companies, who compete in informal competitions, such as wrestling, axe bouts, and feats of hunting or strength.

History

@UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.jza73azXzLy0oVCy]{The Cult of Ulric} claim the White Wolves are the oldest Knightly Order in the Empire, established as protectors of the Wolf God’s priests long before the coming of Sigmar. But it was many centuries before the holy warriors of Ulric evolved into anything resembling a knightly order. For millennia they played an important role in northern Imperial politics — the backing of a Grandmaster could resolve many a power struggle without a drop of blood spilled. During the Age of Wars and Age of Three Emperors, the Order split between those who sided with Middenland, Middenheim and later Talabheim when Ar-Ulric decamped there in 1360 IC. 

Locations

The Order’s home is Middenheim, but all cities and most major towns have a White Wolf presence, with the number of knights dependent on the importance of Ulric and his temple amongst the local populace. The chapterhouse in Altdorf has two battle companies to ensure Reiklanders remember Ulric’s status, whereas the Nuln temple has a relatively small, relatively belligerent presence. 

Middenheimers are proud of the White Wolves. The Feast of the White Wolf is an annual event when the cult’s faithful assemble on an ancient battlefield where the Order fought a Chaos horde many centuries ago. More details of the Order in Middenheim can be found in @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.dBIV62DP69lOoUAV#military-leaders]{Military Leaders} in Middenheim: City of the White Wolf.

There are also chapterhouses in more remote locations. The Grey Wolf Temple in the Grey Lady Pass is a fortress garrisoned by a company that patrols the pass to keep it safe for travellers. 

Entry into the Order

The White Wolves are open to male nobles and commoners alike, but only those who show bravery in combat and a true dedication to Ulric are admitted. Candidates must be sponsored by a senior priest, or a prominent Ulrican noble. Once accepted, a novice serves as a squire for a veteran knight in return for combat training.

When the novice’s master decides he is ready, he is put forward for initiation. After swearing to uphold the Order’s oaths (see below), he goes weaponless into the wilderness. Should he return with a wolf pelt, he is deemed worthy and knighted by a High Priest. If he does not return, the Wolf God has made his judgement.  A White Wolf is expected to uphold the oaths of the Order at all times. He swears to obey Ar-Ulric, protect the cult’s priests and temples, and keep Ulric’s strictures.

Livery and armour

The White Wolves prefer to ride into battle bare-headed, wielding great cavalry hammers and forgoing the use of shields. Livery is red, with a secondary colour taken from the relevant battle company. They wear the wolfskins they won during initiation and affect a wild appearance, with long hair and beards blowing in the wind.

In Battle

Generals are always eager to field the White Wolves, for their ferocity and bravery is devastating to any enemy army. But they are impulsive. When their blood is up they throw caution to the wind and charge into the fray.

 

Species: Human

Class: Warrior

Knight of the White Wolf Advance Scheme

WS

BS

S

T

I

Agi

Dex

Int

WP

Fel

 

 

 

 

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.TFBXbxzcvuPcPCY7]{Novice}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}, @UUID[Compendium.wfrp4e-core.items.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Farrier)}
Talents: @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}, @UUID[Compendium.wfrp4e-core.items.zImcTgEl2XNnbu5W]{Hardy}
Trappings: Leather Jack, Mail Shirt, Riding Horse with Saddle and Tack, Cavalry Hammer, Trade Tools (Farrier), Religious Symbol (Ulric)

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.BJDcsaKX4rNkOetn]{Knight}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.jQmIu8P85tF0njmD]{Seasoned Traveller}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}
Trappings: Destrier with Saddle and Tack, Plate Armour, Wolfskin Cloak

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.erSqxXirN1npr834]{Templar Sergeant}

Status: Gold 2
Skills: @UUID[Compendium.wfrp4e-core.items.R2ytluHiEFF2KQ5e]{Consume Alcohol}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}
Talents: @UUID[Compendium.wfrp4e-core.items.BlHVzfs0Ow6IYEDw]{Furious Assault}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Any)}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Barding, Small Unit of White Wolf knights

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.Isir3duZW3XqMtyU]{Company Commander (Inner Circle)}

Status: Gold 3
Skills: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Ulric)}
Talents: @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Cool-headed}, @UUID[Compendium.wfrp4e-core.items.xx8SgdWYEjKct7ym]{Implacable}
Trappings: Novice, Company of White Wolf knights

" + }, + "Knight Panther": { + "name": "Knight Panther", + "text": "

 ‘People see the Empire, its shining armies, its fleets, its fortunes, its technological marvels, and they think it is strong. But it is riven with division, sown through with Chaos, and beset on every side by terrible foes. The Empire is weak, Mistof, which is why we must be strong.’

– First Knight Matilda of Talabecland

You are dedicated to ensuring the fidelity of the Empire and defending it from Chaos.

The Knights Panther are the most widespread secular order in the Empire, second only to the Reiksguard in power. They are not aligned with any province and will lend military aid to any general or leaders deserving of their support.

The Order is celebrated for prowess in battle, a fanatical hatred of mutants and a degree of political acumen which allows them to stay aloof from most petty disputes. As such, they have become a symbol of a unified Empire.

The Knights Panther have dozens of chapter houses under the leadership of Grandmaster Baron Heinrich von Torlichhelm. Some regiments adopt company names and tactics peculiar to themselves — examples include the Bared Fang Regiment, who are known for fighting with escalating zeal, the Panther’s Claw Squadron who fight bravely alongside Dwarfs, and the Savage Cats who use their lances to keep flying enemies at bay.

History

Like so many orders, the Knights Panther originated during the Crusades against Araby. A grand army of knights from Bretonnia and the Empire battled the Sultan, culminating in the Battle of Al-Haikk in 1451 IC. During the campaign, a brotherhood of knights looted the Sultan’s palace and pleasure gardens for gold, jewels, and exotic animals. On their return to the Empire, this band became the Knights Panther, named for the beautiful giant cats they had taken from Al-Haikk. During the following 1000 years, the Order grew in size and power. They took to the field in every major conflict that threatened the Empire — from the Vampire Wars to the Incursions of Chaos, and every greenskin Waaagh! that crossed the mountains. 

Locations

There are significant chapter houses throughout the Empire, with the seat of the Grandmaster at Fort Tarielshof outside Carroburg. The Middenheim chapterhouse is significant — as befits the sworn guardians of Graf Todbringer. In Talabheim, the Knights Panther are the elite cavalry in the Elector’s armies under the command of Werner von Kriegstadt. The Panthers mount more foreign expeditions than other orders. At any time there may be regiments of Panthers allying with the men and Dwarfs of the Border Princes, Estalia, Kislev, Tilea and Araby.

A NASTY SURPRISE

Sir Jakob Vallenz is a veteran Knight Panther who has learned of a Khorne cult at work in the Forest of Shadows, who follow the Order’s companies wherever they battle Beastmen and draw strength from the bloodshed. He wants a group of resourceful types to uncover and destroy the cult — but given a possible link to the Panthers, he needs them to be discreet. This becomes even more important when the Characters discover that the cultists include brother knights.

Entry into the Order

Almost every petitioner to the Knights Panther comes from the nobility. However, commoners are sometimes accepted when they have displayed ‘nobility of spirit’ and truly remarkable combat prowess. The Panthers take more squires than any other order, but they still require sponsorship by a First Knight or member of the Inner Circle. There is an unspoken agreement to refuse petitioners with strong devotion to a single god or partisan support for a specific province.

Before initiation, squires must hunt down and single-handedly kill a mountain or forest cat. They must place the pelt beneath their saddle to become full members of the Order. Any member of the Order, from the servants to the Grandmaster, must abide by the following edicts:

  • Defend the integrity of the Empire and defy those who preach division or secession

  • Never suffer the bearer of the mark of Chaos to live

  • Render full and appropriate service to your superiors

  • Remain true and loyal to the Order’s allies

In certain times and places these oaths have been modified to reflect a particular circumstance, the most notorious contemporary example being the particular (and peculiar) bond of mutual support the Middenheim Chapter shares with the ruling Todbringer family.

Livery and armour

The Knights Panther take great pride in their appearance on the parade ground and battlefield. Their heraldry depicts a yellow panther on a blue field and their colours and their panoply reflects this, with lacquered armour and horse barding in the same tones. They are easily recognised by the great cat pelts they wear and their distinctive tall heraldic crests surmounted with a bestial head.

In Battle

Knights Panther employ classic shock cavalry tactics, charging in, then fighting with sword and shield to overcome their enemy. They are renowned for impeccable manoeuvres, each regiment moving as one. Although accomplished fighters, they are reluctant to fight on foot.

Species: Human

Class: Warrior

Knight Panther Advance Scheme

WSBSSTIAgiDexIntWPFel
    

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.jg9aBz9Jme3W5Mfi]{Squire}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.LGHozP5gmQ8cuDQV]{Athletics}, @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.4IGdIhnwTaZijzg7]{Charm Animal}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Empire)}, @UUID[Compendium.wfrp4e-core.items.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.rt1yfcjZoeSulddW]{Melee (Cavalry)}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Farrier)}
Talents: @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (any)}, @UUID[Compendium.wfrp4e-core.items.9CAkY3SQjQxRTlNJ]{Roughrider}, @UUID[Compendium.wfrp4e-core.items.qZ4cFy6z482ZONuA]{Sturdy}, @UUID[Compendium.wfrp4e-core.items.zGQ0ShUTSlUvVtWh]{Warrior Born}
Trappings: Leather Jack, Mail Shirt, Riding Horse with Saddle and Tack, Shield, Trade Tools (Farrier)

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.ab5Ol9OFI1bgHmbV]{Knight}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.CcNJsS4jSwB6Ug1J]{Endurance}, @UUID[Compendium.wfrp4e-core.items.I0yPc4PH5erWJLmu]{Intimidate}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.0hn6UaKq8CoZP2zD]{Menacing}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}, @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.JLzJws09GMw9GWBV]{Coolheaded}
Trappings: Great Cat Pelt, Destrier with Saddle and Tack, Melee Weapon (Sword), Lance, Plate Armour and Great Helm with Bestial Crest, Ring or Medallion with Panther emblem

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.tRj53wr26l4JCtjB]{First Knight}

Status: Gold 2
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Any)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}
Talents: @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Chaos)}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}, @UUID[Compendium.wfrp4e-core.items.8oWhzlcw7oiHGMFu]{Unshakable}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Barding, Small Unit of Knights Panther

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.xQ9JREArZkDHi5g0]{Company Commander (Inner Circle)}

Status: Gold 4
Skills: @UUID[Compendium.wfrp4e-core.items.bVdhLdfuSAfMi3qq]{Secret Signs (Knights Panther)}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.DS44h27iCOvUBa4O]{Disarm}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}
Trappings: Squire, Large Unit of Knights Panther or Several Small Units of Knights

" + } + } + }, + "The Cult of Myrmidia": { + "name": "The Cult of Myrmidia", + "pages": { + "The Cult of Myrmidia": { + "name": "The Cult of Myrmidia", + "text": "

In the sun-kissed regions of Tilea and Estalia, a traveller cannot fail to notice evidence of the worship of the Goddess of War, Myrmidia. With conflict always looming, it is natural that people seek spiritual guidance and blessings in the art of war.

The Myrmidian Faith

Seat of Power: The Archecclesiastium, the chief temple in Magritta

Head of the Cult: La Aguila Ultima Isabella Giovanna Luccelli

Primary Orders: Order of the Blazing Sun, Order of the Eagle, Order of the Righteous Spear

Major Festivals: No fixed holy days, but celebrations to Myrmidia are held at the beginning and end of campaigns and it is common practice to sacrifice to her before and after a battle

Popular Holy Books: Bellona Myrmidia, Bellum Strategia, The Book of War

Holy Symbols: A spear behind a shield, an eagle

" + }, + "A Faith in War": { + "name": "A Faith in War", + "text": "

Myrmidia provides comfort to the soldier on the eve of battle, but also invokes strength in the townsperson who must traverse the dark alleyway, clutching their dagger nervously. She inspires courage to the peasant embattled by inhuman raiders from the wilderness. At some point in their lives, many Old Worlders will have invoked the aid of Myrmidia at a critical juncture, when a violent death seems certain, or when loved ones are called to war. 

Statues of the goddess portray her as a woman in the prime of youth, standing tall, head held high, clad in the traditional panoply of classical Remas, a plumed helm and muscled cuirass of bronze. She leans on a spear, and bears a shield emblazoned with an eagle — symbol of her keen insight and broad view in battle. A lion often rests at her feet, showing how she can subdue even the strongest foe with her feats of arms. 

Myrmidia does not favour brute force or mindless bloodshed. She is patron of the art and science of war, who recognises both the elegance of single-combat and the sweeping vision of grand strategy. She rewards those who fight their wars with honour. She endorses the pursuit of wisdom in warfare and inspires commanders with tactical brilliance on the battlefield, and individual fighters with quick-witted swordplay.

Myrmidia is also the patron of the cunning ruse and well-timed ambush, but she is not a cruel goddess. The defeated enemy must be granted clemency if they submit and captured towns and cities must be spared the ravages of sacking. She grants victory to the honourable but is the staunch nemesis of hubristic conquerors who visit woe upon the vanquished.

Foundations of the Cult

Myrmidia is an unusual deity. Most of the gods of the Old World pantheon arise during the time before Sigmar, when records were unreliable and the deeds of the gods and formation of their cults a matter of much dispute. Even the most devout Ulrican might consider many stories associated with him to be parables or legends rather than historical realities. Then there is Sigmar himself, whose earthly deeds are considered fact and whose apotheosis is granted by most Old Worlders.

The foundation of Myrmidia’s cult, on the other hand, has parallels with both that of Sigmar and those of the other gods, being a confusing mix of historical fact and legendary origins. To add to the confusion, each of the main holy texts of the Myrmidian cult, The Book of War, Bellona Myrmidia, and Bellum Strategia all give different accounts of her origins and place varying emphasis on the importance of her story.

Furthermore, there is a fierce controversy within the cult as to whether Myrmidia is a Tilean goddess or an Estalian one. This debate stokes great division between the Great Temple of the goddess in Remas and the Archecclesiastium, high temple of Myrmidia in Estalia. 

The Tilean Tradition

Tilean folklore has it that all people of the Southern Old World are descendants of those who fled the disaster that claimed the city of Tylos. Indeed, the records of both Elves and Dwarfs give credence to the notion that a mighty city once existed in the area now swathed by the Blighted Marshes. Rising waters, meteor strikes, and corruption from within are variously blamed for the destruction of Tylos. Most scholars agree that it did exist but ceased to be around -1780 IC.

The Bellona Myrmidia, principal text of the Tilean arm of the cult, claims that the ruler of the city was also named Tylos, and that he made a covenant with a goddess of Civilisation, Beauty, and Honour who helped him nurture his city to greatness. This goddess abandoned Tylos due to his pride and envy, and shortly afterwards the city was destroyed. According to the text, this goddess was an incarnation of Myrmidia, and that during this time she was a pacifist like her sister, Shallya.

According to legend, the twins Lucan and Luccina founded Luccini among the ruins of an ancient Elf city in 1 IC, and other Tilean cities were established in the centuries that followed. The Bellona Myrmidia has it that the first recorded site of Myrmidian worship is Remas, where they claim she was born as a mortal. Remans stubbornly insist that the goddess’ place of birth was their city, and for proof point to the sacred Omphalos on display above the high altar of the colossal Reman temple — a huge egg-shaped stone, cleft in two, crystalline within its centre. It was from this stone that legend purports the infant Myrmidia crawled, to be found and adopted by a pair of humble goat herders.

Bellona Myrmidia teaches that Myrmidia learned hard lessons in her early years, forced to live with an uncaring aunt and uncle after the death of her adoptive parents. This heartless couple worked Myrmidia hard, and then sold her into the service of a cruel local duca. This duca was an unkind master, and after suffering many indignities Myrmidia took down a ceremonial spear from his collection and ran him through.

Driven by her experiences, Myrmidia abandoned her pacifist ways and declared herself a champion in the cause of ridding the world of injustice. Many great heroes joined her cause and forged a great southern empire that stretched across Tilea, Estalia, and much of what is now the Border Princes and southern Bretonnia.

According to the Bellona Myrmidia, during this time Myrmidia was entranced by an Estalian nobleman named Ottokar, and that through her affection and favour he came to rule Magritta. While she was on campaign, he revealed himself a cruel tyrant and, fearing retribution upon her return, arranged for her assassination. Myrmidia was laid low by a poisoned dart, but Ottokar suffered for his wickedness. It was said that he was cursed by Shallya, Verena, and Morr to be stripped of his health and his wits, and never to receive the mercy of death.

KEY DIFFERENCES BETWEEN MYRMIDIAN THEOLOGY ACCORDING TO TILEANS AND ESTALIANS

Issue

Tileans

Estalians

Centre of cult authority

L’Ultima Aquila Isabella Giovanna Luccelli is the head of the cult, and ought to move its centre to the High Temple in Remas

La Aguila Ultima Isabella Giovanna Luccelli is the High Priestess at The Archecclesiastium, the chief temple in Magritta

Legitimacy of Bellona Myrmidia

Literal truth of Myrmidia’s life and achievements

A collection of folklore and fairy tales, of spiritual importance but not historical fact

Legitimacy of Bellum Strategia

Apocryphal ramblings that may inspire the faithful but hold no true veracity

The holy revelation of Myrmidia’s manifestation as a goddess incarnate in Magritta

Legitimacy of The Book of War

An important work in understanding the precepts a good Myrmidian ought to abide by, and an account of twelve battles fought under the generalship of Myrmidia 

An important work in understanding the precepts a good Myrmidian ought to abide by, and an account of twelve battles fought under the guidance of generals inspired by Myrmidian principles

Myrmidia was previously a goddess of Civilisation and companion to Tylos

Commonly understood to be fact, or at least a respected legend

Dismissed as a Tilean myth

Belief that a Myrmidian classical age…

began in Remas, led by Myrmidia herself, and conquered Estalia

began in Magritta, was either led by Myrmidia herself or those who were inspired by her, and conquered Tilea

Enjoy the favour of…

the Order of the Eagle

the Order of the Blazing Sun

Belief that Myrmidia spent time as a mortal…

is hugely important and proper to all true Myrmidians

is optional and of secondary importance to understanding what she represents

The Estalian Tradition

Magrittans fiercely differ with the theology taught in Remas. They decry the Reman account as mere fable — are not the sly Tileans renowned for their trickery? Was not Myrmidia born of the union of Morr and Verena, daughter of death and justice? They attest to the primacy of the priests of the Archecclesiastium and teach that their authority is warranted by Bellum Strategia, a brittle yellowed text kept under lock and key in their temple’s library. These assert that it was in Magritta that Myrmidia first stepped from the heavens, alighting on the same rock upon which the Archecclesiastium is built. In the bowels of the temple an imprint of her footprint can be seen on that sacred rock.

Extract from the Bellona Myrmidia (Reman edition), sacred book of the followers of the Goddess of War, translated by Professor Heinrich Grüberhaus of the University of Altdorf

‘And Tylos came to be recognised chief of the wandering Kavzar and sought to found a city for his folk. And he made covenant with Myrmidia to erect its walls, and so it was deftly done. Yet Tylos was unsatisfied, for the cities of the Elvenkind were greater, and so he bid his tribe to raise a white tower to the heavens. But Myrmidia scorned his pride and abandoned the city, and it fell to rapacious vermin, and therein foetid ground now lies, neglected and abused. And Elf and Dwarf fought, and the Elves departed, sailing their shining ships to the West, and the Dwarfs’ Everlasting Realm was brought low through the wickedness of Goblins, and Mankind filled the void and they did prosper and spread their seed. And Myrmidia took pity on the scattered tribe of Tylos, and walked among them as a mortal woman, and took up her Spear of Righteousness and Shield of Honour and slew the enemies of Men in their thousands. War was won with fire-forged metal, and the tribes of Tilea and Estalia raised her as their Queen. Yet fresh was the crown on her brow when a dart daubed in poison laid her low, and with her dying breath she bade them build a Great Ship, and she drifted seawards to the West, following the undying sun. And so she was raised once more to the halls of the divine, to rule the southern lands from a Heavenly Throne…’

The Remans mock the text as apocryphal. They claim that a simple explanation lies behind the indentations on the rock, that centuries of rainwater dripping from the leaky roof of the Archecclesiastium is their actual cause. 

This schism is no mere clash of words between venerable archivists. Over the centuries, the argument over primacy has escalated to the clash of arms. Duels have been fought between champions of each temple, and even armies have been raised to settle the matter. Some histories maintain that the collapse of the Reman empire in the distant past was caused by the revolt of the Estalians against Tilean rule, fuelled by this rivalry.

Whether this is a matter of historical fact is best treated with healthy scepticism, but it is certain is that relationships between followers of Myrmidia in Tilea and Estalia are tense and show no signs of waning. 

The head of the Order of the Eagle and high priestess of the cult, La Aguila Ultima Isabella Giovanna Luccelli, despite being Tilean herself, has moved to Magritta and re-established the cult’s high council at the Archecclesiastium. She has taken this course of action in the hope that it will help ease tensions, but many Tileans regard the move as a humiliation.

The Outsider's Perspective

Sacred statuettes of a female form with arms and armour, roughly hewn from stone, have been dug up by those foolish enough to delve into the ancient barrows that dot the Old World, braving the Wights that guard them. These rare items, which fetch a prestigious price among antiquarians, suggest that a warrior goddess was worshipped by the people who raised these mounds, though whether they represent Myrmidia is debatable. 

Theologians of the Empire are careful not to incite the ire of the followers of a god, but many of them secretly dispute the notion of a southern empire and go so far as suggest that the legends of Myrmidia are simply poor imitations of the legend of Sigmar that contradict, rather than support, known facts about the history of the southern realms.

The Cult in the Empire

In the Empire, Myrmidians have little influence. Her methods in warfare lack the direct ferocity of Ulric or the patriotic fervour of Sigmar. She is deemed an ‘officer’s goddess’ with little to offer the common soldier. Most Myrmidians are regarded with a mixture of suspicion and curiosity, though the Knights of the Blazing Sun are respected throughout the Empire, famed as the first of the Knightly Orders to pledge their allegiance to Magnus the Pious during the Great War Against Chaos.

The worship of Myrmidia arrived relatively late, brought northwards by mercenaries returning from the employ of warring Tilean city-states, around the first millennium of the Imperial Calendar. Although nowhere near rivalling the native cults of Sigmar and Ulric, Myrmidia was a welcome addition to the spiritual arsenal an Imperial commander could call upon to win victory in battle. As the Empire descended into civil war, worship of the goddess in the Empire ebbed away. Her strictures on honourable combat fell from favour in those dark and desperate times. During the wars against the Ratmen that commenced in 1111 IC, prayers made to the goddess for deliverance from the Skaven menace went unanswered.

It was not until the Crusades of 1448 IC that the cult of Myrmidia again rose in prominence within the Empire. Hundreds of Imperial knights rallied to the call of King Louis the Righteous of Bretonnia to free Estalia from the clutches of the Arabyan sultan. With his defeat, a new Imperial Knightly Order marched homeward from the parched lands of the distant south, having been instrumental in the liberation of Estalia and the destruction of forts and palaces in Araby.

During the legendary Battle of Magritta, three-score knights of the Empire held their ground as wave after wave of Black Scimitar Guard crashed against them. Finding themselves on deadly ground, with their backs to the wall of a temple to Myrmidia, they prayed to the goddess for a valiant death in the face of the uncountable enemy. Such was their valour that Myrmidia smiled upon them, and the earth trembled.

A massive statue of the goddess tumbled from its perch, high on the temple roof, and came crashing down upon the leader of the foe and pulverising his minions right and left. The survivors turned and fled. The heroic knights thought nothing of their safety but used this respite from battle to rescue many Estalian civilians who were huddling within the temple and lead them from the killing grounds. The surviving knights converted en-masse to Myrmidia and honoured her name by fighting under the banner of the Blazing Sun. Returning to the Empire, they dedicated a shrine to the goddess at Talabheim, which today is their foremost Chapterhouse. 

Inspired by the feats of the knights, worship of Myrmidia among the folk of the Empire has grown steadily. Nowadays shrines to the goddess are dotted throughout the nation, and most major cities have a temple dedicated to her teachings. 

The cult is also growing popular with women in the Empire. She is not seen as a chauvinistic god, like Ulric, and teaches arts of war which favour clever and adaptable fighters over the merely strong. Women whose sons and husbands are at war also seek her blessing. They ask her to guide the officers into wise decisions that will see their loved ones return home again. The saying has it that ‘Sigmar takes you to war, but Myrmidia brings you back.’ Followers of Sigmar do not appreciate the sentiment.

There are a surprising number of especially fervent worshippers of Myrmidia within one section of Imperial society. The Myrmidons are a group of twelve drawn from noble families who once lived in the former province of Solland. The sun symbol of Solland resembles Myrmidian iconography, and the twelve Myrmidons are charged with the secret safekeeping of the crown of Solland. They look to Myrmidia for inspiration. It is common amongst these families and other nobles linked with Solland to encourage their sons to join the ranks of the Knights of the Blazing Sun. The group are also rumoured to have ties of obligation to the Lietdorf family of Averland, though the degree to whether the Lietdorfs owe their fortunes to the Myrmidons, or vice versa, is unclear.

" + }, + "Figures Important to the Myrmidian Cult": { + "name": "Figures Important to the Myrmidian Cult", + "text": "

Allurian

(-3567 IC to -967 IC)

Considered by many to be the greatest High Elf tactician who ever lived, Allurian wrote her earliest treatises on grand strategy during the reign of Bel Shanaar the Explorer. Allurian was a keen observer of politics and the study of the cultures and behaviours of species throughout the world, and her insights were even credited for the many military successes of Caledor the Conqueror (-2749 IC to -2199 IC). Allurian was a battlefield advisor to many of the Phoenix Kings until the reign of Tethlis the Slayer (-996 IC to -692 IC). She died alongside her king, and, like him, the manner of her death is unclear and a cause of much argument.

It would be a grave mistake to call Allurian a Myrmidian, for she worshipped the Elven Pantheon and died nearly a millennium before the cult of Myrmidia came into being. However, since the translation and publication of her collected Elven War Studies, it would be fair to say that most serious Myrmidians are scholars of Allurian. Allurian’s advice may be over 5000 years old at this point, but her insights into the most efficient strategies remain true even in the age of roaring cannon fire. ‘Understand Allurian,’ priests of Myrmidia say, ‘and no enemy will ever survive contact with your plans.’ The only text that Myrmidians rate as highly as a guide to how to prosecute warfare is The Book of War.

Berndt Lavaspear

(-1842 IC to -1621 IC)

Berndt Lavaspear lived during the War of Vengeance when the Dwarfs struggled against the Elves. Berndt was a product of his time and most of his analysis focused on making the most of the Dwarfs’ strengths while exploiting the Elves’ weaknesses. Despite his limited perspective he is considered by many to be the finest Dwarf strategist who ever lived, and even Gotrek Starbreaker, who won the war’s definitive victory long after Berndt had died, was said to have studied his dense and exhaustive texts. 

Many Myrmidians swear by Berndt’s The Dwarf Art of War, though he is not as celebrated as Allurian. His text is seen as a reaction to the High Elf ’s work, and he devotes huge sections to nit-picking complaints regarding Allurian’s occasional oversights rather than providing workable alternatives of his own. That said, his advocates suggest that a synthesis of Allurian’s insight and Berndt’s critique makes for a truly versatile master strategist.

The Dark Maiden

(Circa 30 IC if legends are true)

The Bellona Myrmidia’s ‘Book of Transgressions’ tells the tale of the Dark Maiden. She was rescued by Myrmidia and, in thanks, warned her of an ambush that lay ahead. Myrmidia sent her forces to flank the ambushers, resulting in the Massacre of the Three Gorges.

This battle proved a turning point in the campaign. The Dark Maiden is referred to only seven times, but this has been enough for her to have an impact upon the Myrmidian cult.

She is also rumoured to have produced a testament of her own, full of prophecies and world-shaking philosophical truths, though if such a work exists it has never been revealed to the wider world. Despite her relative obscurity three separate Knightly Orders dedicate themselves to her, and two Monastic Orders practice a form of reclusive lifestyle inspired by her teachings.

Leonardo Di Miragliano

(1978 IC to 2027 IC)

Leonardo is commonly cited as the greatest human genius, a master of art and science whose insights and achievements remain peerless despite 500 years of subsequent progress. Myrmidia is often referred to as the patron of the science of war, and Leonardo was a devotee of the goddess.

He devoted his work to her, depicting her likeness and deeds in many artworks, in particular the magnificent imagery of the domed fresco in Wurtbad’s temple. He is also famed for his military engineering work, including the invention and fabrication of twelve steam tanks. Those who knew Leonardo said that he intended his war machines as a votive offering to the goddess (though the fact that he was sponsored in his work by patrons as wealthy as Prince Cosimo of Miragliano and Prince Stephan Franz of Altdorf certainly helped).

The Imperial School of Engineers is careful to position itself as a secular institution, with a moderate Sigmarite bias (such attitudes being deemed as fit and proper for any major institution in Altdorf ). As a divinity with a particular association with the science of war, Myrmidia has many admirers within the school. Soldiers of the rank and file may well deem Myrmidia an officer’s deity, but she has some of her most fervent admirers within the ranks of the engineers.

Mana-Lisi Galeazzo

(2369 IC to 2401 IC)

Mana-Lisi was the daughter of Old General Galeazzo, castellan of Monte Castello. When the Orc horde of Ugluth the Vile attacked the fortress in 2401 IC, the defenders found themselves massively outnumbered. When Galeazzo was struck down Mana-Lisi hid his body, donned his armour, and led his troops as they proceeded to repulse three further attacks. During the last of these assaults Mana-Lisi lost her helm, and the men uncovered the ruse. Their morale was nearly broken, and they began to talk of risking everything in a desperate sally.

Mana-Lisi, a student of Myrmidian strategy, pointed out to the wavering men that if the Orcs were allowed to enter the fortress they would defile Tintoverdi’s greatest masterpiece, The Five Seasons, which adorned the commandantery’s banqueting room. This was widely regarded as the finest fresco in the world, and she asked those who wished to defend the work to remain, whilst the others could go. Shamed by her bravery, the soldiers fought to the last. Three months later a relief force from Luccini liberated the castle, finding just twenty five pikemen alive inside. Mana-Lisi herself had been slain by a Goblin arrow. To this day many mercenaries bear heraldry of Myrmidia depicted with the face of Mana-Lisi.

Ennio Mordini

(2369 IC to 2411 IC and then 2416 IC to Present)

Mordini was one of the most renowned mercenary commanders of Tilea’s Era of Enlightenment. He claimed he was blessed by both Myrmidia and Morr, and it was said that to serve under his command was to court victory and cheat death. Ennio worked for Duke Fabriano of Lumbrusco, a princedom by the the Apuccini Mountains. Behind Ennio’s back the Duke and his rival, the Duke of Organza, came to an agreement. Fabriano ordered Ennio to march on Organza, sending the mercenary to his death in a a well-prepared ambush. Five years later, an army of mail-clad skeletons marched out of the mountains under the tattered banner of Mordini. They cut the armies of Lambrusco to ribbons and razed the city to the ground. It is said that Mordini has now re-fortified the city and established a court of the dead there.

BORGIO THE BESIEGER

(2452 IC to 2303 IC)

Borgio, the Prince of Miragliano, was nicknamed ‘The Besieger’ as a result of his many successful military campaigns. During his life he fought against every major principality in Tilea.

A student of Myrmidian tactics, Borgio implemented many strategic techniques, from employing cunning ruses in battle to inspiring his troops by leading by example and even mucking in with the construction of moats and earthworks. In 2489 IC, he defeated Remas at the Battle of Villa Vennia, where he famously goaded the Reman army over a freezing river and into an ambush. In 2495 IC, he defeated Verezzo in the Battle of Via Veddia where he is said to have hidden half his forces behind a small hill. In 2497 IC, he defeated Trantio in the Battle of Vittoria Viccia after luring them into an encirclement. He was found dead in his bath in 2305 IC, after having been stabbed with a poisoned toasting fork.

Valancourt of Nuln

(2455 to the present day)

Notable Myrmidian strategists tend to devote themselves to understanding the grand sweep of war, how best to deploy an army, position a battalion, or utilise a regiment. The training of individual soldiers is considered important, but Valancourt of Nuln is unusual in that he has dedicated his life to the pursuit of expertise in the strategy and mastery of single combat. He is one of the most sought-after tutors of fencing in the Old World, and his students include Johann von Mecklenburg, the late Count Leos von Liebwitz, and, it is rumoured, the master assassin Vespero ‘the Wasp’ of Luccini.

Valancourt is a controversial figure within the Myrmidian cult. His prices are extortionate, leading critics to claim that the Myrmidians are an elitist cult with little to offer common folk. Valancourt defends himself by pointing out that he leads a rather humble life, donating most of his earnings to the Temple of Myrmidia in Nuln.

Giovanni Marmalodi

(2477 IC to the present day)

Marmalodi is a Myrmidian priest from Tobaro who has become a noted expert in siege warfare.  His Treatise on the Deliverance of Castles is considered the definitive guide to the storming of fortresses by Tobarans.

Marmalodi’s style is brusque and unsentimental, and more politically-minded Myrmidians feel that he makes for a poor example of a figurehead. They point to his advice that fortress gates be made to be no more than four feet high in order to foil attacks by Giants and Ogres and cite it as a typical example of what happens if military strategy is prioritised over other obvious considerations. This lack of perspective has made Giovanni a figure of fun in cities such as Verezzo and Miragliano.

" + }, + "Beliefs": { + "name": "Beliefs", + "text": "

The precepts of the cult of Myrmidia are largely derived from The Book of War which gives an account of twelve great battles fought in the classical age, together with an exhaustive commentary. Myrmidia is the goddess of the battlefield, inspirer of tactical brilliance, and progenitor of honourable warfare. There are three main traits which those who dedicate themselves to Myrmidia consider worthy beyond all other things: honour, knowledge, and aesthetic flair.

A devotee of Myrmidia must conduct themselves with honour. This is not honour in the sense that most warriors might recognise it. The honour Myrmidia respects is that the lives of soldiers are not needlessly wasted. The followers of other deities of war may find a focus on winning wars through planning, manoeuvre, and the exploitation of opportunity rather dishonourable, but a Myrmidian would not.

If an enemy behaves with no honour, bullies the weak, oppresses the peaceful, then the follower of Myrmidia must give no quarter. A follower of Myrmidia might roam the lands hunting for worthy opponents, but they also seek to redress wrongs and injustices wherever they encounter them.

Their sense of honour extends also to the dead — friends who fall in battle must be retrieved and given worthy funerary rites, and a valiant enemy, too, must be so honoured if they succumb in combat.

According to Myrmidians it is a supreme act of dignity to submit one’s will to one’s master, be it lord, battle commander, or high priest. Disobedience is tantamount to disrespect for the goddess. However, an order that commands an act of wickedness must be disobeyed. Indeed, the conveyor of such an order must be punished. This belief ensures that power never corrupts those who wield it within the cult — as the master is ultimately judged by the servants.

A Myrmidian should also have an unquenchable thirst for knowledge. A devotee believes it is their obligation to seek out texts from across the world that illuminate ancient or exotic modes of warfare, fighting techniques, and records of forgotten battles. A rare treatise on the art of war is considered a holy artefact. The original will be housed in one of the cavernous libraries of the Archecclesiastium or the Great Temple, whichever is the highest bidder.

The quest for knowledge not only encompasses physical relics. For the true Myrmidian, the search for inner knowledge is a spiritual duty that includes the improvement of fighting styles, and the honing of tactical finesse. Such expertise cannot solely be found within the pages of training manuals — and the goddess expects her devotees to seek out opponents from whom they can learn new techniques.

Finally, a follower of Myrmidia should care for the aesthetic qualities of their martial equipment. They spend hours polishing their armour and honing their blades. Master weaponsmiths and armourers are esteemed by the cult and are often employed at the temples of the goddess. A master-crafted sword or perfectly fashioned helm is treated with reverence and believed to be imbued with the essence of the goddess herself.  

" + }, + "A Holy Family": { + "name": "A Holy Family", + "text": "

More than any other of the Old World’s major deities, Myrmidia is understood in relation to her relationship to her divine family. Her domain is the science and strategy of warfare, but theologians, especially those of the Empire, point out that she shares important aspects with her relations among the pantheon. Like Verena she is obsessed with wisdom, for erudition contributes to the formulation of cunning ruses and fresh strategic vision. Insight, a domain of her father Morr, is also important to a general or tactician, and Myrmidia’s domain is that of warfare, where death is always at hand. Yet the worship of Myrmidia is not associated with immoderate ferocity and bloodthirst, so like Shallya she is merciful.

A rare few bolder theologians point out that Ranald, owing his divinity to Shallya, has a relationship with Myrmidia, and that trickery is also an essential part of her makeup.

With the debateable exception of Taal and Rhya, no other major god shares so much of their own domain with others. In the Empire the more close-minded theologians argue that this makes Myrmidia a rather irrelevant deity, unworthy of worship. Myrmidians obviously disagree, saying that their goddess is both relatable and specific.

" + }, + "Strictures of Myrmidia": { + "name": "Strictures of Myrmidia", + "text": "

More than many deities, Myrmidia’s strictures come with caveats and exceptions. There are several apparent contradictions involved in the practice of Myrmidian faith. Trickery is part of Myrmidia’s domain, yet so is honour; mercy is part of her makeup, but so too is ruthlessness. To abide by her strictures without offending the goddess is to understand their subtleties.

Act with honour and dignity in all matters

To tell an Ulrican or Sigmarite that Myrmidians abide by a stricture of honour is a good way to provoke either a fit of laughter or a fight. They will point out that many of the most beloved parables and lessons taught by her priests involve planned deceptions that lure whole armies to their deaths — hardly their notion of honour and dignity.

The stricture to act with honour and dignity is a personal one, expected of the individual follower. Should that follower invent a ruse that depends on their regiment, army, or institution to behave in an apparently underhand way to bring it about, that would not violate the stricture provided such means were justified by the anticipated ends. The goddess certainly does not withhold her favour from the architects of cunning ruses. Myrmidians consider a battle plan that spares their own side needless death and suffering an honourable one.

Respect prisoners of war and never kill an enemy who surrenders.

Myrmidia’s cult developed in the crucible of war between the various petty kingdoms that would come to form Tilea and Estalia. The stricture to respect prisoners of war is broadly understood to extend to Humans, Dwarfs, Elves and Halflings, the few species who can be relied on to reciprocate such mercy. Myrmidian theologians constantly argue as to whether Ogres or Lizardmen ought to be included, or whether the principle should be universal. The summary execution of vanquished Skaven, Orcs, or Goblins rarely offends the goddess, though within that framework the deliberate imposition of unnecessary suffering does incur her wrath.

Show no mercy to the unrepentant enemies of humanity

This is another controversial stricture. Myrmidians debate what constitutes an enemy of Humanity, what constitutes genuine contrition, and how ruthless opposition to such enemies can be pursued without violating other strictures. When dealing with followers of Chaos, Orcs, Goblins, Skaven, and other wicked species, Myrmidians do not suffer the displeasure of the Goddess provided they remain cool and efficient in their ruthlessness. 

Obey All Honourable Orders

There is plenty of debate within the cult as to what constitutes an honourable order and, more controversially, why an honourable but incompetent order ought to be obeyed. Generally, if a Myrmidian feels that an order is genuinely counterproductive and voices their own opinion as to why, they are no longer required to regard it as honourable.

That said, there have been times when the goddess has withheld her favour from a Myrmidian who disobeyed what they felt to be a poor order. In these cases, it is because there has been a grander strategic vision served by an apparently stupid tactical decision, and the Myrmidian in question lacked the perspective to see it.

Preserve the weak from the horrors of war

This is another stricture that provokes debate, as Myrmidians point out that many combatants are levied from unwilling demographics, are improperly trained, misled by propaganda, Halflings, or otherwise weak. The stricture is therefore understood to apply to non-combatants. A few hard-line Myrmidians try to design battle plans that minimise the involvement of hastily levied troops, though the goddess does not tend to punish those more practical Myrmidians who admit that such feats are beyond their ability.

" + }, + "Cult Superstitions": { + "name": "Cult Superstitions", + "text": "

As well as cult strictures, there are several superstitions common to the cult. These tend to be associated with the Tilean branch of the cult and are regarded as rather folksy and unnecessary by Myrmidians in Estalia. 

  • It is considered bad luck to kill an eagle, witness the death of an eagle, or come across an eagle’s corpse. The eagle is the symbol of Myrmidia and Tilean shepherds would even prefer to lose lambs than kill one of the great birds of prey.

  • When a priest of Myrmidia wakes they often don their armour, taking painstaking time to check that each piece fits closely and is sound. Then, if they are not actually at war, they take it off again.

  • All Myrmidians — Tilean, Estalian and otherwise — regard it as proper to always have a weapon at hand.

  • Respecting clear chains of authority and plans of action, even in informal situations such as spending an evening trawling dockside taverns, is common to Myrmidians.

  • Myrmidians regard it as bad luck to enter any space where they are placed at a tactical disadvantage, such as blind alleyways, or rooms with only one entrance.

" + }, + "Relations with Other Cults": { + "name": "Relations with Other Cults", + "text": "

The cult of Myrmidia has warm relations with the cults of Verena, Morr, and Shallya. Her dealings with the other cults of the Old World are largely uncomplicated. The cults of Taal and Rhya have little to do with that of Myrmidia but find little to object to with it either. The cult shares a bond of respect with the Bretonnian Lady of the Lake, but it has little influence in Bretonnia and avoids evangelising to Bretonnians. Her cult is vehemently opposed to the gods normally proscribed in the Old World — the Gods of Chaos, Khaine, and Stromfels.

Myrmidia and Ulric

There are fundamental differences in their respective approaches to warfare that have caused friction between the cults of Myrmidia and Ulric. Myrmidians tend to regard Ulricans as brutal and barbaric, and in return Ulricans regard Myrmidians as tricksy and effete. This is not a deep and bitter disagreement, but it does cause a degree of confusion and division particularly among lay followers of the gods.

Both cults have a focus on warrior honour, but principles that Myrmidia might suggest are suitable for an individual soldier — devotion to training, loyalty to their cause, fierce in the face of their enemy, honest and open in their personal dealings — Ulricans tend to see as suitable for a military force in its totality. An Ulrican commander might regard a suitable battlefield as one which allows most of the opposing forces to fight all at once. The Myrmidian obsession for seeking ground that helps multiply their own force and deny the enemy the opportunity to properly deploy is seen as needless time wasting, if not cowardly. Quoting Allurian’s aphorism ‘a Dwarf sees a battlefield in a good place to fight, an Elf sees a battlefield in a good place to win’ does not help matters.

More thoughtful Ulricans see in Myrmidia a more relatable figure, as Ulric’s twin domains of war and survival support rather than undermine an appreciation of strategy. Their problem with Myrmidia is not that she promotes a dishonourable or cowardly form of warfare, but that she is a foreign goddess whose domain competes with that of Ulric.

Myrmidia and Sigmar

Sigmarites tend to show an appreciation of Myrmidian strategy and often make quite public appearances at Myrmidian temples, leafling through copies of Lavaspear’s The Dwarf Art of War in the temple library and reminding the Myrmidian priests of their shared historical victories.

In many cases this show of shared interests and historical alliance is performed in good faith. Many Sigmarite priests genuinely appreciate their Myrmidian counterparts and benefit from consideration of their strategic insights. Others are not so interested in the goddess or her cult but realise that it frustrates Ulricans to encourage the cult of Myrmidia. There is a small but growing tendency within the cult of Sigmar to regard Myrmidians as interlopers who are not fit to have their cult recognised in the Empire. They are inspired by the inflammatory publications of Professor Pfaff, a scholar of theology at the University of Altdorf. He feels that Sigmar is the only fitting god for Humanity, being the only god to have enjoyed life as a mortal. He disputes that Myrmidia stands as a similar example of such a deity, and his chauvinism is drawing increasing support from within the official cult. Whilst not large or influential enough to threaten the cult of Myrmidia now, their movement is gaining momentum.

Myrmidia and Handrich

Handrich, as he is known in the Empire, is a minor god whose cult is yet to be widely established. His domain is trade and business, and most of his followers are merchants. The cult is very friendly towards that of Myrmidia; merchants like to sponsor military endeavours as it is seen as civic of them, and merchants claim that many of the strategic techniques developed for the battlefield could also be applied in commerce.

Myrmidians are generally happy enough to talk to members of the cult of Handrich, though there is debate among the higher echelons of the cult as to whether too much association with the world of business might offend Myrmidian notions of honour.

Myrmidia and Ranald

Officially the Myrmidian cult does not associate with followers of Ranald and regards his cult with a degree of umbrage. According to legend, Ranald achieved his divine status through tricking Shallya — and whilst Shallya might be a goddess of mercy, her sister is not. Ranald is seen as a dishonourable and disreputable god, and his worship offends Myrmidian sensibilities on a fundamental level as well as spiritual one. Myrmidians are wary of invoking a desire to benefit from good luck; this is seen as undermining the trust they place in a well-executed plan, as opposed to a careless throw of the dice.

There are Myrmidians who find some common cause with Ranaldan thought. Ranald is a god of trickery, and the well-executed ruse is a staple of much Myrmidian instruction. Some moderate Myrmidians also point out that, like their own deity, Ranald stands in opposition to injustice. However, Myrmidia is often considered an officer’s goddess, and her cult regards the resentment Ranaldans have for aristocracy as vulgar.

Myrmidia and Solkan

An obscure god, Solkan is a deity whose domain is concerned with vengeance. Oddly, perhaps, his cult shares certain similarities with that of Myrmidia, being represented by sun symbols and having its spiritual centre at Remas.

Theologians has expressed suspicion that the cults of Solkan and Myrmidia share common roots. Perhaps there was a primal form of the two deities who represented vengeance as practised through warfare, with Myrmidia coming to represent the moderate and considered aspect, and Solkan the harsher, unforgiving aspect. Solkanites deny this. Instead, they prefer to credit Solkan for inspiring Myrmidia in her development from a pacifistic goddess of civilisation into the rather more martial character she displays in the present day.

" + }, + "Worshippers": { + "name": "Worshippers", + "text": "
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The cult of Myrmidia is quite widespread throughout the Empire. Many individuals whose livelihood depends on their proficiency with a blade — soldiers, bodyguards, adventurers and so on — might carry on their person a trinket fashioned in the image of the goddess, or in the shape of one of her symbols: a spear behind a shield, an eagle or lion sigil, or a talisman in the form of a sun with a face with a proud, angry, or jubilant expression. The family of a soldier enlisted to war, or of a conscript, might place a statuette of Myrmidia in a corner of their house, and burn candles before it in return for their loved one’s safe return from the battlefield. Craftsmen who specialise in forging battle equipment might hang her symbol above the forge, so that they might always strive to perfection. 

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However, the majority of those who become priests or join one of the knightly orders of the goddess come from the upper echelons of society. The cult prizes above all duty, honour, and learnedness, and these qualities are found most often among the noble class, who have the resources to be well-educated and the opportunity to practise moral integrity. 

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Membership of the cult is often sought for the sons and daughters of up-and-coming mercantile families eager for a seat at the table alongside those of the ‘old blood’. The cult judges its members by their deeds, not their heritage, so if a would-be initiate is committed to improve their intellect, train hard in combat, and proves to be of high moral fibre, they are gladly admitted. Sometimes a family might try to push an unsuitable candidate into the Myrmidian clergy, but unlike many other cults, the high integrity demanded by Myrmidia means that those unworthy are routinely rejected, no matter how much gold is offered to ‘repair the temple roof ’.  

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In the Empire, the cult has a much weaker following than in the southern nations of the Old World, where Myrmidia is held in great reverence by folk from all classes. It tends to attract Imperial tacticians of war — generals, captains, and other officers of noble birth, for whom battlefield manoeuvres and the movement of entire bodies of men are of vital interest.

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They might send their most promising son to the shrine at Talabheim, to be inducted in the elite Knights of the Blazing Sun, and their youngest offspring abroad to the Archecclesiastium or Great Temple to become an initiate in the cult, so that their family might have some influence within the faith, and access to the precious battlefield lore contained within the sacred libraries. Once elevated as priests, priests from the Empire usually return home, entering the service of the Emperor’s armies as tacticians and military advisors. 

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Initiation

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Whilst she is seen as a southern god, worshipped primarily by the people of Tilea and Estalia, the cult is open to anyone who shows proper respect in the honourable lifestyle the cult demands, and who can impress their sincerity upon an ordained priest.

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Initiation into the cult of Myrmidia almost never involves a rite of combat. This surprises some, but the reason is that aspirants are thoroughly vetted before initiation takes place. Such aspirants are robed in white, their heads bare to the elements, and attached in groups of four, known as a ‘Flight’, under the auspices of a priest. Together they form a lifelong bond, honing their martial skills on the temple’s training courts, and their intellect in the libraries and lecture halls. The best of each Flight will be elevated to the rank of First Eagle, and at this stage they can become a full-fledged priest. But first, they must perform a task that makes them worthy in the eyes of Myrmidia — a test of heroism or of strength or of their sharpness of mind. Only when a First Eagle passes this task will they be anointed as priest and pass into the ranks of their preferred Order.

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The Order of the Eagle

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In the Bellona Myrmidia, the goddess is said to adopt the form of an eagle in order to scout enemy positions, and it is from this legend that the Order of the Eagle take their name. Their main responsibility is the everyday running of the cult’s temples. Among their number are those who dedicate themselves to the ideals of the goddess through their daily chores: the combat trainers, the librarians, the weapon-smiths and armourers of the cult. Their daily prayers laud the heroic fallen, and their sermons inspire feats of valour among those about to march to war. An adept of the Order of the Eagle might be sent away from their temple to trawl the dusty corridors of a half-forgotten library for arcane martial lore, or to lead an expedition into the wilderness to unearth a sacred sword or fragment of magic armour lost on a long-hidden battlefield.

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The order is native to Tilea, and so is somewhat distrusted in Estalia. The highest-ranking members are called Eagles, with a full title based on the territory they have dominion over. Each of these Eagles commands several units and is led by a High Priest. These units vary in size depending on how many temples of Myrmidia there are in each territory. Each temple is commanded by a temple priest. The temple priest is aided by one or more temple sergeants, who each order up to ten priests, who are entitled to take on up to five initiates at a time.

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Typically, a priest of this Order within the Empire can be recognised by their blue cowl, edged in scarlet, their white robes, and white cloak, secured by a golden eagle pendant on their left breast. Small claw pins worn at the neck indicate the priest’s rank. 

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The Order of the Righteous Spear

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Priests of this Order are the guardians of the cult’s temples, and their sacred garments typically consist of plate armour polished to a brilliant sheen, over which they wear white tabards emblazoned with the spear and shield device of Myrmidia. Their task is to defend the temple to which they are assigned — a task to which most dedicate themselves until their death. There is no retirement from this sacred post, and a priest of this Order who grows too old to continue his duties simply marches into the wilderness to bring Myrmidia’s glory into the dark places, and to seek a valiant death, spear in hand. Members of this Order might leave their post temporarily to go on missions, such as protecting a priest of the Order of the Eagle on his journeys, and to march to war when their superiors call muster. A priest of the Righteous Spear might also be given leave to traverse the lands engaging in honourable duels, to improve his weapons-craft and learn from experiencing first-hand the combat skills of opponents from other cultures.  

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In Estalia, the Order of the Righteous Spear are entrusted with overseeing the work carried out by the Order of the Eagle, though in other territories this oversight is seen as unnecessary and somewhat patronising. 

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There are two sister orders of the Righteous Spear, the Order of the Merciless Titan and the Order of the Starry Shield. They are small groups or hermit knights who spend most of their time in solitary seclusion. 

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Minor Orders of Myrmidia

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Over the centuries, the cult has splintered into various minor orders, most of which can only be found within the confines of Tilea and Estalia. Two such orders have spread to the Empire. 

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Blessed Order of True Insight

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An ageing devotee of Myrmidia might be called, in a blinding vision of their goddess, to join this elect order. As the enclaves of this small and scattered order exist in secluded temples, the elderly priest must first survive the journey through perilous wilderness, alone. They are led to the enclave by visions and signs, and if they make it there, they are welcomed as a long-lost sibling. Devotion to Myrmidia in these isolated temples is through quiet contemplation of her holy scriptures. The silence is only ever broken when a priest from another Myrmidian Order, seeking prophecy, begs audience with them, for the wisdom of the goddess flows through these venerable souls. The oracles they pronounce may stall a military campaign in its tracks if they bode ill, or may inspire a new offensive if the stars are right. 

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The Order of Fury

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This order was little known within the Empire until a Myrmidian priest, the Stirlander Janos Enescu, brought its teachings to Delberz. Inspired by his charismatic and fiery sermons, four temples sprang up in the Reikland. Unlike other Orders of Myrmidia, its priests channel the energy of rage and violence into their fighting techniques. They are inspired by the legend of the shieldmaiden Fury, whose tale is told in the Bellona Myrmidia. Brought low by misfortunes wreaked upon her by the Servants of Darkness, the shieldmaiden wrought havoc upon an army of Orcs and Goblins during her last stand at the Battle of the Abasko Mountains, dying atop a mound of their corpses, screaming her defiance to the last. Few are admitted to the Order, for it takes supreme self-control to unleash a whirlwind of righteous wrath when needed, and then return to calm. Members of this Order are often those who have suffered deeply in life, and who seek absolution from their pain in the arms of the goddess. They spend their time away from fighting in deep meditation, to better control their violent passions. 

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@UUID[Compendium.wfrp4e-up-in-arms.journals.Ub8PlkaAIWPxX2AH.JournalEntryPage.azFTHnCxn5nb4c7m]{Knight of the Blazing Sun}

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These warriors are among the most distinctive of the Empire’s Knightly Orders. Clad head to foot in gleaming, ornate plate armour of black and gold, they wear as their head crest the symbol of their Order — a stylised sun, which also marks the heraldry of their polished shields. The Knights of the Blazing Sun ride wherever the Empire is at most peril, eager to charge into the thick of the fighting. They might also march abroad, to Tilea or Estalia, should the cult of Myrmidia be threatened in the goddess’ homelands by invading forces.

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Zealots of Myrmidia

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Members of the Cult of Myrmidia pride themselves on being warriors, but warriors who exercise rationality and wisdom. They do not easily associate with zealots and make efforts to discourage fanatics from claiming that they act in the name of the goddess. Nevertheless, there are two groups who have become associated with extremist approaches to the worship of Myrmidia. 

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Myrmidia Perfecta

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According to Tilean folklore, Myrmidia was not always the goddess of strategy. Before her experiences as a mortal, her divine domain was all civilisation, art, and culture.

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The fanatics of Myrmidia Perfecta believe that the goddess is best understood according to her original and best incarnation, so much so that they regard the official cult as enemies of Myrmidia to be destroyed. La Aquila Ultima has condemned the sect and commanded that they be hunted down as heretics, but there are enough zealots in Tilea who support the sect to ensure that it remains a minor but persistent threat.

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Remans and Magrittans

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The debate over whether Remas or Magritta was the site of Myrmidia’s manifestation on earth splits the cult along cultural as well as geographical lines.  Whilst most members of the cult regard this split as a difference of opinion between friends, there are extremists who take things further.

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The Remans believe that when Myrmidia set out to form her empire, she was actively opposed by the inhabitants of Estalia and invaded their lands to bring the heretics to heel. As a consequence, they say, Estalia ought to be a vassal of Tilea, paying a hefty tithe in service and treasure. In order to see the Estalian influence in the cult reduced, members of this sect work to ensure that important cult positions are occupied only by Tileans, and they use politics, bribery, slander, treachery, and even murder to achieve their aims.

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The Magrittans, for their part, hold almost the same views, though they think it was the Tileans that resisted Myrmidia, and Estalia that should benefit from their subjugation. They work to ensure that Estalians are placed in important cult positions.

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In Tilea and Estalia the two groups are small, unloved, and effectively counter one another most of the time. However, an opportunity presents itself in the fertile ground of the Empire. The two sects have recently transferred much of their efforts northwards, seeking to win the priests in the Empire to their respective causes and to disgrace members of the opposing faction.

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Lorenzo di MArco, Eagle of the North

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The chief priest of the Myrmidian cult in the Empire is known as the Eagle of the North. The current holder of this title is a Tilean named Lorenzo di Marco. He is currently based in Nuln and commands the Northern Regiment of the Order of the Eagle. This regiment is split into ten units — one for every province of the Empire and one for Kislev — each of which is commanded by a High Priest.

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Di Marco has ambitious plans to increase converts within the Empire. It is his private view that the native gods of the North, in particular Ulric and Sigmar, have failed their people, and that their priesthood is more concerned with infighting than vanquishing the enemies of Mankind. He believes that Myrmidia holds the key to the Empire’s salvation: should the Imperial armies adopt her strictures of honour and obedience, she will grant them final victory over their foes. His method of indoctrination is simple — fete the generals of the Emperor’s court, and win them over to the faith by proving to them the effectiveness of Myrmidian battle strategies and might of arms. To this end, he urges the Knights of the Blazing Sun and Myrmidian warrior-priests to be present whenever war occurs in the Empire. A few generals have begun to lean towards the Myrmidian faith, following valiant victories where Myrmidian troops have been instrumental in holding the line against Orcs and Goblins, Chaos hordes, and the Undead. ‘The Eagle’ prays daily to his goddess that soon they will kneel before her.

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Lorenzo is frustrated in his efforts to promote Myrmidian influence in the Empire as a result of the divisions in the cult. The Order of the Eagle swears fealty to a High Eagle from Tilea and abide by the precepts of the cult laid down by the Bellona Myrmidia. However, the Templars receive their orders from Magritta and abide by the precepts listed in the Bellum Strategia. Lorenzo’s superiors therefore expect him to impose their values on the Knights of the Blazing Sun, which he knows they will resist.

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Temples

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Since the Great War Against Chaos, the worship of Myrmidia has spread throughout the Empire, to the extent that all Imperial cities and many towns have a temple to the goddess, particularly in the south. Smaller settlements may have shrines dedicated to her, often stone pillars painted gold and festooned with polished emblems that gleam in the sun. These are particularly common in border regions, where battles fought against marauders were won on account of the intervention of Myrmidian warrior-priests or Knights of the Blazing Sun. 

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Temples of Myrmidia often employ the architectural styles of Tilea and Estalia, with domed roofs covering rectangular halls. Crenelations ring the perimeter. The entrance is guarded by a barbican with hefty gates and a portcullis, often flanked by armoured statues of Myrmidia. Members of the Order of the Righteous Spear patrol the parapets, sworn to defend the temple to the death.

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The architecture is outlandish to Empire folk. In wealthy cities, the temple walls are constructed of white marble, imported from Tilea. However, most temples within the Empire are constructed of local materials — whitewashed timber or granite. 

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The centre of worship of Myrmidia is the training court, where adherents to the cult demonstrate their faith with exhibitions of prowess. To Myrmidia training is as pleasing as prayer, and the clash of arms and bark of orders is as sweet to her ears as choirs and sacred music. 

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The more circumspect aspects of the goddess are also embodied in her temples. Within their walls are compact but well-kept libraries and circular lecture halls within which the priests hold symposiums on warcraft. The lessons are open to anyone and, unlike the sermons in Sigmarite temples, they focus more on asking questions of the congregation than preaching. These halls are often decorated with friezes depicting the goddess and her associated heroes and shieldmaidens. These images frequently depict them bearing archaic arms and dressed in little more than scarves tied about their waists — a styling that folk in the Empire find rather scandalous.

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PILGRIMAGE

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A Myrmidian is expected at least once in their life to travel to the lands trod by their goddess’ mortal feet, clad head to foot in white garments stained by their own blood. Pilgrimage routes from the Empire to the Archecclesiatium in Estalia or the Great Temple in Remas are popular among adherents to the cult, and these roads are protected by the Knights of the Blazing Sun, fulfilling their vows to protect the pilgrims. It is for this reason that the coffers of that Knightly Order overflow. Pilgrims returning from the southern lands, having been blessed by the high priests of the cult, and having kissed the relics of mortal Myrmidia, donate generously to the Order in thanks for their safekeeping.

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Sacred Relics

\n

The veneration of holy weapons, armour, or standards once carried by the Myrmidian champions of yore is an important aspect of religious worship of the cult. Many temples feature at least one such magical item, preserved under lock and key in an ornate glass cabinet near the altar, before which supplicants kneel in prayer for Myrmidia’s favour. The larger temples in the Empire house several such heirlooms, within treasuries below the temple. On occasion, the memory of the heroes associated with these artefacts is honoured by the act of lending the item as a boon to an honoured individual within the cult, to wield in war. Seeing such a precious relic used in battle excites great passion in the hearts of Myrmidians, and they fight all the harder to protect it from the enemy. 

\n

The Imperial custom of utilising the skulls of saintly men and women as relics is unpopular among Myrmidians. Their sense of respect for the dead finds this habit distasteful, typical of the savage ways of the folk of the North. The bones of heroes should be laid to rest, according to Myrmidian strictures, otherwise the souls of the faithful might not be admitted within the ranks of Myrmidia’s heavenly host. 

\n

More formal worship is carried out in the central hall, where at certain times of day Myrmidian canticles echo among the statues of Myrmidia, her shieldmaidens, and revered heroes. Sermons are preached in the vernacular, though regular services are held in the Classical, Tilean, and Estalian tongue for southern expatriates. In the larger temples, annexes and smaller shrines lead off from the main hall, where individual supplicants can pray in peace. 

\n

As learning is of great importance, most temples house a small library of sacred texts, and the largest include a lecture hall, open to all, where priests give talks on ancient battles, Myrmidian mythology, and tactical battle-lore. 

\n

The other buildings are given over to the quarters of the priests and the barrack-rooms of the temple’s defenders. 

" + }, + "Priest of Myrmidia": { + "name": "Priest of Myrmidia", + "text": "

 ‘A speedy and forecful transition to the assault — the shining spear of retribution — is what every effective defence ought to strive for.’

– Attributed to Allurian, -3325 IC

‘Don’t seek to tell a Longbeard how to do things. Tell him what to do and he’ll prove his own best commander.’

– Berndt Lavaspear, -1778 IC

You value honour, obedience and tactical martial prowess, in emulation of your patron goddess, Myrmidia. 

Myrmidian Priests from the Order of the Righteous Spear and Order of Fury help organise cult meetings, spread its teachings, and lead its ceremonies. They are often sought as advisors by generals and mercenary commanders, particularly in Tilea and Estalia.

 

Species: Human

Class: Warrior

Priest of Myrmidia Advance Scheme

WSBSSTIAgiDexIntWPFel
    

✠. @UUID[Compendium.wfrp4e-up-in-arms.items.tJub0gWg0ra3KmCU]{First Eagle}

Status: Silver 2
Skills: @UUID[Compendium.wfrp4e-core.items.pxNjTxsp1Kp0SmQe]{Cool}, @UUID[Compendium.wfrp4e-core.items.1jCxbFAUuFuAPLJl]{Dodge}, @UUID[Compendium.wfrp4e-core.items.XQiiwS9m2Du1IMUz]{Language (Battle)}, @UUID[Compendium.wfrp4e-core.items.oMaJZ5cvCJeOUq9H]{Leadership}, @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Warfare)}, @UUID[Compendium.wfrp4e-core.items.d9bGxy6Y3u3rOHIN]{Lore (Theology)}, @UUID[Compendium.wfrp4e-core.items.rOPmyLWa37e7s9v6]{Melee (Basic)}, @UUID[Compendium.wfrp4e-core.items.PzimjNx9Ojq4g6mV]{Melee (Polearm)}, @UUID[Compendium.wfrp4e-core.items.Fs06sr7y9JKpVQmB]{Perception}, @UUID[Compendium.wfrp4e-core.items.9xR9uO8FIvi4YsJp]{Pray}
Talents: @UUID[Compendium.wfrp4e-core.items.QyjWtSdnVMT04l5Y]{Bless (Myrmidia)}, @UUID[Compendium.wfrp4e-core.items.0LdHytqyNmg2pcAX]{Combat Aware}, @UUID[Compendium.wfrp4e-core.items.sYbgpSnRqSZWgwFP]{Etiquette (Cultists)}, @UUID[Compendium.wfrp4e-core.items.GogGbYxkVdCmiKqf]{Read/Write}
Trappings: Myrmidian Holy Book, Leather Jerkin, Myrmidian Icon, White Robes, Spear

♟. @UUID[Compendium.wfrp4e-up-in-arms.items.oxYPBR9zZdyBSAQL]{Warrior Priest}

Status: Silver 3
Skills: @UUID[Compendium.wfrp4e-core.items.exLrBrn2mjb6x2Cq]{Charm}, @UUID[Compendium.wfrp4e-core.items.0CwV96kTDRF0jUhk]{Entertain (Speeches)}, @UUID[Compendium.wfrp4e-core.items.HXZaV1CJhmTvcAz4]{Heal}, @UUID[Compendium.wfrp4e-core.items.cYtU0ORRFCOpQLWz]{Intuition}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.Z9hQe46ykQBZneoU]{Ranged (Any)}
Talents: @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.WCXnFSV4WOSmzzc4]{Inspiring}, @UUID[Compendium.wfrp4e-core.items.voV0C2ar1bKpcpnH]{Invoke (Myrmidia)}, @UUID[Compendium.wfrp4e-core.items.IT3s7rmQFGNzIfYq]{Shieldsman}
Trappings: Breastplate & Helmet, Shield

♜. @UUID[Compendium.wfrp4e-up-in-arms.items.pGDlyeqgEQpmyXgo]{Priest Sergeant}

Status: Silver 4
Skills: @UUID[Compendium.wfrp4e-core.items.DRO5DLF6UcfkvNSh]{Lore (Any)}, @UUID[Compendium.wfrp4e-core.items.F8NfBZdVSEIGCMtu]{Melee (Any)}, @UUID[Compendium.wfrp4e-core.items.9tbHTeuvEMZrp0rx]{Research}, @UUID[Compendium.wfrp4e-core.items.wKwel9MG7NIG3i3w]{Trade (Weaponsmith or Armourer)}
Talents: @UUID[Compendium.wfrp4e-core.items.zv3IyoU2wkPZu8pD]{Bookish}, @UUID[Compendium.wfrp4e-core.items.Nj3tC8A5fZ3zEdMR]{Holy Visions}, @UUID[Compendium.wfrp4e-core.items.wNvPXAhlKABl6hpk]{Pure Soul}, @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted}
Trappings: Full Plate Armour

♛. @UUID[Compendium.wfrp4e-up-in-arms.items.Vy8VtrIWbvJrHzg0]{Priest Captain}

Status: Silver 5
Skills: @UUID[Compendium.wfrp4e-core.items.MXy22hFCgntdlQrn]{Animal Care}, @UUID[Compendium.wfrp4e-core.items.oSbEE6eXH1S3LfUU]{Ride (Horse)}
Talents: @UUID[Compendium.wfrp4e-core.items.NDetl9BhAQBVnHKf]{Combat Master}, @UUID[Compendium.wfrp4e-core.items.tXKX29QZBdHmyMc7]{Combat Reflexes}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless (Any)}, @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader}
Trappings: Religious Relic (Myrmidian)

" + }, + "Miracles of Myrmidia": { + "name": "Miracles of Myrmidia", + "text": "

Below are several Myrmidian Miracles, which may be used in addition to those found in @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon]{Religion and Belief}.

@UUID[Compendium.wfrp4e-up-in-arms.items.nW5qFb9xhneMwxsF]{Command the Legion}

@UUID[Compendium.wfrp4e-up-in-arms.items.7G8beOBs6V4E3PXJ]{Dismay Foe}

@UUID[Compendium.wfrp4e-up-in-arms.items.VkvYRSrcObPz0D7z]{In Good Order}

@UUID[Compendium.wfrp4e-up-in-arms.items.uflB9xOi4e9rlbdc]{Know Your Enemy}

@UUID[Compendium.wfrp4e-up-in-arms.items.6zjMJEZOeDC5Z68G]{On Deadly Ground}

@UUID[Compendium.wfrp4e-up-in-arms.items.KdUFJ81k4xUwzdmL]{Quick Strike}

@UUID[Compendium.wfrp4e-up-in-arms.items.0eKbR2wfLKc2UNyS]{Shieldmaiden's Devotion}

@UUID[Compendium.wfrp4e-up-in-arms.items.zBLAGOs47AWb20a8]{Skill of Combat}

@UUID[Compendium.wfrp4e-up-in-arms.items.TBb0fPkva4EPBn9W]{Vengeful Wrath}

" + } + } + }, + "Artillery and Damage to Structures": { + "name": "Artillery and Damage to Structures", + "pages": { + "Artillery and Damage to Structures": { + "name": "Artillery and Damage to Structures", + "text": "

Most WFRP scenarios do not favour the use of large military manoeuvres or devastating siege weapons. It is impractical to drag cannons into dungeons or carry out careful subterfuge against the hidden agents of Chaos when you are the only folk in town with a @UUID[Compendium.wfrp4e-up-in-arms.items.4QBQvmOTtqeH4gUS]{Helblaster Volley Gun}. Major military encounters are difficult to describe in round-by-round detail, and we recommend that if the Characters are embroiled in a wider military confrontation, that the @UUID[Compendium.wfrp4e-archives2.journals.6wAwhxOMLD1B2gIR]{mass combat rules} from Archives of the Empire Volume 2 are used.

However, there may be times when the Characters are facing an emplacement guarded with fortification or artillery, or where they are in charge of such an emplacement themselves.

Sample Structures

Structures in this context refer to anything that is too large and tough to be destroyed by extended Strength Tests as described in the WFRP Core Rulebook. Strength Tests are a good way to determine if a Character can break down a door or smash a chair to pieces. However, reinforced iron gates and castle walls are obviously designed to withstand more punishment than a few determined shoulder barges.

The rules for damaging structures are similar in many ways to those for damaging vehicles and boats. An overview of some archetypal vehicles and boats is given below. The rules for damaging structures could be used to determine damage to vehicles, but it would be better to use the rules from the Enemy in Shadows Companion (for damaging vehicles) and the Death on the Reik Companion (for damaging boats). 

ENC and Encumbrance Limit

The ENC of structures refers to how many encumbrance points they apply when lifted. The Encumbrance Limit refers to how many encumbrance points the structure can bear before it is too crammed or structurally compromised. This limits the amount of artillery that can be placed on a structure. It is up to the GM to decide whether planned artillery placements are sensible. For example, a barge could potentially carry a great deal of artillery, but these would mostly be stowed in the hold and of no use in a battle.

Cover Penalty

We assume that when people are shooting from a defensive position, they are actively using it to provide cover, crouching behind the gunwales of a boat or ducking between battlements on a castle rampart. Unless targets on a structure have a @Condition[Surprised] Condition or are behaving in a way that would not grant them cover, then the Difficulty listed is the default that an assailant would suffer from when trying to shoot the Character. Other modifiers, such as range or size of target, would affect this Difficulty at the GM’s discretion.

Common Structures

Structure

ENC

Encumbrance Limit

Toughness

Wounds

Cover Penalty

VEHICLES

Cart

10

30

25

10

Challenging (+0)

Coach

100

80

45

50

Difficult (-10)

Light Wagon

30

30

50

35

Difficult (-10)

Medium Wagon

50

60

50

60

Hard (-20)

Heavy Wagon

75

80

50

95

Hard (-20)

RIVERBOATS

Rowboat

25

60

35

10

Challenging (+0)

Typical Barge

100

300

45

60

Difficult (-10)

Patrol Boat

130

50

60

120

Hard (-20)

STRUCTURES

Wattle Fence

N/A

N/A

25

10

Challenging (+0)

Sturdy Wooden Door

5

N/A

50

10

N/A

Wooden Mantlet

5

N/A

50

15

Difficult (-10)

Timber Frame Wall

N/A

30

40

20

 

Earthwork

N/A

60

50

30

Difficult (-10)

Dry Stone Wall

N/A

30

60

20

Difficult (-10)

Stake Palisade

N/A

60

50

30

Hard (-20)

Stone Wall

N/A

100

60

50

Hard (-20)

Portcullis Gate

N/A

N/A

70

20

N/A

Castle Wall

N/A

150

65

100

Very Hard (-30)

Dwarf Fort Wall

N/A

200

80

150

Very Hard (-30)

Carts: Small, two-wheeled vehicles such as donkey carts, chariots, and gigs. Passenger carts include a seat for up to two people, and those that carry goods have a single seat and an open bed for cargo. 

Coaches: A coach is an enclosed, four-wheeled vehicle, drawn by 2–6 horses. Coaches are preferred by the wealthy for long-distance travel, and the Empire is home to several coaching companies that run regular services.

Wagons: Wagons are large, open vehicles built to carry any kind of cargo. Depending on size, they are drawn by two or more horses or oxen. There is a bench at the front wide enough for three people, although they require only a single driver. Some wagons are even specially designed to mount weapons or provide a platform for troops to fight from and, at the GMs discretion, these war wagons may provide an improved cover penalty.

Rowboat: Rowboats refer to small vessels of up to 10 yards in length. Smaller Reikland fishing vessels or Marienburg canal boats are examples of such vessels.

Typical Barges: Barges on the Reik are typically about 20 yards in length, designed to carry large cargoes for their size and are powered by both sails and oars.

Patrol Boats: River Warden patrols use fast vessels powered by banks of oars for fast pursuit, or sails for more leisurely patrolling. They are around 25 yards in length and built to withstand a lot of punishment.

Wattle Fence: Wattle fences are woven from thin branches of willow. They are easy to make and durable if well made. However, they better suited for animal enclosure than fortification. They are still used for cover by those in a hurry or without better alternatives.

Sturdy Wooden Door: The doors typically attached to residential dwellings are destroyed utterly when hit by a serious weapon. However, these doors refer to the thick doors reinforced with bands of iron that are found in fortresses and other large buildings.

Wooden Mantlet: Mantlets are large, sturdy wooden boards fixed to props or wheeled trolleys, enabling them to be picked up and moved around with relative ease for their size. In battles and sieges, they make for mobile defences that can be moved forward to cover troops and equipment as they reposition or advance.

Timber Frame Wall: This wall is typical of many residences in the Old World. The wall is framed in solid timbers and filled in with materials such as brick, stone, or wattle and daub. These walls do not typically mount weaponry, but an Encumbrance Limit is shown to account for using a handy windowsill as a gunport.

Earthwork: Earthworks refer to banks of earth that have been piled up to serve as fortifications.

Dry Stone Wall: Dry stone walls cover stone structures made with rocks that are not shaped or fixed in place.

Stake Palisade: A palisade is constructed by erecting a fence of wooden stakes driven into the earth. Ramparts of earth are piled up behind the line of stakes and wooden walkways built over the ramparts.

Portcullis Gate: An iron gate that can be lowered down to protect the main entrances to a fortress.

Stone Wall: A stone wall refers to those walls that use fitted stones, mortar, or both to produce a permanent structure, more stable than a dry stone wall but not as thick as a castle wall. A fortified coaching inn would usually be surrounded by a stone wall.

Castle Wall: Castle walls tend to be made of two faces of close fitted, mortared stone between which is a cavity stuffed full of a mix of gravel, mortar, or oyster shells.

Dwarf Fort Wall: Dwarfs tend to build their fortress walls from massive blocks of stone, shaped to fit together seamlessly. They are as thick, if not thicker, than the walls of Human castles, but are solid stone throughout and far more durable. The walls of Human cities such as @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}, @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.icaZcokQLawViHCq]{Ubersreik}, and Marienburg are built and maintained by Dwarfs, at significant cost.

" + }, + "Attacks on Structures": { + "name": "Attacks on Structures", + "text": "

Given that structures cannot dodge or move, any melee attack made against a structure automatically hits. If the vehicle is moving, or a Character wishes to attack a specific, difficult-to-hit spot, count the attack as a called shot at -20. If the driver of a moving vehicle is attacked in melee, resolve this as an Opposed Melee Test, but the driver may use an appropriate Drive Skill if they wish.

Weapons such as swords and daggers are not designed to breach walls. A GM should determine the size of the structure being attacked and count its Toughness Bonus again for each size category larger it is than the attacker is. So an Enormous Stone Wall (TB of 6) attacked by an Average Human would count as having a Toughness Bonus of 18 (6 times 3). Siege weapons ignore these restrictions.

Structure Damage

Each structure has a Toughness score which modifies Damage taken, and a Damage score which shows how much Damage it can take. Note that walls are treated slightly differently in that the profile given only refers to a 5 yard stretch of wall, so even if this portion is damaged beyond repair much of the structure may remain intact.

Structures do not have Hit Locations, but if someone is shooting at a target that is taking cover within or behind the structure, and they miss, then the missile may hit the structure. To see if this occurs, determine how many levels of failure are involved in the miss. 

Levels of Failure

Effect

0 to –2

The shot misses the target, but strikes the structure and may damage it.

–3 or lower

The shot misses the target and has no effect on the structure.

Structure Critical Hits

Structures are much more difficult to critically damage than Characters. When a double is rolled, a structure risks taking a Critical Hit. However, Critical damage is only applied if the attack goes on to remove 25% of a structure’s remaining Wounds. However, every hit after the structure’s Damage score reaches 0 causes Critical Damage. Critical Damage impacts on structures in the same way as Critical Wounds affect a Character, and any circumstances that would lead to the death of a Character go on to cause a structure to take Collapse Critical Damage.

@UUID[RollTable.QKgYkElhihBHTTfh]{Structure Critical Damage}

Repairing Structures

Damage to structures can be repaired permanently on a successful Average (+20) Trade (Carpentry) Test (if the structure is mostly made from wood) or Average (+20) Trade (Mason) Test (if the structure is mostly made from stone). Each successful Test takes [[/r 1d10]] hours of work and restores [[/r 1d10]] Wounds to the structure.

Running repairs can be attempted in the heat of combat, though they usually involve hurriedly piling up rubble to fill a breach or hauling a fallen beam back into place. These require a successful extended Very Hard (-30) Trade (Carpentry) Test (if the structure is mostly made from wood) or Very Hard (-30) Trade (Mason) Test (if the structure is mostly made from stone). Each successful Test requires 20 SL to complete and restores [[/r 1d10]] Wounds to the structure. Healing, such as would be applied to wounded Characters, has no effect on structures, but the GM may like to consider that creative uses of certain spells or Miracles may be of benefit.

Siege Weapons

Siege Weapons are a broad and varied class of weapon designed to attack formations of troops, or large static targets, rather than individual targets. They are all large and powerful, but so cumbersome and laborious in their operation that they are rarely employed outside the context of serious military actions. In small scale skirmishes they are of limited use, either being impossible to bring to bear, or being the last word in spectacular, but strikingly inefficient, overkill.

Siege Weapons follow principles developed for smaller weapons. Those with working knowledge of a crossbow can manage to load and fire ballistae, and cannons are no more intricate than handguns. However, most siege weapons do require a crew in order to shoot with acceptable accuracy or rate of fire. 

As with hand held ranged weapons, it is not normally possible to operate a siege weapon without training in the relevant group. A person with Ranged (Crossbow) could not crew a cannon or a @UUID[Compendium.wfrp4e-up-in-arms.items.ItimnREThkG9dR4P]{Helstorm Rocket Battery}.

The operation of catapults is also sufficiently different to other ranged weapons that they can only be operated by crew members with Ranged (Catapult). 

Those with Ranged (Engineering) can crew Blackpowder weapons with no penalty.

Ballistae are relatively simple to use. You can attempt a Ranged (Crossbow) Test using Ballistic Skill, but the weapon loses all Qualities whilst retaining its Flaws.

Note: Siege weapons must use special ammunition as detailed in the table below, despite being a Blackpowder weapon, a cannon may not fire bullets designed for a handgun, and a Ballista may not shoot crossbow bolts.

Weapon

Price

Enc

Availability

Range

Damage

CROSSBOW

@UUID[Compendium.wfrp4e-up-in-arms.items.jye5iBx4DNdOtqfB]{Ballista}

30 GC

20

Scarce

150

+12

BLACKPOWDER

@UUID[Compendium.wfrp4e-up-in-arms.items.U1IWLLQeCXVPAo5C]{Cannon (small)}

40 GC

30

Scarce

100

+10

@UUID[Compendium.wfrp4e-up-in-arms.items.8uvnXuEdOZTitbgc]{Cannon (medium)}

100 GC

50

Exotic

125

+14

@UUID[Compendium.wfrp4e-up-in-arms.items.amfDBNVcLgd2maYo]{Cannon (large)}

250 GC

75

Exotic

175

+16

@UUID[Compendium.wfrp4e-up-in-arms.items.d2LzU8hNCH97njsK]{Mortar}

50 GC

50

Exotic

150

@UUID[Compendium.wfrp4e-up-in-arms.items.0DZId3hIjSAzxo6l]{Swivel Gun}

20 GC

5

Rare

30

+14

CATAPULT

@UUID[Compendium.wfrp4e-up-in-arms.items.BmkeLC0U7pWYTmH0]{Catapult (small)}

20 GC

25

Scarce

75

+10

@UUID[Compendium.wfrp4e-up-in-arms.items.FiWEly2b6xLssXTQ]{Catapult (medium)}

40 GC

40

Scarce

100

+15

@UUID[Compendium.wfrp4e-up-in-arms.items.YTRf8aiEvED9gwYF]{Catapult (large)}

60 GC

65

Scarce

175

+18

ENGINEERING

@UUID[Compendium.wfrp4e-up-in-arms.items.LhKJZ1s73CaHghvt]{Volley Gun}

10 GC

5

Exotic

50

+9

@UUID[Compendium.wfrp4e-up-in-arms.items.4QBQvmOTtqeH4gUS]{Helbaster Volley Gun}

500 GC

85

Exotic

100

+10

@UUID[Compendium.wfrp4e-up-in-arms.items.ItimnREThkG9dR4P]{Helstorm Rocket Battery}

500 GC

75

Exotic

185

+12

Siege Ammunition

Weapon

Price

Enc

Availability

Range

Damage

BALLISTA

@UUID[Compendium.wfrp4e-up-in-arms.items.Ymuuf4HyF8t9h13M]{Bolt}

4/–

0

Scarce

As weapon

 

@UUID[Compendium.wfrp4e-up-in-arms.items.HRowgW9PxG7ap7JP]{Ball and Powder}

8/–

1

Scarce

As weapon

@UUID[Compendium.wfrp4e-up-in-arms.items.PinFSQuQvxqaobSf]{Grapeshot and Powder}

6/6

0

Exotic

Quarter weapon

-2

CATAPULT

@UUID[Compendium.wfrp4e-up-in-arms.items.MoCFzp8mXWvBOxgL]{Animal Carcass}

N/A

0

Common

Half weapon

Special

@UUID[Compendium.wfrp4e-up-in-arms.items.MQV1cMMZQZnyzZx2]{Incendiary}

1 GC

0

Scarce

Half weapon

Special

@UUID[Compendium.wfrp4e-up-in-arms.items.lQQZZ46r7KYujIWs]{Stone}

8/–

1

Common

As weapon

MORTAR

@UUID[Compendium.wfrp4e-up-in-arms.items.2hdBYV1uH62i4csv]{Bomb}

3GC

0

Rare

As weapon

+12

@UUID[Compendium.wfrp4e-up-in-arms.items.MQV1cMMZQZnyzZx2]{Incendiary}

1GC

0

Scarce

Half weapon

Special

SWIVEL GUN

@UUID[Compendium.wfrp4e-up-in-arms.items.zPLhsJUl4X8UlnT7]{Bullets and Powder (Swivel Gun)}

2/2

0

Common

As weapon

+1

@UUID[Compendium.wfrp4e-up-in-arms.items.awdCSBTUTRqaGFM8]{Small Shot and Powder (Swivel Gun)}

2/2

0

Common

As weapon

VOLLEY GUN

@UUID[Compendium.wfrp4e-up-in-arms.items.Bjewc1ehUeeQTnXs]{Bullet and Powder}

3/3

0

Common

As weapon

+1

HELLBLASTER VOLLEY GUN

@UUID[Compendium.wfrp4e-up-in-arms.items.HRowgW9PxG7ap7JP]{Ball and Powder}

8/–

1

Scarce

As weapon

HELSTORM ROCKET

@UUID[Compendium.wfrp4e-up-in-arms.items.5qTyjz1aZVqrQlut]{Rocket}

5GC

1

Exotic

As weapon

Ballistae: Ballistae are giant crossbows that fire iron-capped bolts that resemble fence posts. They can split a person like a chicken, or punch a nice, neat hole through solid wood. 

Cannons: The largest cannons are restricted to fortresses or well prepared battlefield positions, but small and medium weapons can be mounted on boats or wagons. On battlefields, cannonballs inflict damage on ranks of troops by bouncing through them. Given that most combat situations in Warhammer Fantasy Roleplay will be smaller skirmishes, this is limited to the Blast 2 Quality to represent damage to those nearby, but if targets are arranged in a line the GM should consider that the ball could conceivably hit multiple targets.

Catapults: Catapults are indirect-fire weapons that throw rocks, bombs, or incendiaries in a high arc, bringing them crashing down on the heads of the targets. 

Mortars: A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls. 

Swivel Guns: A swivel gun is like a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod.

Volley Guns: The volley gun resembles a repeating handgun, with a complex circular crank and levers. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an Average (+20) Endurance Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the Arm Critical Wound Table, adjusting details as necessary to reflect a shoulder hit.

Volley guns take the same calibre bullets as a normal Blackpowder weapon, though 1 bullet and charge of powder is used for each shot in a salvo.

Helblaster Volley Gun: The Helblaster Volley Gun has nine separate barrels divided into three decks of three barrels fixed on a circular crank. As the crank is turned, a clever system of cams ignites each charge in turn, propelling a flurry of lethal projectiles from the gun.

The advantage of the Helblaster is that it can fire several shots at once in a devastating volley. A full volley will rip through the toughest regiments, causing immense casualties in the blink of an eye. A disadvantage is that it is inclined to jam or misfire, and once it has misfired it is almost always useless. The chances of being able to fire for a prolonged time are slim, as the weapon is quite likely to malfunction given the complexity of its firing mechanism.

Helstorm Rocket Battery:  Master Engineer Herman Faulkstein invented this experimental weapon, inspired by a display of Cathayan fireworks in Altdorf. It consists of a wheeled artillery carriage with nine gunpowder-charged rockets affixed to a frame. The elevation can be adjusted to fire at targets on ground or air. It’s not especially accurate and better suited to firing on large regiments than small parties on the ground.

New Weapon Qualities or Flaws

Crewed

A weapon with the Crewed flaw is so large, heavy and complex that it benefits from being managed by a team rather than a single operator. This team all need to possess the relevant Ranged skill to crew the weapon. However, they may nominate one of their number to make the relevant Ranged Test to see how well the weapon performs when it is triggered.

Most weapons have a crew of 2, 3 or 4. Larger crews are often assembled, but extraneous crew members do not impact the efficiency of the weapon itself, though they may help move it or make up for casualties among the crew.

If a weapon requiring a crew is not fully crewed it is impaired as explained in the table below.

CrewCrewed 2 WeaponCrewed 3 WeaponCrewed 4 Weapon
4N/AN/AN/A
3N/AN/ADouble Reload Time
2N/ADouble Reload TimeGain Imprecies Flaw
1Double Reload TimeGain Imprecies FlawGain Dangerous Flaw

Penalties from reduced crew are cumulative, so a Crewed 4 weapon with a single crewman will suffer from double reload time, the Imprecise Flaw, and the Dangerous Flaw.

If a weapon gains a Flaw that it already possesses, impose a further penalty of -10 to any Ranged Tests made to shoot the weapon.

When reloading a weapon with the Crewed Flaw, one of the crew may assist with any Tests made to determine how long the reloading process takes.

If a weapon with the Crewed Flaw suffers a misfire, all members of the crew are affected.

Example 1: There are two Ballistae set up on a castle rampart. The first is crewed by two individuals with the Ranged (Crossbow) Skill. The first has Ranged (Crossbow) 38 and the second has Ranged (Crossbow) 55, they nominate the crew member with Ranged (Crossbow) 55 to take the shots.

The second is crewed by an individual with Ranged (Crossbow) 38 and a second with Ranged (Bow) 55. Because a Ballistae is a crossbow weapon, the Character with Ranged (Bow) does not count as a crewman. The weapon does not therefore have a full crew, and must double its reload time, and must shoot using the lower Ranged skill of 38.

Example 2: Von Meinkop is trying to fire a Large Cannon without the assistance of any additional crew. Von Meinkop can use his impressive Ranged (Engineering) skill of 92 to fire the weapon. However, because he is the sole crew member of a Crewed 4 weapon, it doubles the reload time (from 8 to 16) and gains the Imprecise Flaw. The weapon ought to also gain the Dangerous Flaw, but it already has this Flaw. Von Meinkop’s Ranged (Engineering) suffers from a penalty of -10 when shooting the cannon.

Salvo

A weapon with the Salvo Quality has the potential to let off missiles either one at a time or in batches. The number of times the weapon can be fired is indicated by the Salvo number. Each time the weapon is fired reduce the Salvo number by 1. The weapon does not need to be reloaded until it reaches Salvo 0. 

Reloading a weapon with the Salvo Quality is a laborious process. The Reload number does not fully reload the weapon, but it increases the Salvo number by 1 each time it is achieved (so an empty @UUID[Compendium.wfrp4e-up-in-arms.items.ItimnREThkG9dR4P]{Helstorm Rocket Battery} would be Salvo 0
and would require Reload 6 to reach Salvo 1 and require 9 times Reload 6 before it was fully loaded to Salvo 9).

A Salvo weapon can be fired more than once in a turn, but each time the weapon is fired after the first firing, impose a cumulative penalty of -10 to the Ranged Skill used to shoot with the weapon.

If the weapon misfires at any point in the process, work out the effect of the misfire and then roll on the following table.

Example: The crew of a Helstorm Rocket Battery benefit from its Salvo 9 Quality. Potentially, they could fire the weapon nine times in a single turn. The first turn, they shoot the weapon four times. The first shot is resolved with the Ranged (Engineering) Skill of the nominated crew member. The second shot is resolved with a penalty of -10 to the Ranged (Engineering) Skill of the nominated crew member. The third is resolved with a penalty of -20, and the fourth with a penalty of -30.

The following turn, the crew fire the weapon five times. This is worked in the same way as the previous turn, but the fifth shot is resolved with a penalty of -40 to the Ranged (Engineering) Skill. The weapon is now empty and must be reloaded before being fired again.

@Table[salvo-misfire]

" + } + } + }, + "Pursuits of Excellence": { + "name": "Pursuits of Excellence", + "pages": { + "Pursuits of Excellence": { + "name": "Pursuits of Excellence", + "text": "

Pursuits can be exciting moments in roleplaying games. The rules in the WFRP Core Rulebook give plenty of advice for pursuits, but there are areas that require clarification, particularly where characters break from combat and a pursuit commences, or where many participants in a pursuit are at varying distances and running at different speeds. 

Breaking from Combat

Fighters can disengage without risk by spending Advantage, using the Dodge Skill, or turning their back and fleeing. This is described in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#disengaging]{Disengaging}, but a summary of the rules is also given here.

Using Advantage: If you have more Advantage than your opponent, you can drop your Advantage to 0 and move away without penalty. 

Using Dodge: By succeeding an opposed Dodge/Melee Test you gain +1 Advantage and can use your Move to go anywhere under the normal rules. If you fail the Test, each opponent gains +1 Advantage and you are pinned in place.

Fleeing: For your Move, you may turn and flee. Your opponent gains +1 Advantage and may attempt a free attack. The free attack is an unopposed Melee Test using whatever weapon is currently held. This attack also benefits from +20 to hit. If you are struck, your opponent gains +1 Advantage and you must pass a Challenging (+0) Cool Test or gain a @Condition[Broken] Condition and a further +1 Broken Condition per SL below 0. Once the free attack is resolved, you may move up to your Run Movement directly away from your opponent.

Pursuits

Pursuits are described in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#pursuit]{Pursuit}, but a summary of the rules is also provided here. The Quarry refers to those being chased, and the Pursuers refers to those who are trying to reach the quarry.

  • Determine Distance: The GM assigns a number to represent the size of the head start the Quarry has over the Pursuer, called the Distance. The Distance ranges from 0 (Quarry is caught) to 10 (Quarry escapes). 1 would mean the Quarry is almost in reach, 4 would represent a good head start, and 8 would mean Pursuers must work very hard to catch up.

  • Test: Everyone involved in the pursuit rolls a Test for their movement. This will be an Athletics Test for those on foot, Ride for those mounted on a horse or other riding animal, and Drive for those on a coach, chariot or other vehicle.

  • Update Distance: The lowest SL of the quarry and the highest SL of the Pursuer is compared. If the Quarry gets a better result than the Pursuer, the difference in SL is added to the Distance. If the Pursuer gets a better result than the Quarry, the difference in SL is subtracted from the Distance. If the results are equal, the Distance remains the same.

  • Determine Outcome: If the Distance falls to 0 or less, the Pursuer has caught the Quarry. The Quarry must either sacrifice their slowest member that Round to delay the Pursuers as the rest continue to flee, or any of them can volunteer to stop and confront their Pursuers. The Pursuers can then decide who stops to confront the Quarry they have caught, and who continues in pursuit. If the Distance reaches 10 or more, the Pursuers have lost their Quarry and the pursuit is over.

  • Movement Modifiers: If some of the Characters in the pursuit have a higher Movement, they gain a bonus SL equal to the difference in Movement. If a Character with Move 5 were chasing a Move 4 Character they would gain +1 SL on the Test. 

Complex Pursuits

The existing rules work well for simple pursuits, and pursuits between an individual Quarry and an individual Pursuer, but they assume that the Quarry all move at the same speed, as do the Pursuers, and that faster Characters are unimpeded by slower comrades. When pursuits involve Characters with varying Movement rates, or when the performance of every individual involved in a pursuit counts, more detail may be required as to the progress of the pursuit.

More complex pursuits require a little bookkeeping by the GM, as each Character in the pursuit is treated as an individual, and the Distance is more dependent on circumstances.

Environment The Chase Takes Place WithinDistance Required to Escape
Busy city streets, labyrinthine sewers, hedge maze3
Craggy mountains, dense woodland, foggy fenland5
Sleepy village, light woodland, swamp7
Shrubby meadow, gently rolling hills, rocky beach10
Featureless desert, grassy steppe, limestone pavement13
  1. Determine Distance: The GM assigns a number to represent the size of the head start the nearest member of the Quarry has over the closest Pursuer, called the Distance.  Each point of Distance represents 10 yards.

    The Distance ranges from 0 (Quarry is caught) to a number the GM feels is appropriate for the Quarry to escape given the environment. The busier the environment, the smaller the number the Quarry must reach to escape. 

    If the Quarry are in a tight group, they all count as being at the same Distance, but if any of them lead a Pursuer or another Character in the Quarry group by more than 16 yards, calculate their individual Distance from the Pursuers as appropriate.

    The Pursuers can be treated as a group if they have the same Movement, or split into smaller groups according to their Movement or ability to pass Tests to pursue.

  2. Test and Update Distance: In Initiative order, participants involved in the pursuit roll a Test for their Movement. This will be an Average (+20) Athletics Test for those on foot, Average (+20) Ride Test for those mounted on a horse or other riding animal, and Average (+20) Drive Test for those on a coach, chariot or other vehicle. Consult the following table to determine the results of the Test.

    Characters with Movement Attributes of 3 or less suffer penalties to Athletics Tests for complex pursuits. Characters with Movement 3 must make Challenging (+0) Athletics Tests. Characters with Movement 2 must make Hard (-20) Athletics Tests. Characters with Movement 1 must make Very Hard (-30) Athletics Tests.

    During this stage, if any Pursuer reduces the Distance to a member of the Quarry to 0 they can choose whether to charge into combat, or run past in the hope of catching a member of the Quarry further on.

  3. Determine Outcome: Recalculate the Distance between the various Characters involved in the pursuit depending on their performance return to step 2.

Character Progress Table

SLEffect
4 or moreThe Character sprints forward the number of yards they can normally run (or ride or drive). Divide this number by 10, rounding down to a minimum of 1. This number +1 is the Distance they move this Round.
+0 to 3The Character runs forward the number of yards they can normally run (or ride or drive). Divide this number by 10 in order to determine the Distance they move, rounding down to a minimum of 1.
-2 to -0The Character is blocked, needs to navigate an object, or must watch their footing for some reason. They stumble forward the number of yards they can normally run (or ride or drive). Divide this number by 10, rounding down to a minimum of 1. This number -1 is the Distance they move this Round.
-3 to -4The Character skids to a halt in order to avoid a stumble. They make no progress this Round.
-5 or lessThe Character trips, falls from their horse, or suffers a similar calamity. Calculate if any falls cause damage as described in @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Falling}. The Character then suffers from the Prone Condition.

Impeded Movement

During a Pursuit, a Character who receives the Prone or Entangled Condition, or otherwise losing the ability to move freely, loses their next opportunity to Test to increase their Distance, instead spending their time freeing themselves, potentially having to make a test to do so.

Obstacles

The GM may decide to throw some obstacles in the way of the Characters. Crates of wool, muddy puddles, closed gates, passing livestock and other hazards may complicate a pursuit, both for the Quarry and the Pursuers.

In order to involve an obstacle the GM must first decide what Distance the object is from the lead member of the Quarry, and whether or not it is easy to perceive. Characters who perceive an obstacle can decide to change course if the environment allows it, or tackle the obstacle in the hope that their Pursuers will find it tricky to navigate themselves.

The Obstacle then counts as one of the participants in the pursuit, but one that does not move.

Whenever the Distance between the obstacle and a participant in the pursuit reaches 0, the participant must either stop or tackle the obstacle.

The GM then has to decide what Tests should be made to navigate the obstacle, and the penalty for failing the Test. Some examples are provided in the table below. This table assumes participants are on foot, so the GM must think of alternative tests and consequences for mounted participants or those on vehicles.

Creating Obstacles

During their turn, a member of the Quarry can try to create an obstacle. They can take a Perception Test to spot something convenient in the environment, or drop a suitable trapping, such as something sharp or slippery. The difficulty of the Perception Test depends on the nature of the environment. In a desert the GM may rule that there are no suitable obstacles to be found, in a crowded market they should be everywhere.

If an obstacle is spotted the member of the Quarry should make a Challenging (+0) Athletics Test to deploy the obstacle. Success means the Quarry pulls or drops the obstacle in the path of the pursuers without losing speed. Failure may cost the Quarry movement, or even result in them becoming entangled in their own obstacle.

Obstacles Table

ObstaclePerceivedTest to NavigateConsequences of Failed Test
Large LogAutomaticallyAverage (+20) Athletics TestThe participant or their mount gains the @Condition[Prone] Condition. 
HaystackAutomaticallyHard (-20) Climb TestThe Participant becomes mired in the hay, counting as @Condition[Entangled] against an opponent with a Strength of [[/r 2D10+20]].
Filthy PuddleAverage (+20) Perception TestAverage (+20) Athletics Test if perceived, Hard (-20) Athletics Test if notThe participant showers themselves in filthy water. They suffer from -2 SL to all Fellowship based Tests until they can get themselves clean.
Crates of MerchandiseAutomaticallyChallenging (+0) Athletics TestThe participant or their mount gains the @Condition[Prone] Condition. [[/r 2D10]] pieces of merchandise are broken.
Closed GateAutomaticallyEasy (+40) Athletics Test if perceived, Hard (-20) Athletics Test if notThe participant is prevented from moving this Round but can try again next Round. However, on an Impressive Failure, they suffer a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Falling}.
PotholeChallenging (+0) Perception TestEasy (+40) Athletics Test if perceived, Hard (-20) Athletics Test if notThe participant suffers a @UUID[Compendium.wfrp4e-core.items.9j0KwH1Je1RiuZX2]{Twisted Ankle} Critical Injury.
QuicksandChallenging (+0) Perception TestEasy (+40) Athletics Test if perceived, Hard (-20) Athletics Test if notThe Participant becomes mired in the quicksand. They count as @Condition[Entangled] against an opponent with a Strength of [[/r D10+20]]. If they do not escape within 1 Round, they count as @Condition[Entangled] against an opponent with a Strength of [[/r 2D10+20]]. This process continues for 6 Rounds, with the Strength of the Entanglement increasing by [[/r 1D10]] each Round. If the Character is still @Condition[Entangled] after 6 Rounds, they must make Challenging (+0) Cool Test to avoid further struggles. If they fail this Test, they must Test to see if they start to @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#drowning-and-suffocation]{Drowning and Suffocation}.
Passing Goat HerdAutomaticallyHard (-20) Athletics TestThe participant takes a hit from Weapon (Horns) +6 as enraged goats buffet into the Character.
Bucket full of Fish GutsAutomaticallyEasy (+40) Athletics TestIf a participant trips over the bucket, they gain the @Condition[Prone] Condition. However, they leave a large slick of fermenting fish guts behind them.
Slick of Fish GutsAutomaticallyHard (-20) Athletics TestThe participant tumbles over on the slippery guts. They gain the @Condition[Prone] Condition and suffer from -2 SL to all Fellowship based Tests until they can get themselves clean. If they have untreated wounds around the time of coming into contact with the slick, they must Test to see if the wounds become @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wounds}.
Rotten FloorboardsHard (-20) Perception TestAverage (+20) Athletics Test if perceived, Very Hard (-30) Athletics Test if notThe participant tumbles through the floorboards. They suffer from a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Falling}.
Workman on LadderAutomaticallyEasy (+40) Athletics TestIf a participant trips over the ladder they gain the @Condition[Prone] Condition. The GM should make a Hard (-20) Athletics Test on behalf of the labourer. Should they fail, they suffer a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Falling} of [[/r 1D10]] yards.
Unattended CartAutomaticallyAverage (+20) Climb TestThe participant slides back down off the cart. They are stuck this Round, but can attempt to clear the obstacle again next Round.
Unattended Cart Full of CabbagesAutomaticallyChallenging (+0) Climb TestThe participant slides back down off the cart, causing a torrent of cabbages to spill down after them. They must make an Average (+20) Initiative Test or gain the @Condition[Surprised] Condition. The Obstacle becomes two obstacles, an Unattended Cart and a Scattered Mound of Cabbages. 
Scattered Mound of CabbagesAutomaticallyHard (-20) Athletics TestThe participant trips over on the cabbages. They suffer a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.bdfiyhEYtKs7irqc#falling]{Falling} as if from 1 yard and gain the @Condition[Prone] Condition. 

Exhaustion

Participants in a pursuit are pushing themselves to the limit, either to escape their Pursuers or catch their Quarry. Fatigue may soon set in, compromising participants’ ability to continue the chase.

Keep track of how many Rounds a pursuit takes. Every time a participant runs for a certain amount of turns in a row, they must make an Endurance Test to avoid exhaustion.

The number of rounds is determined by the GM for each participant, and may consider being encumbered, driving a heavily laden vehicle, suffering from illness or injury, and so on. However, the table below gives an idea of how often to make particpants test, and the difficulty of those tests.

Participants (or their mounts or their draft animals) gain a @Condition[Fatigued] Condition every time they fail an Endurance Test. Animals want to slow to walking pace as soon as they receive a Fatigued Condition, but can be persuaded to keep running on a successful Challenging (+0) Charm Animal Test, Difficult (-10) Ride Test, or Hard (-20) Drive Test.

Exhaustion Table

RoundsOn FootMountedVehicle
10Very Easy (+60) Endurance Test  
15Easy (+40) Endurance TestVery Easy (+60) Endurance Test on behalf of mount 
18Average (+20) Endurance Test Very Easy (+60) Endurance Test on behalf of draft animals
20Challenging (+0) Endurance TestEasy (+40) Endurance Test on behalf of mount 
21Difficult (-10) Endurance Test  
22Hard (-20) Endurance TestAverage (+20) Endurance Test on behalf of mountEasy (+40) Endurance Test on behalf of draft animals
23Very Hard (-30) Endurance Test  
24Futile (-40) Endurance TestChallenging (+0) Endurance Test on behalf of mount 
25Impossible (-50) Endurance Test Average (+20) Endurance Test on behalf of draft animals
26Even More Impossible (-60) Endurance TestDifficult (-10) Endurance Test on behalf of mount 

When does Breaking from Combat become a Pursuit?

What if a fighter breaks from combat but their opponent still wants to engage them? Under such circumstances the Character who broke from combat can elect to become the Quarry in a pursuit. Their head start depends on how they broke from combat.

Simple vs Complex Pursuits

MethodSimple PursuitsComplex Pursuits
Using advantageThe Quarry begins with a head start of 1 Distance per Advantage they spent when disengaging. So if the Character had 3 Advantage when they decided to disengage, they gain a head start of 3.The Quarry begins with a head start of 1 Distance. If they spent 3 or more Advantage when disengaging, their head start increases to 2.
Using DodgeThe Quarry begins with a head start of 1 Distance.The Quarry begins with a head start of 1 Distance.
FleeingIf the opponent takes an opportunity to make their free attack, the Quarry begins with a head start of 3. If the opponent forgoes their free attack they can race after the Quarry, and the Quarry starts with a head start of 1.The Quarry must make an Athletics Test as described under the Test and Update Distance section of Complex Pursuits. The result of this Test determines their initial Distance. If their opponent took the opportunity to make a free attack, the Quarry can add +2 SL to their Athletics Test to determine initial Distance.
" + } + } + }, + "An Alternate Approach to Injury": { + "name": "An Alternate Approach to Injury", + "pages": { + "An Alternative Approach to Injury": { + "name": "An Alternative Approach to Injury", + "text": "

This is an optional approach to Wounds, Critical Wounds, and death to those given in the core rulebook. If the GM and players prefer to use this system, it should replace the information given on @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4]{Injury}.

The purpose of this alternative system is to reduce the complexity of the core system of tracking injuries and death, and to add tactical choices regarding where to land blows, or where to wear heavier armour.

Updates to the Bleeding Condition

You are bleeding badly. Lose 1 Wound at the end of every Round, ignoring all modifiers. Additionally, suffer a penalty of –10 to any Tests to resist @UUID[Compendium.wfrp4e-core.items.kKccDTGzWzSXCBOb]{Festering Wounds}, @UUID[Compendium.wfrp4e-core.items.1hQuVFZt9QnnbWzg]{Minor Infection}, or @UUID[Compendium.wfrp4e-core.items.M8XyRs9DN12XsFTQ]{Blood Rot}. If you reach 0 Wounds, you no longer lose Wounds. At the end of each turn, make a Challenging (+0) Endurance Test or immediately gain the @Condition[Unconscious] Condition.

If unconscious and bleeding, at the end of Round you have a 10% chance of dying per Bleeding Condition you have. For example, if you had 3 Bleeding Conditions, you would die from blood loss on a roll of 0–30. If you roll a double, your wound clots a little and you lose 1 Bleeding Condition. You cannot regain consciousness until all Bleeding Conditions are removed (see @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4]{Injury}).

A Bleeding Condition can be removed with a successful Average (+20) Heal Test, with each SL removing an extra Bleeding Condition, or with any spell or prayer that heals Wounds, with 1 Bleeding Condition removed per Wound healed. Also see the rules for @UUID[Compendium.wfrp4e-core.items.1wtW4N8l3UKwlLI3]{Bandages}.

Once all Bleeding Conditions are removed, gain one @Condition[Fatigued] Condition.

" + }, + "Wounds, Critical Wounds, and Death": { + "name": "Wounds, Critical Wounds, and Death", + "text": "

Wound loss represents minor cuts, bruises, and depleted reserves of energy. By comparison, Critical Wounds are much more severe, expressing serious injuries, broken bones, torn muscles, and lesions in flesh. Critical Wounds are debilitating and dangerous. Gain too many and you risk death.

Wounds

Wounds are lost by sustaining Damage. Each time you suffer a point of damage you lose 1 Wound. Usually your Toughness Bonus and Armour Points reduce the damage you suffer.

So if you were hit on the arm for 10 Damage and your Toughness Bonus was 3, and you had leather armour on your arm granting 1 Armour Point, you would suffer 6 Wounds (10 – 3 – 1 = 6). 

Critical Wounds

There are two ways to generate a Critical Wound. One is to inflict critical damage before your opponent is reduced to 0 Wounds. The other is to inflict any sort of Damage after your opponent has been reduced to 0 Wounds.

Inflicting a Critical Hit on an Opponent with Wounds

If during an attack a character rolls a double on the Melee or Ranged Test (or Weapon Skill or Ballistic Skill Test if you aren’t using a Skill) and succeeds at the Test, then they have inflicted Critical Damage, even if their opponent has Wounds remaining.

Do not reverse your attack roll to find out the location of your strike as you would do for a normal hit. Instead, roll d100 again to work out where your hit landed. Then roll d100 again and refer to the relevant entry on the Critical Damage table for that location.

You can find the option to enable these alternative rules in the System Settings, labeled Use Up In Arms Critical Hit Modifiers. Make sure to also open the Table Settings menu and select the Up In Arms variants for the Critical Hit tables to be used by default. 

Rolling separately for critical hits is not needed due to a separate hit location roll being used.

Inflicting a Critical Hit on an Opponent with 0 Wounds

If your opponent is reduced to 0 Wounds, you automatically inflict Critical Damage. When you come to resolve the entry on the Critical Damage table, add +10 to the result for every wound you inflicted beyond that needed to reduce the opponent to 0 wounds (or, if your opponent was already on 0 wounds, every wound you inflicted).

Additional Wound Loss from Critical Damage

Use the Wounds column on the Critical Damage table to determine additional Wounds lost as a result of Critical Damage. Work out this extra damage after calculating all other effects of normal and Critical Damage. Wounds caused in this way do not cause further rolls on the Critical Damage table. For example, an opponent reduced to 0 Wounds does not suffer further harm from these additional Wounds.

If a hit that does Critical Damage reduces an opponent below 0 Wounds, it does not result in a second roll on the table. In other words, each blow can only inflict a single Critical Wound.

Example: Hugo Schmidt the Human Adventurer is locked in desperate combat with Ibrit Dungstrangler the vicious Night Goblin Chief.

In the first round of combat, Ibrit slashes Hugo. Hugo attempts to parry, scoring 0 SL. Ibrit rolled a 24 on his Melee (Basic) Test, hitting Hugo in the right arm (24 reversed is 42, which is in the 25–44 range). Hugo wears a leather jacket providing him with 1 Armour Point on his arm and he has a Toughness Bonus of 3. Ibrit has a Strength Bonus of 3, +4 for using a Hand Weapon, and +1 for Success Levels (his roll of 24 compared to his Melee (Basic) of 35).

This means he inflicts 8 Damage reduced by Hugo’s combined Toughness Bonus and Armour Points of 3. Hugo loses 5 Wounds, leaving him with 7 Wounds remaining.

In the following turn, Ibrit hits again, rolling a 11 on his Melee (Basic) Test. Hugo attempts to parry, scoring 1 SL. He causes Critical Damage because he rolled a double, so instead of reversing the numbers he rolls again to determine location. He rolls 34, striking Hugo in the right arm again. Ibrit inflicts 5 more Wounds and then rolls again to determine the effect of the Critical Damage. He scores a 96. Consulting the Critical Damage table, he determines that he has dislocated Hugo’s right shoulder.

Hugo’s good arm is useless until he can get medical attention and he is Stunned in the meantime. The dislocated shoulder also causes Hugo 4 Wounds, reducing him to -2 Wounds. Because this last damage was inflicted by a roll on the Critical Damage table it does not cause further Critical Damage. Hugo resets to 0 Wounds.

Being a vicious sort, Ibrit is not one to show an injured opponent clemency. He strikes again, rolling a 12 on his Melee (Basic) Test. This time he also causes Critical Damage as his blow will take Hugo below 0 Wounds. He rolls 26 to determine the location: the right arm again. Because of Advantage gained from Hugo’s Stunned Condition and levels of success, Ibrit inflicts 11 Damage, which is reduced to 8 Wounds due to Hugo’s Toughness Bonus and Armour Points.

This time Ibrit adds 80 to the number generated for the roll on the Critical Damage Table because he is inflicting 8 Wounds to an opponent on 0 Wounds. He rolls a 48. 48 + 80 = 128. Hugo suffers a mangled hand in addition to his dislocated shoulder and things begin to look very bleak indeed for the intrepid adventurer.

Death

Death can result directly from Critical Damage or if a Character succumbs to many injuries.

If a Character has the @Condition[Unconscious] Condition and 0 Wounds, then they total up the number of Critical Wounds (meaning total results from the Critical Damage Tables) they currently suffer. If this number is greater than their Toughness Bonus, they succumb to their injuries and perish at the end of the round unless they are healed of one or more Critical Wounds.

Furthermore, if you have the @Condition[Unconscious] Condition, any enemy with a suitable weapon may kill you if they can spend an Action to do so.

Trivial Injuries

Whilst Critical Damage always debilitates a Character, not all Critical Damage is serious enough to contribute to a Character’s demise. Stubbing a toe is unpleasant, but not significantly damaging. Trivial injuries have a Wounds value of ‘T’ in the tables below. They do not cause extra Wounds to a Character, and they are not counted towards the number of Critical Wounds that count towards killing a Character.

Pulling your Blows

The rules assume you wish to inflict all the Critical Damage you can. However, you might wish to subdue an opponent rather than kill them. In this case, you must declare that you are pulling your blow before you roll to hit your opponent, meaning that you are using the flat of your blade or a technique to avoid badly hurting your opponent. In such circumstances Wounds are still inflicted, but you only inflict Critical Damage if your opponent is reduced to 0 Wounds.

You may not pull blows with a weapon that causes @Condition[Ablaze] Conditions, missiles, or magic spells. The following Weapon Qualities are lost when pulling your blows: Hack, Impact, Impale, and Penetrating.

 

Options: Sudden Death

As the GM, you may not wish to track the details of injuries for all participants, and can instead simply determine if someone is dead or not using the Sudden Death rules. In this case, when a target reaches 0 Wounds, the GM can simply declare them dead or unconscious.

Sudden Death is useful for determining the fate of background NPCs such as brigands or low-tier cultists, but it should not be used to determine the fate of Player Characters and NPCs with the @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck} Talent.

" + } + } + }, + "Hire 'em and Fire 'em": { + "name": "Hire 'em and Fire 'em", + "pages": { + "Hire 'em and Fire 'em": { + "name": "Hire 'em and Fire 'em", + "text": "

Adventurers travel far and wide, and often find themselves in unfamiliar territory. Perhaps the locals refuse to speak to a stranger who does not include a prayer to Taal in every sentence. Perhaps they must traverse a dense forest or mountain range but lack the experience to do so. There is almost always someone they can turn to for help with the local people and geography, for a price. 

\n

Filling in the Gaps

\n

Such a guide could be an experienced ranger who knows the dangers and secret paths of the mountains, or they could be a city-born smooth-talker who knows where the best ale is brewed, or who to talk to regarding a kidnapped noble’s son without landing the party in trouble with the city watch — or even more dangerous folk. These hirelings are invaluable when the party is new to the area and needs to work out where to go, who to talk to, and what to avoid.

\n

Hired Goons

\n

Adventurers often find themselves in over their heads. The pack of Beastmen they hunted turns out to be a whole herd, or a chance discovery makes an enemy of a fearsome cult of killers. At times like these, the hired mercenary is a lifesaver. Even if the party already possesses a skilled warrior or two, the addition of another swordarm can greatly increase everyone’s tactical options, as well as their overall chances of survival.

\n

A party of adventurers with a veteran soldier or two at their side can take on terrible threats and reap greater rewards. They can sleep soundly at night knowing that a hired bodyguard remains alert for threats.

\n

Swords for hire can be found almost anywhere in the Old World. From lethal army veterans who can’t get used to retirement, to back-alley thugs who simply enjoy cracking skulls for coin, there is always someone willing to exchange violence for money. Hired muscle is readily available and, depending on the standards one is willing to accept, quite affordable. A street thug might be happy with a silver shilling or two per day to watch the group’s back and rough up anyone meaning them harm, whereas a respected squad of experienced Tilean mercenaries could easily demand several gold crowns a week for their protection, which can often be fearsome enough to make even a Skaven assassin reconsider (or at least find someone to blame for their failure).

\n

The cynical adventurer is also aware that having someone else targeted by an eldritch blast of unholy magic is much more agreeable than being the target themselves. There is, alas, very little in the way of oversight and regulation of adventuring groups with a suspiciously high turnover in hired muscle.

\n

Hired Brains

\n

Adventurers are often called many things, but they are rarely acknowledged as smart. There’s nothing clever about wandering off into dark places and risking terrible death. When faced with mysteries of a cerebral nature, many otherwise talented adventurers are at a loss. Fortunately, the Empire has many fine minds looking for work.

\n

Hiring someone with specialised knowledge is generally much more expensive than hiring someone for general labour. Becoming a learned scholar is an expensive undertaking, which gives those who graduate a very acute sense of their own value, and they charge appropriately high fees for their services.

\n

Legal professionals, for example, charge what most adventurers would consider vast amounts of gold for anything more complicated than drafting a simple legal document, with professional translators and historians demanding not much less. Graduates of the Colleges of Magic are a frivolity affordable only for the aristocracy.

\n

A more economical, although also less reliable, alternative is to hire a student. The universities of the Empire charge a great deal of money, and many students jump at the chance of help to pay their debts. The Colleges of Magic even encourage students to engage in ‘freelance’ work (closely monitored in case they fall prey to temptation, of course) to develop a better understanding of their skills and abilities. They are considerably less knowledgeable than their teachers or graduates, but very often they know enough to help the adventurers who hire them. When an apprentice wizard solves a magical cipher that protected a priceless treasure hoard, it matters not to the employer if their pronunciation of the ancient glyphs was a bit off.

\n

Fortunately, Your Reputation Precedes You

\n

Religious fervour is a cornerstone of life in the Empire. The fearful and faithful alike flock to alleged prophets and merchants of doom, answering calls to take up arms and drive this or that evil from their communities. New omens, heroes, and villains are declared every day.

\n

If the party has been particularly successful in persecuting the forces of darkness, it is very possible that some of the common folk see them as favoured by Sigmar or the other gods and swear fealty or service to them. This can be a very useful source of help; the zealous are often already inured to many of the horrors the adventurers must face, and their faith can be a powerful beacon for the group in dire situations.

\n

More frugal adventurers might also note that fanatics are used to enduring hardship for little or no monetary gain. This makes them very cheap hired help, but are inclined to keep it to themselves lest said help denounce their faithless penny-pinching and turn on the party.

\n

Disadvantage

\n

While hirelings are obviously extremely useful to any adventuring party, relying on hired help has its drawbacks. Aside from the fact that a rich group who pays hirelings to do all the work quickly becomes a poor group with a reputation for stealing the hard-won glory of the hirelings that took care of business, there are several pertinent disadvantages to be aware of.

\n

We Can Afford It, but Can We Afford It?

\n

Whether a hireling is carrying a noble’s spare clothing or a mercenary warrior, the majority are doing so for one reason: payment. Even the lowest servant requires a few shillings a week to feed and clothe themselves and hiring particularly skilled people can cost several gold crowns or more a week.

\n

If their wages are delayed or less than agreed, whether by unfortunate setback or deliberate penny-pinching, they are well within their rights to leave and find more reliable employers. If they feel particularly slighted by their employer’s inability to pay on time, many servants feel justified in absconding with valuable items as compensation! It is therefore essential before hiring to ensure that the long-term costs can be covered.

\n

For many adventurers, particularly those just starting out or who do not count a noble scion or wealthy trader among their number, this can make hirelings far too expensive an investment. In order to afford the services of a hireling for more than a week or two, such unfortunates must work hard or get a lucky break to amass enough coin or goods to barter. A sudden setback, such as paying for a physician to save the life of a party member, could wipe out the savings of new adventurers.

\n
\n
\n

 

\n
\n
\n
\n
\n

‘Free to those who can afford it.

\n

Very expensive for those who can’t!’

\n

— Vyvian Weisschnell, Second Cousin to Baron

\n

Lundgren of Schlügelborscht, on hired help

\n
\n

Liability and Responsibility

\n

Employing a hireling is like any contract: the hireling agrees to do a particular task, and the employer agrees to pay them a certain amount for it, until the task is complete, the contract expires, or any number of possible circumstances are reached. This is seen as just and fair, and the foundation of good business across the Empire. But there is never a shortage of con artists and lowlifes attempting to find contractual loopholes to swindle the other party. Is there someone who can vouch for a hireling’s skills and character? Does the hireling have reason to doubt the party’s promises of payment? A group of adventurers that does not honour their contracts quickly finds that hirelings demand payment in advance, if they agree to employment at all, and such a poor reputation will travel quickly through the business world, as merchants raise prices or demand collateral for the risk of doing business with such nefarious folk. Employees, rightly or wrongly, are often seen as an extension of the employer. What a hireling does, whether they are currently ‘on the job’, they do in the party’s name. If a hireling spends their free time carousing and getting thrown out of pubs, or accusing the village priest of cheating at dice, for example, it will be the party employing them that must deal with the consequences.

\n

Unfortunately, Your Reputation Precedes You

\n

Hirelings are people too. They have beliefs, motives, and lines they won’t cross. This can present a problem for adventurers with any sort of reputation. If the party’s reputation is tarnished, there may be few people willing to work for them at all. In such cases the adventurers may find that the only help they can hire has a reputation as bad, or even worse, than theirs! Would you really trust Hrolf the Norscan Strangler to keep watch over you and your comrades while you sleep?

\n

A good reputation comes with its own drawbacks. The party is more likely to attract decent, Sigmar-fearing folk, but what if the party must infiltrate a cult of the Dark Gods? A fanatical hireling would abhor the notion, while some would run straight for the local priest or witch hunter and have them all burned as heretics. In the Empire, very few bother with the distinction between pretending at heresy for a long-term noble cause and being a genuine heretic. Worse yet, heroism attracts enemies that hide in plain sight. What if the new porter the party just hired is part of a cult the group has antagonised? They may appear loyal and helpful on the surface for weeks or months, all the while gathering information on the party’s weaknesses and movements to report back to their masters, manipulating evidence to set them up for a terrible crime, or simply waiting for the perfect moment to slit the party’s throats as they sleep…

" + }, + "Hireling Profiles": { + "name": "Hireling Profiles", + "text": "

Use these rules to flesh out a hireling NPC.

  • Pick a profile relating to the sort of Hireling you are dealing with. 

@UUID[Compendium.wfrp4e-up-in-arms.actors.DeVqxMfNjki7ytr8]{Doktor}, @UUID[Compendium.wfrp4e-up-in-arms.actors.OaODR2wDFVLfY5np]{Lawyer}, @UUID[Compendium.wfrp4e-up-in-arms.actors.2cuFdwtSf05YqAAB]{Local Scout}, @UUID[Compendium.wfrp4e-up-in-arms.actors.VhdI2DUAbHadGBcN]{Porter}, @UUID[Compendium.wfrp4e-up-in-arms.actors.Zmri0YUwubVPY2qu]{Scribe}, @UUID[Compendium.wfrp4e-up-in-arms.actors.IjNH91erF0qBOfoM]{Seasoned Mercenary}

  • Roll once on the @UUID[RollTable.v0OxdvLz4iAzwlDR]{Hireling Templates} table to see if a template should be applied to the Hireling. If so, apply it.

  • Roll once on the @UUID[RollTable.Wa9WKuv28FlrQmcw]{Physical Quirks} table.

  • Roll once on the @UUID[RollTable.yxphiHiwYkLfYpWG]{Work Ethic} table.

  • Roll once on the @UUID[RollTable.sUSNlR4s6FZVVlTB]{Personality Quirks} table.

This process helps demonstrate that Hirelings are not simple tools to be employed without complication, but individuals with their own stories and habits. 

Consider the circumstances through which the adventurers hired the Hireling and adjust the results as appropriate. A Lawyer approached in their office is unlikely to run off with their potential employers’ money, but may be a con artist in other ways. The Characters may be able to hunt down a reliable Hireling through asking round about their skills and reputation. If the GM feels the Characters have suitably vetted their candidates, then some or all of the random elements might be removed from the process.

This process is completely automated. By adding the @UUID[Compendium.wfrp4e-up-in-arms.items.gjtcCTmRPxTL4oAL]{Hireling} Item to an Actor, it will automatically roll Physical Quirks, Work Ethic, and Personality Quirks, and apply the relevant modifiers. 

Hireling Templates

Hirelings vary from one another in terms of their abilities. Roll on the @Table[hireling-templates]{Templates} table to find out if the Hireling has bonuses or penalties that modify their basic profile. Hirelings may not present their future employers with any expectations about being particularly skilled or infirm, though the GM may well give appropriate clues if Characters subject their Hirelings to interviews.

Physical Quirks

Hirelings tend to have been about a bit and experienced some of the rougher aspects of life. Roll on the @Table[physical-quirks]{Physical Quirks} table to see what marks life has left on the Hireling. Hireling suffer the penalties of any amputations as described on @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.WCivInLZrqEtZzF4#amputated-parts]{Amputated Parts}.

Work Ethic

Most Hirelings have a sensible attitude to work, realising that continued employment relies on their being able to foster a good reputation for reliable work, and remaining on good terms with their employers. That said, dealing with a few caveats and awkward practices is the risk a potential employer takes when arranging a contract with a Hireling. Roll on the @Table[work-ethic]{Work Ethic} table to see how the Hireling approaches their job.

Personality Quirks

Hirelings can be a little eccentric and difficult, though some of them are easy going and a pleasure to work with. Roll on the @Table[personality-quirks]{Personality Quirks} table to get a measure of the Hireling’s character.

" + } + } + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-zoo.actors.json b/compendium/To Do/wfrp4e-zoo.actors.json new file mode 100644 index 0000000..28d556e --- /dev/null +++ b/compendium/To Do/wfrp4e-zoo.actors.json @@ -0,0 +1,9449 @@ +{ + "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": "
  • If a Preyton kills or incapacitates a living opponent, it must pass a Willpower Test or pause to utterly rend the fallen, losing its next Action and Move.

  • An @Condition[unconscious] foe takes an automatic Critical Wound from this treatment. Witnesses to this are subject to @UUID[Compendium.wfrp4e-core.items.Ib2YQYChktDFN93y]{Fear 2}.

", + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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.

\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.

" + }, + "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
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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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 ( 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

 

\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" + } + } + }, + "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

 

\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" + } + } + }, + "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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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.

\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 (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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • All such Stirpike have 3 Fortune Points.

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • Core Secret: You are concealing a terrible disease. A small, but growing, part of your body just above your heart has turned to stone and traces of crystalline structures can be found in your bloodstream.

  • You regularly take advantage of particularly devout Sigmarites, as you know their religion compels them to help you.

  • You detest bullies of any sort, but you especially loathe Witch Hunters, and will seek to do them harm whenever you can.

  • Though you profess otherwise, if the coin is good, you have no qualms at all about selling lethal poisons to shady individuals.

  • Unlike most Dwarfs, you love horses… they taste divine. You go out of your way to regularly acquire and consume horse flesh, doing whatever it takes to do so.

", + "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

 

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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

\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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

  • making them @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immune to Psychology}, raising their Weapon Skill to 48, and their Wounds to 55.

  • All opponents engaged with a Razorbill flock automatically lose 1 Wound at the end of every Round (which ignores AP and Toughness Bonus).

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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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.

  • They must make a Hard (-20) Ride (Squig) Test in order to direct their mounts.

  • If they succeed, they can actually pick a target of their choice and either take an Action or make an Attack against them.

  • On a failure, they can only cling on.

  • On a Fumble, they sail off and their mount eats them for their cheek.

", + "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.

  • If an opponent is successfully attacked with a Net, they gain the @Condition[Entangled] Condition and must typically make a Challenging Strength Test in order to get a number of SLs equal to the Net’s Rating in order to break free.

  • SLs are not cumulative; if you fail to break free, you pick up another @Condition[Entangled] condition.

  • Hooked Nets automatically inflict damage, which typically ignores Armour, upon those who struggle against them whenever they fight against the net, successfully or not.

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.

  • The Dread Maw makes an Opposed Strength Test against its target.

  • If it succeeds, its target immediately gains the @Condition[Entangled] condition, with an additional condition for each +2 SL the Dread Maw beat the target by.

  • On the target’s next action, they can only make an Opposed Strength Test to escape the Dread Maw,

    • if they fail to remove all Entangled Conditions, they take 10 Wounds (which can be reduced by Toughness and Armour) and are forced down the Dread Maw’s gullet.

    • NOTE: Due to the Dread Maw’s Size, an Average Size creature must score a Critical on its Opposed Strength Test to successfully contest against it.

  • A victim in a Dread Maw’s gullet is @Condition[Entangled] and automatically suffers 10 Wounds at the start of each round that is not reduced by Armour as they are slowly digested.

    Many grim stories tell of warriors looking on in horror as they witnessed their comrades struggling against the pliant flesh of a Dread Maw’s grossly distended belly from within.

  • If a victim in a Dread Maw’s gullet can successfully make a Willpower Test to act normally, they can attack their ‘cell’ with a Very Short or Personal Weapon using an unopposed Melee Combat Test with a +20 bonus to hit.

  • They must cause a collective 20 Wounds to cut their way out; the Dread Maw does not get its Armour against any damage caused this way.

" + }, + "Slime": { + "name": "Slime", + "description": "
  • Wounds caused ignore Armour Points.

  • Targets must make an Average (+20) Agility Test each time they wish to physically act for a number of rounds equal to the Dread Maw’s Toughness Bonus.

    • Failure means they immediately gain the Prone Condition as they lose their footing to the slippery goo coating them.

", + "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.

  • As its move, it can burrow up to its Rating in yards.

  • While burrowing, it ignores all intervening terrain, obstacles, or characters.

  • At the end of the move, it decides whether it will emerge or if it is still burrowing.

  • It can use this move to Charge.

  • If it starts the turn burrowing, it must choose to Burrow for its Move.

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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
    \n
  • It gains one Free Attack Action per tentacle.
  • \n
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • \n
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.\n
      \n
    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
    • \n
    \n
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • They make their first @UUID[.eW1ElrOXj1ylfP5r]{Vomit} attack in combat without spending Advantage, and their bile causes extra damage (included) in addition to its normal effects.

" + }, + "Overwhelming Stench": { + "name": "Overwhelming Stench", + "description": "

Unbelievably, River Troll Hags smell even worse than their male brethren.

  • Their staggering reek causes those exposed to it for the first time to make a Willpower Test or gain a @Condition[Stunned] condition.

  • Otherwise, it works exactly as a River Troll’s @UUID[Compendium.wfrp4e-zoo.actors.UqzLLTu0hjE0aIWl.Item.dBsVpiYrwMxLfhSk]{Rotten Stench}.

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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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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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", + "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.

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    \n
  • On its turn, by spending 3 Advantage, the creature can activate its Vomit as a Free Attack. The creature chooses 1 target it can see within Toughness Bonus yards and lets loose; all targets within two yards are also hit.
  • \n
  • The creature performs an Opposed Ballistic Skill/Dodge Test against all affected targets (its single roll opposed by each individual target).\n
      \n
    • The Test is typically Easy (+40) for the vomiting creature, due to the close range, and Challenging (+0) for opponents.
    • \n
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  • \n
  • All losing targets suffer a hit with a Weapon Damage of the creature’s Toughness Bonus +4 and receive a Stunned condition.
  • \n
  • All Armor and Weapons carried by affected targets suffer 1 Damage as the acidic vomit corrodes it away.
  • \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.

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While subject to Frenzy

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  • You are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
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  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \n
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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.

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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

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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:

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  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
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  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
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  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
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    \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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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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", + "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.

  • Rat Ogres and @UUID[Compendium.wfrp4e-zoo.actors.gbQeC4HFn6shIqm2]{Rat Ogre Bonebreakers} led by a Packmaster are not affected by the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Trait.

  • Nor are @UUID[Compendium.wfrp4e-zoo.actors.BsN3igmOWuXhKFvG]{Wolf Rats} or @UUID[Compendium.wfrp4e-core.actors.oenbbB0PitRWUBfZ]{Giant Rats} affected by the @UUID[Compendium.wfrp4e-core.items.IPKRMGry6WotuS1G]{Skittish} Trait.

  • Additionally, Packmasters can make Ranged (Entangling) attacks into close combat with no chance of hitting their allies unless they Fumble on the attack roll.

", + "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 #.

  • It gains one Free Attack Action per tentacle.
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.

    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
" + }, + "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.

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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 @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.

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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

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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:

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    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
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    \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

\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
    \n
  • On its turn, it may make a Free Attack by spending 1 Advantage.
  • \n
  • This is a ranged attack that does Damage equal to its Rating (the range is in brackets).
  • \n
  • If the attack hits, the target receives 1 Entangled Condition and, if a smaller Size, is dragged towards the creature, and is Engaged in melee combat.\n
      \n
    • The creature can then choose whether:\n
        \n
      • To release the target
      • \n
      • Perform a Free Attack using its Weapon Trait
      • \n
      • Keep the target wrapped in its tongue, initiating a Grapple
      • \n
      \n
    • \n
    \n
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
    \n
  • It gains one Free Attack Action per tentacle.
  • \n
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • \n
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.\n
      \n
    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
    • \n
    \n
  • \n
" + }, + "Jelly from Hell": { + "name": "Jelly from Hell", + "description": "

Amoebae are formless, lack organs, and are exceedingly difficult to slay.

  • Any Wounds caused by anything other than fire, extreme cold, or magic are halved, rounding down.

  • An Amoebae can, in general, only be permanently slain with fire, cold, or magic — otherwise, it will eventually @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{regenerate}.

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • If it successfully attacks a target, regardless of whether it causes damage, it can ‘choose’ to Engulf it.

  • Engulfed victims are smothered in the body mass of the Amoebae and gain a number of @Condition[Entangled] Conditions equal to the Amoebae’s Strength Bonus.

  • An Engulfed victim begins taking the Amoebae’s Strength Bonus in Wounds at the beginning of every round as its powerful acids digest its target. This damage ignores both Armour and Toughness Points.

  • Engulfed victims cannot be attacked by the Amoebae, but it will still attack others targets if they are near, though it can only Engulf one target.

  • Any attack that hits the Amoebae causes damage to any Engulfed victim as if they had been struck.

  • If an Engulfed target dies or stops struggling, an Amoebae will immediately retreat to absorb its meal over several days.

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.

  • All living targets within a number of yards equal to the River Troll’s Toughness Bonus suffer a penalty of –10 to all Tests.

  • This penalty does not stack in the presence of multiple Rotten Stenches.

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
    \n
  • On its turn, by spending 3 Advantage, the creature can activate its Vomit as a Free Attack. The creature chooses 1 target it can see within Toughness Bonus yards and lets loose; all targets within two yards are also hit.
  • \n
  • The creature performs an Opposed Ballistic Skill/Dodge Test against all affected targets (its single roll opposed by each individual target).\n
      \n
    • The Test is typically Easy (+40) for the vomiting creature, due to the close range, and Challenging (+0) for opponents.
    • \n
    \n
  • \n
  • All losing targets suffer a hit with a Weapon Damage of the creature’s Toughness Bonus +4 and receive a Stunned condition.
  • \n
  • All Armor and Weapons carried by affected targets suffer 1 Damage as the acidic vomit corrodes it away.
  • \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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • If an opponent is successfully attacked with a Net, they gain the @Condition[Entangled] Condition and must typically make a Challenging Strength Test in order to get a number of SLs equal to the Net’s Rating in order to break free.

  • SLs are not cumulative; if you fail to break free, you pick up another @Condition[Entangled] condition.

  • Hooked Nets automatically inflict damage, which typically ignores Armour, upon those who struggle against them whenever they fight against the net, successfully or not.

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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

" + }, + "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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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": "
  • In a woodland, amidst trees, a Forest Dragon never counts as being outnumbered.

  • All Ranged attacks against it suffer a penalty of -20, as its chameleonic scales flicker in appearance between leaves and bark.

  • If this modifier causes its opponents to fail when the Test would otherwise have succeeded, they instead hit one of the trees about the Dragon, or one of its Engaged opponents, as determined randomly by the GM.

", + "effects": { + "The Forest is My Shield": { + "name": "The Forest is My Shield" + } + } + }, + "A Fool's End": { + "name": "A Fool's End", + "description": "
  • Soporific Breath ignores Armour Points.

  • Any target damaged by it must make a Hard (-20) Willpower Test. On a failure, they acquire the @UUID[Compendium.wfrp4e-core.items.9GNpAqgsKzxZKJpp]{Stupid} Trait for a number of rounds equal to the Dragon’s Toughness Bonus.

", + "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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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).

\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 (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.

\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" + } + } + }, + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
    \n
  • On its turn, it may make a Free Attack by spending 1 Advantage.
  • \n
  • This is a ranged attack that does Damage equal to its Rating (the range is in brackets).
  • \n
  • If the attack hits, the target receives 1 Entangled Condition and, if a smaller Size, is dragged towards the creature, and is Engaged in melee combat.\n
      \n
    • The creature can then choose whether:\n
        \n
      • To release the target
      • \n
      • Perform a Free Attack using its Weapon Trait
      • \n
      • Keep the target wrapped in its tongue, initiating a Grapple
      • \n
      \n
    • \n
    \n
  • \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
    \n
  • It gains one Free Attack Action per tentacle.
  • \n
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • \n
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.\n
      \n
    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
    • \n
    \n
  • \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).

  • Those who prepare in advance by stopping their ears with wax or the equivalent face only an Easy (+40) Willpower Test.

  • An enthralled victim may immediately Test again if attacked in any way.

" + }, + "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.

  • A target of the curse suffers a penalty of –10 to all Tests, and is unable to use Fortune Points, until the Wyvern that cursed them is dead, or until they’ve suffered a loss of 5 or more Wound points.

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • Core Secret: You are not who you claim to be. You hide your past as the scion of an Averland noble house. Your real name is Baron Tobias Ulster von Loningbruck.

  • You are an atheist (Priests are just deluded Wizards).

  • You did terrible things to survive your time amidst the Border Princes. Gain +4 Corruption.

  • You have never met an illicit vice that you weren’t willing to sample. You have to take a Challenging Cool Test to avoid trying any new vice offered to you.

  • You have a real soft spot for old, broken soldiers and down-on-their luck mercenaries. You will always try to help them, if you can.

", + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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": "
  • At the end of each combat round, all targets @Condition[Engaged] with a Great Taurus take [[/r 1d10]] Wounds modified by Toughness Bonus and Armour Points, to a minimum of 1.

  • Additionally, the Great Taurus’ Toughness Bonus counts as doubled (10) against non-magical weapons and attacks.

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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).

  • A Chameleoleech will seek to drain [[/r 1d10]] worth of Wounds until it is satisfied, when it will then let go and retreat to digest elsewhere.

  • A feeding Chameleoleech can be forcefully removed with an Opposed Strength Test, but doing so automatically inflicts one additional Wound and a @Condition[Bleeding] Condition on its target.

  • Rubbing salt into a Chameleoleech will cause it to immediately release and flee.

" + }, + "Hallucinogenic Cloud": { + "name": "Hallucinogenic Cloud", + "description": "

A Chameleoleech exudes a cloud that can affect all mammals within its Toughness Bonus in yards.

  • All exposed must make a Hard (–20) Toughness Test or slip into a powerful vision offering them someone or something dearly loved or desired that they have lost.

  • Those that shake it off cannot be affected by the same Chameleoleech for a day.

  • Those that fail succumb for three rounds, plus a number of additional rounds equal to the SLs by which they failed. E.g., a –3 SL causes 6 rounds of sweet delusion. Those affected, for all intents and purposes, have the @Condition[Unconscious] Condition until they recover.

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • For so long as a Skaven is mounted on a Bonebreaker, they gain the trait @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology}.

  • Should a Rat Ogre Bonebreaker die – their rider immediately gains 5 @Condition[Broken] Conditions and all other Skaven within 10 yards immediately gain 1 @Condition[Broken] Condition.

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • Core Secret: In your dreams a veiled women regularly appears. She whispers to you of the glories you will one day achieve and some of the things she has told you have already come true. You are certain she is a god, but you don’t know which one and that frightens you.

  • You are not proud of all of your matches. The worst still haunt you. Gain +3 Corruption.

  • The scars on your back itch constantly. You suffer a -10 penalty to Initiative until you’ve caused Wounds in a fight. For the rest of the day after you’ve done so, you lose the penalty, and instead gain a +5 bonus to Initiative.

  • You cannot stand to see children abused and will always interfere, without a thought for the consequences.

  • You will happily fight anything that bleeds. The dead, however… You suffer a -10% penalty on any Cool Test caused by the Undead.

", + "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.

  • Core Secret: The Peerage have caused your family a great deal of grief and though you try to conceal it, you cannot stand them. You have Animosity (Nobles).

  • You openly venerate an older aspect of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.dY6NZyY5pujNM5h8]{Rhya}, but you are completely certain that Sigmar is not a god.

  • You fear using destructive magic not because you find it distasteful or immoral, but because, in the moment, you find it absolutely wonderous.

  • You are deeply sympathetic to the plight of mutants in the Empire and will quietly help them whenever you can, so long as they do not worship the Ruinous Powers.

  • You seek to learn the secret of how to raise a Fenbeast as the Jade College is not being forthcoming about it, and having one would help settle any number of grudges back in Altdorf.

", + "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,

  • 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 @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
  • A dry river begins to flow once again
  • \n
  • A dry or polluted well becomes clean and fresh
  • \n
  • A planted field, vineyard or orchard bursts into life, with all crops immediately reaching full ripeness
  • \n
  • A sick or unproductive animal becomes healthy. The affected beast is now healthily productive (cows produce milk, hens lay eggs, coats and hides of sheep and cows are healthy and lustrous) and any diseases are cured.
  • \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.

  • Core Secret: Though you hide it, you suspect the world is doomed and this knowledge fills you with anguish that occasionally overwhelms you. You gain the @Symptom[Malaise] Symptom for [[/r 1d10]] hours if you fail a Test derived from your Willpower.

  • You always take the time to appreciate beautiful works of art and will not hesitate to break into a closed museum or a noble’s palace in order to do so.

  • You respect Kurnous, but you also revere Anath Raema, the Elven Goddess of Savage Hunts. You habitually offer one in every three worthy kills to the Savage Huntress in a bloody ritual.

  • Raptors are a personal totem and you will not suffer them to be hurt in your presence. You despise Falconers and will always seek to free their charges.

  • Humans are so delightfully gullible; you compulsively blatantly lie to ones you don’t know without hesitation, even if doing so could later cause you trouble.

", + "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.

  • Caledair’s claws ignore Armour Points entirely.

", + "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.

  • Caledair’s claws ignore Armour Points entirely.

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • Core Secret: You are a true pacifist, and generally abhor violence. You will always try to talk, or bribe, your way out of fights if at all possible. If forced to fight, you will defend yourself and nearby innocents, but you will not attack.

  • You belong to a Ranaldan order called the Brotherhood. You absolutely despise greedy merchants and will actively try to disrupt their plans if you are able, hopefully in ways that make them public laughing stocks.

  • You can take or leave alcohol and other stimulants, but you absolutely cannot resist confections. If you can’t buy them, you’ll steal them.

  • Your favourite paint pigments are all greatly enhanced with Halfling blood. You have to regularly add small amounts of fresh material to keep them from spoiling.

  • You fled from accusations of a crime in Tahme, one serious enough that Bounty Hunters are now after you. What did you do to that merchant? Or are you innocent.

", + "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.

  • If attacked, the shaman has no trouble paying attention.

  • Otherwise, they must pass an Easy (+40) Willpower Test at the start of each round or begin drooling and staring off into a world of radiant spider-like beings and shadowy forest daemons, losing both their Move and Action for the Turn.

", + "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.

  • Such Clanrats will have a Ballistic Skill of 40.

  • They will be armed with either @UUID[Compendium.wfrp4e-horned-rat.items.YnFYheNBrpDmDtZ3]{Poison Wind Globes} or a @UUID[Compendium.wfrp4e-zoo.items.t2JoC4xkGXxioFMq]{Warp Pistol}, and a Hand Weapon.

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.

  • Without such a partner, the Warplock Jezzail loses the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#accurate]{Accurate} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#precise]{Precise} Qualities.

  • With steadying shield, both benefit from the quality @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#shield-(rating)]{Shield 2}, but they cannot run (or flee) without tossing it away (which they’ll be killed for).

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • Night Goblin Fanatics add +10 to their Strength, have 16 Wounds, and have the @UUID[Compendium.wfrp4e-core.items.yRhhOlt18COq4e1q]{Frenzy} Trait. They also have Weapon (Two-Handed) 40.

  • Their Ball & Chains are Two-Handed Weapons that do +10 Damage in their hands, as well as having the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#impact]{Impact} and @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#wrap]{Wrap} Qualities, along with the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#dangerous]{Dangerous} Flaw.

", + "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 are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \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
    \n
  • It gains one Free Attack Action per tentacle.
  • \n
  • Each tentacle’s attack does Rating Damage, which includes its Strength Bonus already.
  • \n
  • If it causes Damage, it can also give its opponent an Entangled Condition, which will initiate a Grapple between the target and that tentacle.\n
      \n
    • If a tentacle is Grappling, use the tentacle’s Free Attack Action to resolve that Grapple, not the creature’s Action
    • \n
    \n
  • \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.

  • They generally act on limited instinct and effectively have the Trait @UUID[Compendium.wfrp4e-core.items.IAWyzDfC286a9MPz]{Immunity to Psychology};

  • However, they react to open flame as if they had the Trait @UUID[Compendium.wfrp4e-core.items.4CMKeDTDrRQZbPIJ]{Afraid (Fire)} — meaning they will not approach any fire and will automatically acquire the Condition[Broken] Condition if advanced on with it.

  • Use its Strength Bonus in place of its Willpower Bonus whenever required.

" + }, + "Jelly from Hell": { + "name": "Jelly from Hell", + "description": "

Amoebae are formless, lack organs, and are exceedingly difficult to slay.

  • Any Wounds caused by anything other than fire, extreme cold, or magic are halved, rounding down.

  • An Amoebae can, in general, only be permanently slain with fire, cold, or magic — otherwise, it will eventually @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{regenerate}.

" + }, + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

" + }, + "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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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" + } + } + }, + "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.

  • If it successfully attacks a target, regardless of whether it causes damage, it can ‘choose’ to Engulf it.

  • Engulfed victims are smothered in the body mass of the Amoebae and gain a number of @Condition[Entangled] Conditions equal to the Amoebae’s Strength Bonus.

  • An Engulfed victim begins taking the Amoebae’s Strength Bonus in Wounds at the beginning of every round as its powerful acids digest its target. This damage ignores both Armour and Toughness Points.

  • Engulfed victims cannot be attacked by the Amoebae, but it will still attack others targets if they are near, though it can only Engulf one target.

  • Any attack that hits the Amoebae causes damage to any Engulfed victim as if they had been struck.

  • If an Engulfed target dies or stops struggling, an Amoebae will immediately retreat to absorb its meal over several days.

", + "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.

\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" + } + } + }, + "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.

  • The Tregara may then automatically enter a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.wmA76Q2zJJ9HrkvA#grappling]{Grapple} if it wishes.

  • A Tregara can keep up to two opponents @Condition[Entangled] at once.

", + "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.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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": "
  • Amphisbaena cannot be @Condition[Surprised]{surprised}.

  • It takes 4 opponents to ‘outnumber’ one in combat.

  • Once per combat round, Amphisbaena can reverse the result of any one Combat Test they’re involved in.

", + "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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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.

  • A charging Griffon can spend 2 Advantage to screech at its foes as a Free Attack.

  • All opponents within the Griffon’s Toughness Bonus in yards must make a Hard (-20) Willpower Test or acquire one Stunned Condition.

", + "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

 

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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

\n
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Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
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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
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \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 diff --git a/compendium/To Do/wfrp4e-zoo.items.json b/compendium/To Do/wfrp4e-zoo.items.json new file mode 100644 index 0000000..754a8de --- /dev/null +++ b/compendium/To Do/wfrp4e-zoo.items.json @@ -0,0 +1,419 @@ +{ + "label": "Items (Imperial Zoo)", + "folders": { + "Prayers": "Prayers", + "Trappings": "Trappings", + "Weapons": "Weapons", + "Ammunition": "Ammunition", + "Traits": "Traits" + }, + "entries": { + "Fell Dagger": { + "name": "Fell Dagger", + "effects": { + "Fell Dagger": { + "name": "Fell Dagger" + } + } + }, + "Kiss of da Black Pit": { + "name": "Kiss of da Black Pit", + "effects": { + "Kiss of da Black Pit": { + "name": "Kiss of da Black Pit" + } + }, + "durationValue": "Sofort" + }, + "Net": { + "name": "Net", + "description": "

Nets are part of the Entangling Ranged Weapon Group.

  • If an opponent is successfully attacked with a Net, they gain the @Condition[Entangled] Condition and must typically make a Challenging Strength Test in order to get a number of SLs equal to the Net’s Rating in order to break free.

  • SLs are not cumulative; if you fail to break free, you pick up another @Condition[Entangled] condition.

  • @UUID[Compendium.wfrp4e-zoo.items.zvTJjD2I9uOcFbAH]{Hooked Nets} automatically inflict damage, which typically ignores Armour, upon those who struggle against them whenever they fight against the net, successfully or not.

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.

", + "special": "Rating 3" + }, + "Leviathan Plate": { + "name": "Leviathan Plate", + "effects": { + "Leviathan Plate": { + "name": "Leviathan Plate" + }, + "Apply Leviathan Plate": { + "name": "Apply Leviathan Plate" + } + } + }, + "Plague of Scuttlin’": { + "name": "Plague of Scuttlin’", + "effects": { + "Plague of Scuttlin’": { + "name": "Plague of Scuttlin’" + } + }, + "durationValue": "Immediate" + }, + "Warpfire Thrower": { + "name": "Warpfire Thrower", + "effects": { + "Warpfire Thrower": { + "name": "Warpfire Thrower" + } + }, + "special": "Targets wounded by a Warpfire Thrower must make a Corruption (Moderate) Test from the unnatural transmuting flames." + }, + "Clearmind": { + "name": "Clearmind", + "effects": { + "Clearmind": { + "name": "Clearmind" + }, + "Apply Clearmind": { + "name": "Apply Clearmind" + } + } + }, + "The Thirsty Stone": { + "name": "The Thirsty Stone", + "effects": { + "The Thirsty Stone: Ward": { + "name": "The Thirsty Stone: Ward" + } + } + }, + "Wulfshawl": { + "name": "Wulfshawl", + "effects": { + "Wulfshawl": { + "name": "Wulfshawl" + } + } + }, + "Troll Acid": { + "name": "Troll Acid" + }, + "Two-Headed Tincture": { + "name": "Two-Headed Tincture", + "effects": { + "Two-Headed Tincture": { + "name": "Two-Headed Tincture" + }, + "Apply Two-Headed Tincture": { + "name": "Apply Two-Headed Tincture" + } + } + }, + "Ratling Cannon": { + "name": "Ratling Cannon", + "effects": { + "Ratling Cannon": { + "name": "Ratling Cannon" + } + }, + "special": "Targets wounded by a Ratling Cannon must take an Average (+20%) Corruption (Minor) Test from the warpstone laced-shot." + }, + "Stag's Ward": { + "name": "Stag's Ward", + "effects": { + "Stag's Ward": { + "name": "Stag's Ward" + }, + "Apply Stag's Ward": { + "name": "Apply Stag's Ward" + } + } + }, + "Spite": { + "name": "Spite", + "effects": { + "Spite": { + "name": "Spite" + }, + "Apply Spite": { + "name": "Apply Spite" + } + } + }, + "Seer Snake Liquor": { + "name": "Seer Snake Liquor", + "effects": { + "Seer Snake Liquor": { + "name": "Seer Snake Liquor" + }, + "Apply Seer Snake Liquor": { + "name": "Apply Seer Snake Liquor" + } + } + }, + "Antler Hilted Blade": { + "name": "Antler Hilted Blade" + }, + "Longsleep": { + "name": "Longsleep", + "effects": { + "Longsleep": { + "name": "Longsleep" + }, + "Apply Longsleep": { + "name": "Apply Longsleep" + } + } + }, + "Razorburn": { + "name": "Razorburn", + "effects": { + "Razorburn": { + "name": "Razorburn" + }, + "Apply Razorburn": { + "name": "Apply Razorburn" + } + } + }, + "Witchbane": { + "name": "Witchbane", + "effects": { + "Witchbane": { + "name": "Witchbane" + }, + "Apply Witchbane": { + "name": "Apply Witchbane" + } + } + }, + "Bloodblind": { + "name": "Bloodblind", + "effects": { + "Bloodblind": { + "name": "Bloodblind" + }, + "Apply Bloodblind": { + "name": "Apply Bloodblind" + } + } + }, + "Flesh Blister": { + "name": "Flesh Blister", + "effects": { + "Flesh Blister": { + "name": "Flesh Blister" + }, + "Apply Flesh Blister": { + "name": "Apply Flesh Blister" + } + } + }, + "Burrow": { + "name": "Burrow", + "description": "

This creature can travel by tunnelling through earth and stone at a rapid pace.

  • As its move, it can burrow up to its Rating in yards.

  • While burrowing, it ignores all intervening terrain, obstacles, or characters.

  • At the end of the move, it decides whether it will emerge or if it is still burrowing.

  • It can use this move to Charge.

  • If it starts the turn burrowing, it must choose to Burrow for its Move.

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.

" + }, + "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" + } + } + }, + "Silence": { + "name": "Silence" + }, + "Tregara Sap": { + "name": "Tregara Sap" + }, + "Griffon Fletchling": { + "name": "Griffon Fletchling" + }, + "Wheeze": { + "name": "Wheeze" + }, + "Tide Blood": { + "name": "Tide Blood", + "effects": { + "Tide Blood": { + "name": "Tide Blood" + }, + "Apply Tide Blood": { + "name": "Apply Tide Blood" + } + } + }, + "Warplock Jezzail": { + "name": "Warplock Jezzail", + "effects": { + "Warplock Jezzail": { + "name": "Warplock Jezzail" + } + }, + "special": "Targets wounded by a Jezzail must make a Corruption (Minor) Test from the warpstone-laced shot." + }, + "Whiteseer": { + "name": "Whiteseer", + "special": "Removes the Fear Trait of any Undead, unless whatever creature they were in life would naturally have this Trait." + }, + "Preyton's Fury": { + "name": "Preyton's Fury", + "effects": { + "Preyton's Fury": { + "name": "Preyton's Fury" + }, + "Apply Preyton's Fury": { + "name": "Apply Preyton's Fury" + } + } + }, + "Veinpowder": { + "name": "Veinpowder", + "effects": { + "Veinpowder (Unguent)": { + "name": "Veinpowder (Unguent)" + }, + "Veinpowder (Potion)": { + "name": "Veinpowder (Potion)" + }, + "Apply Veinpowder (Unguent)": { + "name": "Apply Veinpowder (Unguent)" + }, + "Apply Veinpowder (Potion)": { + "name": "Apply Veinpowder (Potion)" + } + } + }, + "Lurek's Curse": { + "name": "Lurek's Curse", + "effects": { + "Lurek's Curse": { + "name": "Lurek's Curse" + }, + "Apply Lurek's Curse": { + "name": "Apply Lurek's Curse" + } + } + }, + "Carroburg Fire": { + "name": "Carroburg Fire", + "effects": { + "Carroburg Fire": { + "name": "Carroburg Fire" + }, + "Apply Carroburg Fire": { + "name": "Apply Carroburg Fire" + } + } + }, + "Eagle Shank": { + "name": "Eagle Shank" + }, + "Ball and Chain": { + "name": "Ball and Chain" + }, + "Treemeld": { + "name": "Treemeld", + "effects": { + "Treemeld (Full)": { + "name": "Treemeld (Full)" + }, + "Treemeld (Quarter)": { + "name": "Treemeld (Quarter)" + }, + "Apply Treemeld (Full)": { + "name": "Apply Treemeld (Full)" + }, + "Apply Treemeld (Quarter)": { + "name": "Apply Treemeld (Quarter)" + } + } + }, + "Bezoar Solvent": { + "name": "Bezoar Solvent" + }, + "Throttler's Gloves": { + "name": "Throttler's Gloves" + }, + "Shard Tips": { + "name": "Shard Tips", + "effects": { + "Shard Tips": { + "name": "Shard Tips" + } + } + }, + "Forge Shield": { + "name": "Forge Shield", + "effects": { + "Forge Shield": { + "name": "Forge Shield" + }, + "Apply Forge Shield": { + "name": "Apply Forge Shield" + } + } + }, + "The Last Toast": { + "name": "The Last Toast" + }, + "Last Gasp": { + "name": "Last Gasp" + }, + "Dragonblood Quench": { + "name": "Dragonblood Quench", + "effects": { + "Dragonblood Quench": { + "name": "Dragonblood Quench" + } + } + }, + "Warplock Pistol": { + "name": "Warplock Pistol", + "effects": { + "Warplock Pistol": { + "name": "Warplock Pistol" + } + }, + "special": "Targets wounded by a Warplock Pistol must take a Corruption (Minor) Test from the warpstone laced-shot." + }, + "Wyvern's Kiss": { + "name": "Wyvern's Kiss", + "effects": { + "Wyvern's Kiss": { + "name": "Wyvern's Kiss" + }, + "Apply Wyvern's Kiss": { + "name": "Apply Wyvern's Kiss" + } + } + }, + "Snare 'Em Good": { + "name": "Snare 'Em Good", + "effects": { + "Snare 'Em Good": { + "name": "Snare 'Em Good" + } + }, + "durationValue": "Sofort" + }, + "Warp Blade": { + "name": "Warp Blade", + "effects": { + "Warp Blade": { + "name": "Warp Blade" + } + } + }, + "Bone Smasher": { + "name": "Bone Smasher", + "effects": { + "Bone Smasher": { + "name": "Bone Smasher" + } + }, + "special": "When striking an opponent dead, other living creatures within 10 yards must pass a Challenging (+0) Endurance Test or gain a Deafened Condition and suffer 1d10 Wounds (ignoring Armour)." + }, + "Liquid Fire": { + "name": "Liquid Fire" + }, + "Hooked Net": { + "name": "Hooked Net", + "description": "

Nets are part of the Entangling Ranged Weapon Group.

  • If an opponent is successfully attacked with a Net, they gain the @Condition[Entangled] Condition and must typically make a Challenging Strength Test in order to get a number of SLs equal to the Net’s Rating in order to break free.

  • SLs are not cumulative; if you fail to break free, you pick up another @Condition[Entangled] condition.

  • Hooked Nets automatically inflict damage, which typically ignores Armour, upon those who struggle against them whenever they fight against the net, successfully or not.

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.

", + "special": "Rating 3. Automatically inflict damage ignoring AP upon those who struggle against the net, successfully or not." + } + } +} \ No newline at end of file diff --git a/compendium/To Do/wfrp4e-zoo.journals.json b/compendium/To Do/wfrp4e-zoo.journals.json new file mode 100644 index 0000000..300c810 --- /dev/null +++ b/compendium/To Do/wfrp4e-zoo.journals.json @@ -0,0 +1,234 @@ +{ + "label": "Journals (Imperial Zoo)", + "entries": { + "The Second Expedition": { + "name": "The Second Expedition", + "pages": { + "The Second Expedition": { + "name": "The Second Expedition", + "text": "

The worthies at the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo} were impressed with the breadth of field notes I’d gathered for them and my book during our first expedition. Several of Erich’s pieces certainly went over well. I gather Herr Massenbach was pleased by their report, as he deigned to advance some money for the second expedition. After having mostly gone our separate ways over the winter, save Kistiane and I, we gathered in late spring to head out once more. This time our course led us into the wetlands along the Reik, and eventually to our neighbouring country Bretonnia. There were a number of suspect and apocryphal stories that had come to scholars associated with the Zoo from over the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains} that they wished us to look into. The excursion went well, mostly, but it’s fair to say it did not end at all as we thought it would.

The Second Expedition

@UUID[.uKnNbcCZghhkm6pE]{Amoeba}

@UUID[.mIT7tWzaBdmlLo0t]{Amphisbaena}

@UUID[.oebfE31saihOEg9H]{River Trolls}

@UUID[.ijU2R5fYxrL1pnF6]{Chameleoleech}

@UUID[.Mhor1Jf3cN8fDCyp]{Fen Worm}

@UUID[.45yROjDMmnAzr0qN]{The Corpse Render of Carroburg}

@UUID[.nLMOj8hkGJZQie4f]{Dark Pegasi}

@UUID[.ZZcovJn3eX2rRQBw]{Nightravens}

@UUID[.l48Tay3HDDI3vMTF]{Preyton}

@UUID[.qlfHqJogD5cNDYjE]{Great Raptors of the Grey Mountains}

@UUID[.8y9t6oPhz3F3K7ro]{Cockatrice}

@UUID[.IbNNQ6SFCB2Mkyq5]{Chimera}

@UUID[.BegI95dThDCDCJdX]{The Second Incident}
@UUID[.BegI95dThDCDCJdX]{— What Happens in Wheburg}

" + }, + "Amoebae": { + "name": "Amoebae", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.wX7r2EUuzVps7M3f]{Amoeba}

  • @UUID[Compendium.wfrp4e-zoo.actors.UcIC5tXHalDdZyHy]{Jetsam the Clever Jelly}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.bkKU2QUjtBQGnTaP]{Carroburg Fire}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

It would be far more pleasant to camp along the banks of the Empire’s rivers if there wasn’t a distinct chance that a formless horror, widely known to Riverfolk as a ‘slime devil’, wouldn’t melt your face off while you dozed. Sadly, said creatures, properly called Amoebae, are indeed known to menace the banks of many of our rivers. They seem to especially favour the numerous @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.QYN4TMYRfHZ03hIi]{marshes and wetlands} of the Reik, but they’ve been known to turn up in the most unlikely of places. There are few barriers that can thwart the entrance of their amorphous bodies, which can slowly seep through even the tiniest of cracks.

Amoebae are boneless creatures, resembling nothing so much as a hostile pudding. They are ‘single celled organisms’ I’m told by more learned folks who understand what that means. What I took away is that they are not very bright, existing merely to consume whatever organic matter they manage to flow over. They are capable of extending one or more long tentacles called ‘pseudopods’ which they use to engulf prey, but they don’t seem to favour living creatures over plants, or even dead tissue. As long as it is organic, Amoebae consume it. They fear fire, and cold can hurt them or, at least, inflict a strange torpor that they instinctively shy away from. Master Immelman, one of the Imperial Zoo’s well-regarded keepers, showed me a series of fairly clever heated steam vents that he uses to keep the several Amoebae on display at the zoo ‘penned’ in.

All of an Amoebae’s surface exudes a powerful digestive acid that will eventually dissolve nearly anything organic. While they move slowly, they are utterly relentless. Even some of the most legendarily hostile beasts will retreat from an aggressively advancing Amoebae. They can move over nearly any solid surface, treating walls and ceilings much as they do floors. They move through water by rippling their body, not unlike a water snake. They vary greatly in size, from as small as an apple to bigger than a horse. Colour varies wildly between specimens, perhaps influenced by their diet. I met a River Warden who told me the clearest ones are the most dangerous, as that indicates they haven’t fed recently.

Rumours in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} have long persisted that one of the more ruthless @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.457VrmfWthhbO0G1]{racketeering gangs} maintains a ‘problems coach’. Inconvenient bodies, and occasionally troublesome people, allegedly get a ride in the coach to ‘have a chat with Jetsam’. Jetsam makes all such problems vanish entirely, as Jetsam is in fact a very large Amoebae. The tale gets stranger still, though — a few have claimed to have met this ‘Jetsam’ and lived, swearing that it is intelligent and capable of communicating. The thought is somewhat staggering, but there it is.

True or not, when in Altdorf, I would strongly recommend against climbing into unknown coaches with suspiciously sturdy-looking shuttered windows.

Amoebae secretions, unfortunately, go inert quickly when removed from a living specimen. some Dwarf jewelers keep a small Amoebae in order to immaculately clean old pieces. They remove every bit of organic tarnish, leaving only the gems and forge work behind. The impenetrable glass cases used for caging the Amoebae, and the cunning mechanisms that seal them, are each works of engineering art unto themselves.

" + }, + "Amphisbaena": { + "name": "Amphisbaena", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.ykcr6e5SHqXF9rYO]{Amphisbaena}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.FgibnxjugsSRIMc0]{Two-Headed Tincture}

  • @UUID[Compendium.wfrp4e-zoo.items.JtjpbW08z56rMgbe]{Seer Snake Liquor}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The Old World boasts a great many venomous creatures, and the lands of the Empire are certainly no stranger to reptiles of all sorts. Very few are as rare or strange as the Amphisbaena — the so-called ‘Snake of Seers’. The Amphisbaena is a huge snake with two heads, one on either end of its body, and both bear one of the deadliest poisons known to @UUID[Compendium.wfrp4e-wom.journals.4spGTAnh7qc2JDqY.JournalEntryPage.TwuMMg4t9QPf89rT]{alchemy}. Their eyes are said to shine like glittering lamps in the dark, casting light about and drawing unwary creatures to their death. Indeed, Amphisbaena may be responsible for some of the tails of ‘Will-O-the-Wisps’ leading folks astray amidst swamplands. They often have strikingly coloured scales, with many bearing asymmetrical brilliant crimson and sky-blue patterns along their entire length. Though they are cold-blooded, as are so many reptiles, the cold is said to not affect them as other snakes. Witnesses have spotted Amphisbaena about frosty mountain peaks, as well as in foetid marshes. This has led some people to seek the skin of Amphisbaena as a proof against the cold. Proponents swear to the efficacy of wearing such directly against their skin, beneath their outer garments.

The ‘Snake of Seers’, having a ‘head’ for a ‘tail’, has ‘no beginning and thus no end’ — or so the Sage Malbor puts it in his famed esoteric tome, Ruminations. It is the creature’s infamous venom, though, that truly earned the moniker. A distillation of exceedingly diluted Amphisbaena poison is said to induce visions of the hidden past and unknown future. Whether such dreams be truth or delusions remains a matter of debate in scholarly circles. Some seers and, rumour holds, @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.fcaxScAhJ2Z02nbP#the-lore-of-hedgecraft]{Hedge Witches} swear by its efficacy. Eating the flesh of the Amphisbaena, especially if personally hunted and killed under the full light of Mannslieb, is said to give one power against the ‘unseen world’ and, perhaps, against the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.IoatZqDV81nTql4H]{Undead}.

The marsh-folk villagers of the Furdienst say that Amphisbaena hate @UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopi} with a fierce passion. They have strange tales of finding the corpses of Bog Octopuses bearing only one or two bite wounds, clearly inflicted by a large reptile. Though none claimed to have ever seen such a fight, they all strongly believe that the Amphisbaena can sense the evil in the ‘tentacled swamp devils’ and hunts them without mercy. Unsurprisingly, considering their extreme hatred of Bog Octopodes, they take a rather dim view on would-be Amphisbaena hunters

One of the most subtle, deadly, and expensive of all poisons, the ‘Noble’s Death’ commonly known as Heartkill, derives from a lethal mixture of Amphisbaena and Jabberslythe venoms. My people’s records indicate Amphisbaena were far more common once, but have become rare doubtless owing to over-hunting for their many properties — whether true or fanciful delusion. Acquiring a living Amphisbaena is said to be an exceedingly difficult task, to say nothing of upkeep, but a living snake can provide a steady supply of venom without necessitating its death.

‘A matter of debate’ is putting it mildly, Theo. I’ve seen wizards duels over the subject. Folk claim that drinking any of a number of toxic substances will certainly give you ‘visions’, but they’ll be of a dubious providence at best, to say nothing of their deleterious effects on one’s health. Master Owkris of the Amber Order has sporadically given portents of the future that he claims derive from consuming ‘Seer Snake Liquor’. That these have actually come to pass is much to the consternation to the Celestial Order.

" + }, + "River Trolls": { + "name": "River Trolls", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.UqzLLTu0hjE0aIWl]{River Troll}

  • @UUID[Compendium.wfrp4e-zoo.actors.Qc4v96tJ15ZsfO20]{River Troll Hag}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.F6GWmqRwZ5MrIhvE]{Troll Acid}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Trolls, as any child of the Empire can tell you, are frightfully large and staggeringly stupid creatures with huge appetites but completely indiscriminate tastes. Trolls will eat literally anything — or so the stories go. While they certainly prefer flesh and bone, they will happily consume wood, stone, steel — anything they can jam down their gob, really. Possibly due to their eating tendencies, Trolls have amazingly powerful digestive juices. Their stomach acid can sear its way through almost anything, given time. This is especially bad for their foes, because Trolls can seemingly disgorge the contents of their intestines at will, causing absolutely horrific (and really disgusting) wounds.

The most famed, and frequently lamented, trait of Trolls is their ability to recover from nearly any injury with astounding speed. A Troll begins to heal within seconds. This @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{regeneration} is so powerful as to regrow severed limbs. Tales abound of Trolls that managed to recover from just a few traces of blood and stray gobs of flesh. Fire alone seems to be the one thing that Trolls cannot easily recover from.

In his wildly popular tome Hunting the Hunters, the renowned tracker Sorge Krause first advanced what he refers to as his ‘Swamp Avoidal Theory’. While he explores it on and off throughout his many books on hunting, his argument really boils down to this: swamps are horrible; everything there wants to eat you but tastes terrible in turn; don’t ever go to swamps. I know for a fact that Trolls (and @UUID[Compendium.wfrp4e-core.actors.FmEDHnfAe2iIugpt]{Bog Octopuses}) were, in fact, the prime motivators behind his theory, as I spent a fair few nights drinking with Sorge.

There are many breeds of Troll, as they appear to be highly adaptable creatures. By far the worst, to my mind, are those trolls who dwell in swamps. The @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.ShiIUUdkTTKxSN6P]{rivers} and @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.QYN4TMYRfHZ03hIi]{marshes} of the Empire all suffer the depredations of Trolls to one degree or another. Perhaps I detest them the most because, like many citizens of the Empire, I like to fancy that our rivers afford some of the ‘safest’ travel. River Trolls make a mockery of that idea, snatching folks in the middle of the night off their barges to horrible fates. Perhaps it is because they are just so very foul. Their skin colours may vary from weedy green to bilious blue, but they all absolutely reek of rotting vegetation, putrid fish, and rancid slime. These Trolls like their meat ‘water ripened’ and regularly store corpses, of all types, in bogs or pin them underwater beneath sufficiently heavy rocks.

As dangerous as Trolls are, they are made far more so by their fortunately rare (Thank Sigmar!) matriarchs — the Troll Hags. Wicked, cruel, and disturbingly clever, these Hags infrequently emerge from the depths of the most treacherous marshes to lead their kin on raids during lean times, though they can also be roused by a Greenskin Waaagh! River Troll Hags practice dark mystic arts and are said to curse their foes with strings of appalling, if incoherent, Trollish invectives. These may be unintelligible, but are by all accounts highly effective. Worse, still, Troll Hags are massive creatures, larger by far than their male kin. There are not enough crowns in all the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD]{Reikland} to make me investigate Troll mating practices.

Troll blood is valuable, and used in a wide variety of healing droughts and various other alchemical concoctions; however, many are wary of transporting it for fear it may get a bit ‘hostile’ along the way. More treasured by far, though, is Troll acid — a substance highly sought after by various users of magic, smiths, and engineers. It is phenomenally difficult to transport safely, which only adds to its value. A word of caution — my people often refer to those that have taken the path of Grimnir as ‘Troll slayers’ for good reason. Those who seek death, seek Trolls

Ha! Schreiber leaves it to Vasya to tell full truth. He reads me this, but fails to mention he hates Trolls because they eat favourite boots. While we travel down Reik for Zoo, we help Riverwardens with little problem. Takes us deep into Grootscher Marsh. Kind of place Krause said stay clear of, da? Lots happens, we find bad guys, sort them out. This is not important. What is important, big damn fight with Marsh Troll brothers. Now Marsh Trolls, very ugly, big stench, but awesome fighters. Difficult to read. Why? Marsh Troll has no idea what Marsh Troll do next. How can you know? Very dangerous. One brother, he spews on Schreiber and me. Hurts like sticking arm in fire, da? Coats Schreiber’s arm, legs. Wounds him good, but our scribe, he’s got some iron in him. Cuts Troll’s face clean off. Nightsong pins other’s leg to big log and we leave. Trolls defeated, but very not dead. Hard to keep fires going in marsh, which maybe says River Trolls smarter than other types, da? Anywho, lovely Kistiane helps put us back together, but no amount of magic can save Schreiber’s boots from Troll puke.’

I loved those boots.

" + }, + "Chameleoleech": { + "name": "Chameleoleech", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.g0xiBPY9ExHpppTo]{Chameleoleech}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.hEqjJzTDHx61ecuJ]{Treemeld}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Of all the strange creatures within the Curiosities of Nature wing of the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo}, none is as famed, or misunderstood, as the Chameleoleech. On the surface, they appear to be nothing more than strangely coloured Giant Leeches, ranging from a mere hand’s breadth to a near full-pace in length. They hunt along the banks of rivers, presumably to keep their sensitive skin moist. Like all leeches, they are blood drinkers. Lacking eyes, they use other senses, strange organs that can detect heat and motion, to locate their prey. After these similarities, the tale changes. Instead of catching their prey stealthily as more common leeches do, Chameleoleeches draw them near with the extraordinary ability to create beguiling hallucinations of whatever the target deeply desires. The bite is painless, and enraptured prey does not notice when the creature attaches its saw-tooth circular mouth and begins to feed. The predations of a single Chameleoleech are survivable, for they soon grow full and move on. But the squirming things hunt in packs of three or more, even up to a dozen, which can easily make for a ‘pleasant’ death. Other predators, including some damnably clever @UUID[.oebfE31saihOEg9H]{River Trolls}, have learned that a victim caught in the midst of a Chameleoleech delusion is easy prey and so may lair nearby.

Some of the shadier citizens of our fair Empire figured out long ago how to harvest the glands from Chameleoleeches. They use these to create the powerful hallucinogenic drug commonly known on the streets of Altdorf as ‘@UUID[Compendium.wfrp4e-core.items.W4X1Jx8AN84yRPDx]{Spit}’. I gather it is rather difficult and, unsurprisingly, dangerous to keep live Chameleoleeches. Thus, Spit is neither easy to come by nor cheap. Wealthy folk that wish somewhat of the experience in a safe environment can visit the Zoo during one of their bi-annual ‘Strange Dreams’ exhibitions. During these, guests are exposed to air pumped and filtered from sealed Chameleoleech tanks. I’m told the experience is quite pleasant.

As we journeyed along the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.Zhp59VXYiv6dGfhR]{Reik}, we encountered a few Riverfolk that swore Chameleoleeches can actually create illusions — phantasms perceivable by all — beyond the mere hallucinations that their emanations cause. A huffer from Essel swore that Chameleoleeches are far more clever than most give credit for, and disguise themselves as terrain or even nondescript people. The Chameleoleeches held at the Imperial Zoo have never shown any such ability. But then, those heavily pampered and well-fed creatures might not have ever felt the need to do so.

I am familiar with a merchant who deals in, shall we say, unusual experiences. He has wares to cater to many tastes, and Spit is certainly in his repertoire. Here is the intriguing bit though: he once told me that the quality and effects of Spit can greatly change depending on how the Chameleoleech feeds. Apparently, the variations are so great that there are Spit ‘connoisseurs’ and dealers who specialize in particular, I suppose you would say, ‘tenors’ of hallucinogen. When I inquired what repast brings about such a change, he grew nervous and changed the subject.

The debate continues to rage in scholarly circles whether the ‘gifts’ of the Chameleoleech are strictly those of natural science, or whether they are touched by the Winds of Magic. A group of scholars from Altdorf University, led by Professor Hans Pfaff, have been studying the matter in earnest. Certainly, if their hallucinations are more than chemical, if they can, in fact, produce images visible to all witnesses, it strongly suggests that they can channel the Grey Wind in some manner. Finding credible evidence of such proves to be highly elusive — which I must amusedly confess is certainly true to the nature of Ulgu!

" + }, + "Fen Worm": { + "name": "Fen Worm", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.PhYSZqEsqkHv0DSY]{Fen Worm}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Mightiest of all the snakes of the Old World, Fen Worms are immense creatures, with even the smallest of their kind reaching ten long paces when full-grown. There are many old stories of Fen Worms that measured hundreds of feet from head to tail. If such titans still slither about the marshes of the Empire, they have become elusive creatures indeed, for none so large has been reported in many generations. Perhaps due to their massive size, Fen Worms are only found in the boggy soil of their namesake and strictly avoid dry land, which they cannot easily move their bulk over. The @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo} went to a considerable amount of effort to create a suitable ‘enclosed bog’ for Lady Scales, who is most beloved by the children of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}. I must confess, I’ve never been able to look at pigs or snakes quite the same way after watching her crush and consume several during one of her bi-monthly feedings.

There are some very obscure tales that associate Fen Worms with the Old Faith, the ancient religion that once dominated the lands where the Empire now stands. Depictions of endlessly coiling serpents can still be found upon some of the eldest surviving menhirs associated with the Old Faith, which abide even now, slowly gathering moss and lichen deep within our forests. It is said that devotees of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.dY6NZyY5pujNM5h8]{Rhya} and @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.GqvN0qGNFSBPi9Dr]{Taal} still practice a few rites that associate snakes with fertility. When I asked after such, several priests told me that I was mistaken and then would speak with me no more. Sensing far more to the story, I began making more discreet inquiries as we travelled along the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.Zhp59VXYiv6dGfhR]{Reik}.

I uncovered strange, whispered tales of a faith not as gone as some would have you believe. A most interesting ‘herbalist’ from Uhland told me about an ancient schism of belief, leading to factions both benign and utterly debased. I previously heard fearful references — always given accompanied by the sign of the Hammer to avert evil — of a creature called the ‘Pale Wyrm’, with the implication that it was some kind of Fen Worm. This was unusual to hear, as the creatures near-invariably have brown and green stippled scales, with mottled patterns that allow them to blend into marsh foliage. When I asked the herbalist about it, she turned quite pale herself and said ‘some falsely believe there must be pain to ensure prosperity’. Then she too, as the priests before her, would speak no more.

In a small shop in Schilderheim, I found a curious sculpture that I think was intended to represent a Fen Worm. It had certain markings I’ve come to associate with the Old Faith, but it was strangely distorted. It had long protrusions of some kind, not unlike tentacles, ringed about its mouth. When I asked about it, the shopkeep promised to inquire after the owner for me. When I returned the following day, the sculpture was gone and the shopkeep singularly unforthcoming. She ignored my entreaties, and swiftly threatened to call the Watch if I didn’t move along at once.

One of the gods my people do not call upon lightly is Atharti, Lady of Desire, for our passions, once unleashed, are not so easily recaptured. Snakes are sacred to Atharti and these ‘Fen Worms’, as you call them, have long been associated with her. A sect of her devotees bears a coiling symbol formed of two spiraling blood-red Fen Worms. The members of Her sect are wild, capricious beings, and not at all welcome among the Asrai.

" + }, + "The Corpse Render of Carroburg": { + "name": "The Corpse Render of Carroburg", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.XVO9aCzJsqD042A5]{The Corpse Render}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

There is an old Sylvanian proverb which states: ‘That which is Evil endures. All else fades’. While I suspect they had something else in mind when they first uttered it, the Sylvanians may as well have been talking about the Hydra known as the Corpse Render of @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.akj97lG42o3ONMPb#carroburg]{Carroburg}. This monster has stalked back and forth between the Furdienst and the Mirror Moors of Middenland for centuries, despite having been ‘killed’ on a number of occasions. @UUID[Compendium.wfrp4e-core.actors.A4G4bTYxot3ZygZO]{Hydra} are reptilian monstrosities that roam the dismal swamps of the Empire, consuming anything they can catch. They are infamous for their multiple heads, voracious appetites, and in a few notorious cases, a seeming unwillingness to stay dead.

The Corpse Render is a legendarily aggressive beast, unwilling to back down against nearly any foe. There are stories about it charging bands of @UUID[Compendium.wfrp4e-archives2.journals.OYPrls5HZ3Lo8IdO]{Ogres} and @UUID[Compendium.wfrp4e-core.actors.MLtDY4bwzGQpaABN]{Demigryph} knights, and it once tried to consume an Imperial Steam Tank. It soon despoils the area about its chosen lair, eventually consuming all other life that does not flee. Its preference for swamps may be directly tied to its great hunger, for the marshes of the Empire have wildlife in great abundance. Unsurprisingly, Krause notes the Corpse Render is one more excellent reason to avoid swamplands. Outside of the Empire, Hydras are often found in mountainous caverns, though how they sustain themselves is a bit of a mystery. Perhaps they needs must grow fond of the taste of @UUID[Compendium.wfrp4e-zoo.actors.lEsJOSJLDK4EKNi4]{Cave Squig}.

While all Hydra are quick to recover from their wounds if they are not killed, returning from the dead is, fortunately, a trick that relatively few of their ilk seem to possess. The Crimson Scourge of Zhufbar has hunted the fens about the Black Water of the Worlds Edge Mountains for over a thousand years. Like the Corpse Render, the Scourge has been ‘confirmed slain’ by warriors, mercenaries, and no few Slayers. Yet, it keeps returning to kill again. Some scholars have suggested, carefully, lest they arouse the ire of the Dwarfs, that perhaps Hydras can produce descendants that look exactly like their progenitor. I spoke directly with two Slayers who had fought the Crimson Scourge ‘to the death’ on more than one occasion and both swore that it was the same beast, returned.

Hydras seem heavily prone to mutation, as the tales of their appearances vary wildly. The majority bear seven or more heads resembling those of either snakes or lizards, mounted atop long flexible necks and connected to an exceedingly broad torso. The Crimson Scourge breathes great gouts of flame, whereas the Corpse Render has a wide, fanged maw concealed within the folds of its trunk. Hydras’ scaled skins come in a wide variety of colours, ranging from solid black to the impossible shades that flicker over the Corpse Render. These latter can ‘unhinge the mind’ as some stories have it. No matter the shade, all can easily turn arrows. Hydras seem to be near-voiceless creatures, managing only a menacing, burbling hiss when they charge. None have accused them of being particularly clever beasts, but they are tenacious far beyond the point of reason.

It is widely accepted within my Order that some rare Hydras can, indeed, return from the dead. Why some do while others perish is an elusive secret that no few scholars would give much to possess. Perchance, such creatures can slowly regenerate from even the merest traces of blood. Conceivably, they are stronger with the Amethyst Wind, Shyish, than any other beast alive. This I know: the body of the Corpse Render was brought to the Jade College a century ago and there it remains, even though the beast ‘returned’ some twenty years later, and then again five years after that, then seven after that, and so on.

" + }, + "Dark Pegasi": { + "name": "Dark Pegasi", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.TqmA7qDGlGoD4J5z]{Dark Pegasus}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

It is always dangerous to assume that anything can be true of an entire people, but one is hard-pressed to find a Bretonnian who does not love horses. Surely, there must be exceptions, but I suspect those keep it to themselves, lest they be turned out of hearth by their relatives. The folk of the Duchy of Couronne are said to learn how to ride a horse before they can even walk — a rumour that no few travelers confirmed to me, including a Couronnian, after we passed into the Gisoreux Gap through the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. Indeed, many claim that the horse breeders of the Duchy of Couronne produce the finest destriers the Old World has to offer. Patrons in several taverns in Gisoreux assured me that Couronnians were all determined to breed the swiftest steeds possible, as racing is a pastime their entire duchy obsesses over. Alas, from such single-mindedness can calamity spring, for I uncovered here the roots of a much darker tale…

Many fierce creatures dwell in the heights of the Grey Mountains and the northerly Pale Sisters. One old trapper swore to me ‘on the Lady herself, sir’ — no small oath for a Bretonnian — that he’d seen a colossal @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.ltnEqHKFDLR7a9b3]{Squig}, ‘as big as a house’, jumping between two of the smaller peaks of the Pale Sisters. Many stories hold that a few of the legendarily dreadful @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisk} still roam the high valleys (hopefully leaving statues of @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskins} in their wake). To Bretonnians though, the most important beasts that wander the heights are the sorts that could potentially bear a saddle, should one be inclined to ride them. Most famous of these are mortal enemies of one another: the noble Pegasi and the fierce Hippogryphs.

Pegasi, as my readers doubtless know, are magnificent horses with vast feathered wings. A knight that would ride such an intelligent creature must help rear it from a foal. This is an expensive and time-consuming prospect to be sure, but one that eventually leads to a loyal, flying mount. They are so desirable that some lords boast entire units of Pegasus-mounted knights. The @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo’}s pair, Boralis and Corana, are certainly wonderful and friendly creatures, as eager for an apple as any horse I’ve ever met.

@UUID[Compendium.wfrp4e-core.actors.RiXpMLex8SZf6gaQ]{Hippogryphs} are ferocious, blood-thirsty beasts, savage killers with the forequarters and wings of a massive raptor and the hindquarters of a horse. By all accounts, they hate everyone and everything. Few riders indeed have the courage to mount a Hippogryph. The would-be rider must raise the beast from a chick by their hands alone. Even then, they are never ‘safe’ creatures to be around.

Pegasi and Hippogryphs have fought amidst the peaks of the Grey Mountains for as long as recorded history, or so the Dwarfs say. Pegasi are more clever by far than Hippogryphs, which is fortunate, as those vicious beasts are far more brutal. They are also, sadly, swifter — and that, I suspect, is where the tragedy began. The story is not easily found, one told in quiet taverns on dark, ill-omened nights. It holds that many centuries ago, some Couronnian breeders felt that their native Pegasi should be given a ‘fighting chance’ against the Hippogryphs. They began a secret breeding program in a high valley of the Pale Sisters, one intended to create a ‘faster Pegasus’. Exactly what they introduced to the Pegasi’s line is shrouded or, perhaps, purposefully lost. At least one scholar told me those misguided folk used a beast from the Chaos Wastes to ‘enhance’ the Pegasi.

The resulting creatures were swift as any Hippogryph: darkly coloured Pegasi with great wings like unto those of a bat and jagged, serrated horns. Unfortunately, they were also cruel and cunning hunters that reveled in devastating ambushes against unsuspecting or weakened foes. These ‘Fallen’ or ‘Dark’ Pegasi soon turned against their breeders and, ultimately, were driven north across the sea. None are said to live now within the borders of Bretonnia, but there are caves within the mountains that hide many secrets. Rumours persist that certain breeders yet engage in unsavory activities not spoken of within earshot of knights.

" + }, + "Nightravens": { + "name": "Nightravens", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.jjq2uoejZCbM3rnm]{Nightraven Flock}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.awrDCYtLEexWfKJQ]{Veinpowder}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

While we stayed in the city of Gisoreux, capital of the Duchie of Gisoreux, I noticed the strangest practice. Outside every house, every few days, the occupants place a fresh torch, usually in some sort of ceramic sconce. I never saw any of them used, only regularly maintained. I found the Gisorens to be a delightful people, friendly to travelers, and I’d struck up a good rapport with a few, so I finally asked about the torches. I confess, I wasn’t quite prepared for the tale I heard.

The Duchies of Gisoreux, Artois, and Bastonne were once plagued by terrible creatures known as Nightravens. More monster than twisted raptor, the black-feathered Nightravens would descend in swift flocks that tear the unwary to shreds, reducing a person to bare bones in well less than thirty seconds. The bird-like creatures dreaded light, attacking only when neither of the moons appeared in the sky, but were otherwise fearless. Their depredations were so terrible that eventually the Duke of Gisoreux ordered fresh torches regularly placed before every home throughout the city. He gave strict instructions that they were not to be used otherwise, so as to be ready if needed to ward off a Nightraven attack.

Now this all seemed imminently sensible to me and I said as much, but I also noted that I hadn’t heard of the Nightravens or any attacks. It struck me as the kind of thing my party would have certainly learned about. My new Gisoren friends agreed and told me that the legendary Sir Thorpas purportedly destroyed the last Nightraven flock five centuries ago. Apparently, the Duke’s decree was never rescinded, and Bretonnian Knights — being keen to make the place of the peasantry absolutely clear to them — sporadically check to see that torches are still set out. That called for a round of drinks and I thought the matter closed, but I was wrong.

One of the people I’d been drinking with, a cooper named Ferragus, quietly approached me after the others were retired for the evening. He told me there are those who believe the Nightravens are not gone, merely that they’ve become far more clever, taking folk undetected in the depths of the Forest of Arden or from lonely mountain vales amidst the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. Worse, when he was deep in his cups, he muttered a disturbing story about a secretive witch cult that summons flocks of Nightravens to savage their enemies. I could find no Bretonnian Knights willing to call his final tale anything other than ‘foolish peasant nonsense’. More telling, I thought, was the villagers’ response. They would not speak of it at all, saying it was best not to discuss such evils, lest one draw their attention.

There are puissant Wizards within the Amber College who can cast a terrible enchantment which calls upon a mystic flock of shadowy raptors to ravage their foes. It may well be that there are witches in Bretonnia with access to a similar ritual. The Bretonnian peasantry, knowing little of such matters, might believe them to be Nighravens. That said, if these Nightravens still exist, there are said to be ancient rituals which can bind such monsters, but they are perilous.

" + }, + "Preyton": { + "name": "Preyton", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.1WUzLvXTUZA5L7dY]{Preyton}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.at7nVMlU6Aq805XF]{Preyton's Fury}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The Forest of Arden has a fell reputation that stretches beyond the borders of Bretonnia. Not unlike our Forest of Shadows or the Drakwald, the depths of the Forest of Arden are filled with mutants, stag-headed Beastmen, and far, far worse. Portions of the forest actually lie within five different duchies, but only its outermost borders have any settlements of note. The few villages of the interior are said to be so isolated that whole generations live and die without ever seeing an outsider.

It was, in fact, one of the legendary terrors of the Forest of Arden that was partially responsible for our excursion into Bretonnia. The Preyton is an infamous beast: blighted in form, incandescent in rage. They are ferocious and relentless, destroying all about them, reminiscent of @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.xpTB42W0XhJCbW9B]{Razorgor}. But unlike those hell-sent boars, Preytons kill for sport. They leave rent corpses in their wake, upon which they don’t even bother to feed. They are twisted creatures, with their forelegs and body resembling those of a partially-scaled and malformed stag, their hindquarters ending in a lion’s bent legs and claws. Their equine heads hold great sharp blackened antlers, glaring red eyes, and multiple rows of jagged fangs. They bear shredded wings like unto those of a @UUID[.qlfHqJogD5cNDYjE]{great raptor}, but seldom fly above the forest canopy, preferring to stalk beneath the trees.

Regimius Braun, a Priest of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.GqvN0qGNFSBPi9Dr]{Taal}, told me a dark tale of the Preytons — one that several worthies at the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo} excitedly asked me to further investigate when I spoke of it. Braun said that some within his cult believe that Preyton are neither natural creatures, nor directly born of Chaos. They believe the monsters are created by foul @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#beastmen,-the-children-of-chaos]{Beastmen} rituals from the corpse of a @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.XCeAdFkG4uh1U33Y]{Great Stag}. Their existence is thus one of intense pain and scattered revenant memories that constantly hint at what they once were, driving them on in their destructive madness. If Nightsong has the right of it about Great Stags, the priest’s story is highly suspect.

Unfortunately, uncovering actual knowledge of Preytons proved to be a frustrating endeavour. We spent more than a month in Gisoreux, searching for a guide. Most of the folk we met, upon learning that we wished to travel into the interior of the Forest of Arden for a time to do research, at first guffawed. Realizing that I and the rest of the band were quite serious, they immediately began praying to their Lady for our souls, while begging us to reconsider such folly.

At last, we found a village with a well-built stockade along the eastern edge of the forest and there met Sir Carloman, a Realm Knight. Sir Carloman was a soul of courtesy, most intrigued to meet us, being especially taken aback by Kistiane — I think he suspected her to be a ‘Grail Maiden’ (one of the chosen handmaidens of the Bretonnians’ goddess, I gather) despite her protestations otherwise — and Nightsong, whose ability to walk across even the thickest forest leaves without a whisper of sound impressed him mightily. Sir Carloman told me all he knew of Preytons. He had even fought one, once. He passed along enough lore to satisfy most of the demands of the zoologists. Sir Carloman said that he’d heard stories similar to Braun’s, but that the beast he fought was no undead creature, regardless of whatever other truths the story might hold. I have rendered his last words on Preytons here, for I’ve pondered them often since:

Sir Carloman – ‘This at least, I grant you, Master Schreiber — they are not natural beasts. The Preyton hates all life, its own as much as every other, with a hatred so pure that it is madness. They will ignore the sound blows of a knight, in order to ravage a fallen peasant in an unspeakable and ghastly manner. There are entire tribes of Beastmen that hold the Preyton as sacred, worshiping them from afar. Seek them not, save duty or honour compels.’

" + }, + "Great Raptors of the Grey Mountains": { + "name": "Great Raptors of the Grey Mountains", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.LD0Rw0pCYLbRfjcD]{Great Eagle}

  • @UUID[Compendium.wfrp4e-zoo.actors.8gyS0k2KXiG1S4HY]{Grey Mountain Hawk}

  • @UUID[Compendium.wfrp4e-zoo.actors.Ao56n1EYG5OPdllO]{Heomreth}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.fjZGmgy0yD9fryDE]{Eagle Shank}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The high imposing wall of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains} is all but impenetrable, save for a few storied passes — and several infamous ones. The Grey Mountains’ upper slopes are clad in year-round ice, while thick clouds obscure their lofty summits. There, high above the world, the Great Eagles set their eyries. Largest of all the raptors of the Old World, the Great Eagles are said to have lived amidst the high peaks since long before the coming of Humans. They are vast creatures, with wingspans frequently stretching over thirty feet. Yet, they can move with blinding speed. Their eyes are the strongest of any mortal being; they can stare unflinching at the sun, or study the movements of a rabbit across the fields of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland} from their eyries. Their talons are as long as a man’s arm and can easily pierce armour. Many Bretonnians believe that Great Eagles cannot die from old age or sickness, that they rejuvenate themselves by flying high above the clouds to burn off old feathers with the heat of the sun, before plunging deep into the Great Ocean to emerge renewed.

The Great Eagles are said to be a noble species, though bitter experience has made them distrustful of others. The Elves alone have learned something of their difficult whistling tongue. Persistent rumor has it that some Great Eagles can speak the languages of other folk, but they seldom feel the need to do so. They clearly hate the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskin} races with a fierce passion, and many’s the tale on both sides of the Grey Mountains wherein Great Eagles descend from a clear sky to fall upon a hidden Ork or Goblin ambush party, alerting nearby troops to the raiders’ presence. The warriors of Bretonnia and the Empire both afford them great respect, and ill luck befalls anyone who should cause a Great Eagle harm. While these mighty birds mostly subsist on wild game, farmers near the mountains resent their sporadic sheep snatching. They find it even more galling that few other folk are sympathetic to such complaints.

For reasons unknown to scholars, the Grey Mountains hold many large avian species beside the Great Eagles. Veangthur the Learned, of the @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{University of Altdorf}, suggested in his seminal work, Peculiar Patterns Natural & Otherwise, that the range may have some property, as yet unidentified, that leads to the prodigious growth of birds. The hawks and the shrikes, while not the grand size of the Great Eagles, grow very large indeed, with wingspans averaging nearly eighteen feet. The Bretonnians especially esteem the hawks for their sheer fearlessness. I heard several remarkable tales illustrating their courage. Most notably, they frequently attack @UUID[Compendium.wfrp4e-core.actors.RiXpMLex8SZf6gaQ]{Hippogryphs} that dare encroach on their territory, even driving the far larger predators away with remarkable determination. I met a Dwarf trader from @UUID[Compendium.wfrp4e-archives1.journals.De6yFCVO4shYbAUx]{Karak Azgaraz} who swore some Elves even ride into battle atop the backs of the largest hawks, a rumour the exceedingly secretive Elves of the @UUID[placeholder]{Forest of Loren} never deign to confirm (or deny).

If my distant kin choose not to speak of something, they doubtless have their reasons. This I will say: the Grey Mountains are not the only place where mighty raptors dwell. Deep in the heart of Laurelorn, there are wondrous groves with elder trees that house the Heomreth, which I suppose you would call ‘Giant Owls’, Schreiber. They are ancient beings, deep with wisdom and mystic gifts, but they are frequently inscrutable.

" + }, + "Cockatrice": { + "name": "Cockatrice", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.iNaIS4OZgV2x9TPc]{Cockatrice}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.04BwwzrvbpC7eI1r]{Fell Dagger}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The twisted and repulsive Cockatrice is the foulest of aberrations: a creature allegedly once ‘blessed’ by the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.ptBKZDqZ5r3caZGH]{Ruinous Powers}, long since forsaken and utterly wretched, but still mortally deadly. The Knights of Bretonnia hold that there are few other creatures that can so test the mettle of a warrior. When they hunt the beasts, the wisest among them don helmets that leave them near-sightless, for those who meet the cursed glare of a Cockatrice are turned to stone.

A Cockatrice resembles a large, misshapen bird, but few are the raptors that sport jagged fangs within their beaks. Their bodies sprout both feathers and fur, but their coverage is uneven and haphazard. Bald patches and aberrant colours not found in true nature are common. Their tails are serpentine, scaled, and tipped with razor sharp clawed talons like those of their feet. At least, that is certainly how the one stuffed and mounted in the Museum of Triumphs in Outer Montfort appears. The curator assured me it was a proper representative of its loathsome kind, and I did not doubt her sincerity. She also noted that knights remarked upon the echoing ‘sibilant hiss’ that ever emerged as the beast struggled. The sound was distinct enough that it helped the willfully sightless knights to target their prey.

Cockatrice once dominated all the mountains of Bretonnia, regularly emerging from their foul cavern lairs to skulk about the edges of battlefields — for they are eaters of carrion and enjoy despoiling the dead. Some stories have them spitting acid or dripping with venom, as if their feared gaze were not enough of a danger. Even the Bretonnians’ oldest tales do not account for a time before their scourge, though some ancient ones state that the Cockatrice first came on ‘the wings of the Great Storm, from the north, long ago’. In truth, this isn’t surprising, for the tribes of the Bretonni refused Sigmar’s call. Not until the coming of their first king, Giles le Breton, nearly a thousand years later, did they start writing down their history, while deriving much from oral traditions. After the unification of Bretonnia and the formal adoption of their ‘Decrees of Chivalry’, many young Bretonnian knights needed worthy foes to prove themselves. They found them in Cockatrices. The Pale Sisters and the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains} were soon mostly depleted of the profane beasts. Still, statues that mark their passage linger in many shadowed valleys, and they are said to stalk the crags of the Massif Orcal in central Bretonnia.

For my mind, it near beggars belief that there could be two beasts in one mountain range capable of turning their foes to stone that have, apparently, no connection to one another. The virulently poisonous reptilian @UUID[Compendium.wfrp4e-core.actors.z8f3vySKIpTxGr62]{Basilisks} of the eastern Grey Mountains seem nothing like the bird-like Cockatrices of the western Grey Mountains. Yet Chaos is ever insidious, and who knows what foul kinship may exist between the two species?

I was once at a soiree with a delightful Bretonnian girl, the daughter of a knight of some import as I recall. She told a fascinating story about a Cockatrice that her father fought in his youth. Apparently, Cockatrices are cowardly creatures, hence their preference for carrion, but go berserk when cornered. Her father was near overcome by the beast’s unexpected rage when suddenly it fled the field, squawking in terror. What had so startled the foul thing? Nothing more than a common stoat, which had left its lair, upset by the skirmish. Seek to kill a Cockatrice? Consider investing in an ermine cape

The ashes of a burned Cockatrice are exceedingly desirable to alchemists, for they are said to have rare transformative properties. I have heard darker rumours, suggesting their leading talons can be carved into fell daggers that produce their own venom. I have never seen such a thing. It sounds plausible, though I doubt such a property would last indefinitely

" + }, + "Chimera": { + "name": "Chimera", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.aUtTeBEKBngRQRe4]{Chimera}

  • @UUID[Compendium.wfrp4e-zoo.actors.8mWNtjUX0bOZRR4F]{The Oblast Beast}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.ImIQCHVblxjytbEC]{Spite}

  • @UUID[Compendium.wfrp4e-zoo.items.DE0GFqc7na4xx65e]{Wulfshawl}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The dread three-headed Chimera is a true monster of Chaos. Warped and twisted creatures that shall never see the inside of any zoo, Imperial or otherwise, Chimera seem to exist only to kill. They are horror made flesh; indeed, some say they are formed of raw Chaos and have no true material birth. I can see why some may embrace such thinking, for to consider a Chimera’s potential bloodline too deeply is to court madness. It was certainly not my or my companions’ intention to ever seek out such a beast, but ‘Ranald will have his day’, as they say in Altdorf…

While no two Chimera are completely identical, all bear one striking similarity: three distinct heads. Prevailingly, one is leonine, one a large raptor, and the last that of a Dragon. There are accounts of Chimera with ursine heads, feline heads, reptilian heads, insect like heads, crocodilian heads — an inexhaustible cascade — but invariably at least one Dragon head. The three heads generally work in concert, though there are certainly tales of their heads getting into snarling ‘arguments’. I can tell you from unfortunate personal experience that at least one Chimera’s heads were capable of independently tracking several foes at once.

The body of a Chimera is commonly most like to that of a massive and misshapen great cat, with wide paws bearing curved claws — though I’ve also heard tales of Chimeras with bodies more similar to an outsized bull. The dreaded Oblast Beast, which periodically devastates the lands of Kislev and will hunt its chosen prey for days on end, is said to have a vast body like a shaggy grey bear with the heads of a large falcon, a massive-tusked boar, and an ice-spewing Dragon. Chimera fly on great wings, of similarly mutable form: some leathery, others feathered. They have long tails, which may end in boney blades, scorpion stingers, or even a fourth snarling head.

All accounts of Chimera note their unpredictable nature coupled with overwhelming rage. One story from @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.akj97lG42o3ONMPb]{Middenland} has a Chimera fall upon a party to tear apart two of its members and a horse, then fly away without a backward glance. Another, from Nordland, described a Chimera systematically consuming an entire caravan — wagons and all. I have fought many terrible foes in my life and there are a few I care not to recall, but the discordant three-throated roar of the Chimera will haunt my nightmares till I stand before Morr. In my experience, you don’t so much fight a Chimera, as survive it.

Our sojourn in Bretonnia completed, our group prepared to head back into the Empire via Axe Bite Pass. On our last night in Bretonnia proper, we stayed at a famous inn, The Braided Fish, which has the best grilled trout imaginable and a stunning view of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}. A cluster of magnificent peaks caught my eyes and I watched the setting sun ignite their summits in a circlet of gold. When I drew my friends’ attention, they all gazed up in admiration, save Jorunn who regarded me with a strange expression. ‘Those, Schreiber, are the crowning peaks of Karak Ziflin, my hold.’ I told her I thought they were beautiful and asked when she intended to return. “One day. This wine isn’t bad, for Human swill.”

Our trip went smoothly and we passed through the mountains without incident. In @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JSzzPHEHN8oOhd1z]{Helmgart}, we discovered that neither Nightsong nor Ghorshkov had ever laid eyes on the famed @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.JiKJmJbRuu7blAIK]{Drachenberg}, so we made a point of taking one of the branches of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.I0krpnI0RnVs5RwK]{River Bögen} that would take us close to the mountain. We camped along the river, in the mountain’s shadow.

‘The night was quiet, save for river. That lovely strange peak soar up above us. You tell good story, Schreiber, I remember. Nightsong grace us with namesake, beautiful though I don’t know words. There was no warning. No cry. Nothing until it upon us. It come from darkness and Kistiane explode into flame. Then, is roar like nothing else. Fear given voice. My mind says run, but my heart is stubborn, da? It lands in middle of camp: flash of teeth, and wicked claws. Its bird head lunge and I hear Erich cry. I think him dead. It is upon us all. Swipe at you, me; its tail spear Nightsong’s leg. Blood spilling everywhere. I am son of Pits. I attack, for what else is there? It did not like my axe. It shriek from three throats and then Jorunn cut it across lion face. Furious. Pure rage that we dare strike back, da? I see its paw sweep you and spray of blood. Then I hear sweet sound, Kistiane’s voice yelling. Spears of green light tear through wing. I see arrows sprout from back. Nightsong gives me good handle. I leap up on it, grab one shaft, and bury my axe as deep in spine as I can. I cut it many times. I do not know how many, but I do remember Dragon head biting me. Next thing I am recalling, was you and Gromsdottir trying to stop me bleeding out as you pull me off dead Chimera. Gods! what a glorious fight, da?’

We obviously (if barely) survived. See @UUID[.BegI95dThDCDCJdX]{The Second Incident} for the tale of our convalescence.

" + }, + "The Second Incident - What Happens in Wheburg": { + "name": "The Second Incident - What Happens in Wheburg", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.U1OTIQfuzsn4pUpu]{Wayward Moon Cultist}

  • @UUID[Compendium.wfrp4e-zoo.actors.YfCI8MH1IK9U08jf]{Skin Wolf}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The @UUID[.IbNNQ6SFCB2Mkyq5]{Chimera} wounded our party badly, leaving several of us gravely injured, and Erich near death. Kistiane was seriously burned and lost her golden locks entirely for a time. Vasya had been near torn to pieces. Nightsong’s right leg was severely damaged — particularly galling for the effortlessly graceful Elf. Jorunn, alone, escaped serious injury, but she was badly cut. As for myself, it’s fortunate I wield both sword and pen with my right hand, for the beast sheared off the ring and little finger from my left. @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TjfeXu3fimHJ5I9Q]{Shallya} and @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.OclFlDGI5fC9ygoP]{Sigmar} were both with us though; the battle could’ve gone much worse. Jorunn’s skills and Kistiane’s arts managed to at least stabilise the rest of us.

The following morning, @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.vrUN2NZ9t9d37J6V]{Ranald} winked at us, and an Imperial River Patrol happened upon our riverside campsite. I hope I never forget the look on the Captain’s face when Vasya called out, ‘Hey, you lads hungry?’ A furious Jorunn threatened to kill Ghorshkov if he reopened the wounds and undid all her hard work, as he leapt about, enthusiastically telling the awed Riverwardens about our battle with the @UUID[.IbNNQ6SFCB2Mkyq5]{Chimera}. The crew were impressed and their captain declared we were all due a sizable bounty in Wheburg on the Chimera’s heads. While not strictly ‘by the book’, Captain Krause and her crew could see our condition and agreed to take us to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.ce2KXRME2HzCxXhg]{Wheburg}, along with our prizes. Needless to say, I made certain a fair portion of our bounty purse was ‘donated’ to the @UUID[Compendium.wfrp4e-dotr.journals.nb2WIUXzQEmZYPox]{Imperial River Patrol}, trusting Captain Krause to sort out the details. Even so, my party found ourselves in Wheburg with a sizable purse of crowns. The tale of our valiant struggle soon spread through town like a wildfire in Wissenland. Wheburg is a fun town even if you’re poor, but an amazing one if you’ve got extra coin. What’s more, the second the inhabitants of any tavern discovered we took down the Chimera, we didn’t pay for any drinks at all.

We set Erich up at a lovely Shallyan chapel infirmary, after a generous contribution. Lynathryn’s leg called for a skilled surgeon, as the hunter had made it clear any attempts to amputate would result in bloodshed — and not for the patient. Fortunately, Doktor Spalten’s quiet, steady demeanour and that he swore Nightsong would walk without difficulty inside of two months reassured all of us. Kistiane decided she liked her hair short, laughing, ‘How many women can claim a Chimera was their stylist?’ And Ghorshkov? Vasya simply declared he needed plenty of ale to replace the blood he lost.

So that was our party in Wheburg — recovering, drinking, playing games, eating fine foods, gambling, visiting houses of both good and ill repute, and more drinking. I tried to write between bouts of entertainment and pressed my compatriots to write their thoughts on entries for the Zoo book — direct reproductions of which you’ll find throughout this tome. We were invited to all sorts of parties, met a number of nobles, both openly and clandestinely; high-ranking Imperial officers; and eventually scholars once word of our work for the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo} got about. Ghorshkov must have told a dozen or more variations of our fight with the Chimera, along with other anecdotes from our travels during the last two years. All in all, we were having a marvellous time.

After a time, I noticed a recurring theme in conversations with Imperial officers, fellow scholars, and a few nobles, all of whom asked probing questions about @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#beastmen,-the-children-of-chaos]{Beastmen} and what I had ‘uncovered’ during our travels. Noting that they were unnatural creatures, I said I had few details to share. I certainly disclosed none of the events of the @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.OMKKWeZLzQu2ZwKS]{First Incident} publicly, noting only that Beastmen certainly seem to have multiplied in the forests and grown more active of late.

All agreed, but that wasn’t what they were looking for. I was quietly asked if Humans can turn feral, beastlike; such questions always couched as mere curiosity. I eventually discovered that a number of unusual attacks had occurred throughout the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.0Cmr0LZ3boLbNt6p]{Vorbergland}, from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.OONgV24fbQ8ZEqSr]{Bögenhafen} to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.MBIY96aoXgRdbtVu]{Eilhart}. Some folk had been slaughtered, rent limb from limb, even ones safely ensconced behind high coaching inn walls while buildings were left unbreached. Others had gone missing —no bodies ever discovered, nor hints of foul play — just disappeared without a trace.

Did I know of any Beastmen that acted in such a manner? I had to confess I couldn’t think of any, not at first, at least…

Just over a month after we arrived in Wheburg, I received an illustrated invitation to a private soiree hosted by Master Lief Steirlich-Olmn. The invitation noted that I could bring a guest. Kistiane was delighted to accompany me to the noble’s estate in northern Wheburg.

We presented ourselves at the appropriate time at Master Lief Steirlich-Olmn’s manor. Steirlich-Olmn, a scion of a Nordland family, with reportedly little interest in the Reikland’s politics but a keen interest in beasts and natural science, could barely contain his excitement when we arrived. The estate proved to be a little run-down but heavily reinforced, with defenses reminiscent of a coaching inn. @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{The Reikwald} looms immediately to the north and east, so what might have been considered excessive elsewhere seemed merely prudent. While his other guests were taciturn and more interested in their wine than conversation, I found Lord Steirlich-Olmn to be a most erudite and urbane man. Though of a pale and sickly constitution, he had travelled extensively, and had clearly seen a great deal of the world, including things many will not speak of in the Empire. He was very perceptive and after a few leading questions to Kistiane and I both, he nodded once, then lowered his voice to state, ‘Ah, you’ve fought them, haven’t you? The Ratmen.’ We tried to hide our shock, but he had his answer before we said a word. ‘No need for denials. I know a Dwarf and an Elf are among your compatriots. The Elder Folk are wiser about such things. Come, there is something I would show you.’

He led us to his manor’s extensive cellar. Strangely, I thought at the time, several of his guests moved to accompany us, but he dismissed them with a wave. The cellar had many closed doors, and rooms beyond. We were taken to a large antechamber, filled with glass jars containing herbs and a wide variety of other substances I couldn’t identify, but I suspect it was not unlike the study of an apothecary or an alchemist. At the centre of the room stood a large marble table and upon it lay something ghastly. Lord Steirlich-Olmn gestured at the thing upon the table. ‘Well, Herr Schreiber, what do you make of this?’ He watched me intently, his eyes occasionally flickering to Kistiane.

The corpse upon the table resembled that of a massive Great Wolf, but it was elongated, the proportions entirely wrong. Its forelegs were far too long and ended not in paws, but in huge clawed hands. The centre of the body was torn open along the stomach, but there seemed to be little inside. Its hollow nature made me think it was some sort of elaborate costume, until I noticed the deep bite marks along the torn skin flaps of its chest.

It took an even greater act of will than mastering myself to stand against a Chimera to hide my revulsion, my immediate terrible suspicions replaying the previous weeks’ conversations, as I knew with sudden glaring clarity what I was looking at. Yet, I laughed lightly and said, while looking into Steirlich-Olmn’s piercing feral gaze, ‘What a delightful costume! Do you practice taxidermy, my Lord?’ His expression was one of mild disgust and disappointment, but he hid it smoothly. ‘Not as such, but a great deal of effort went into it, eh?’

We were ushered out soon after. I would not answer Kistiane’s questions till we were back in our room at Wheburg. What I did not tell Lord Steirlich-Olmn is that I have heard of the Twisted Changers, the Skin Wolves. While they resemble the legendary @UUID[Compendium.wfrp4e-middenheim.journals.dgJ2PAhvo8uyrL93.JournalEntryPage.2T9C48vGkZRgm9V2#child-of-ulric]{Children of Ulric} who are said to be able to naturally transform into wolves, they are Chaos-tainted beings born of a terrible curse: monsters who walk in the form of Men, till Morrslieb calls them forth from their flesh prison. Then the beast they hold within claws free of their Human form — a terrible upright wolf-creature that wreaks havoc on the world for the amusement of the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.ptBKZDqZ5r3caZGH]{Dark Gods}, clad only in the tatters of its previous body.

Most of the scholars that will speak of such matters at all declare that all Skin Wolves are cursed and desperate creatures, unwitting pawns of the Ruinous Powers. But I know of a scholar’s tavern, The Cursed Pelt in Altdorf, with a dark reputation and a penchant for ominous lore. I once spoke with a haunted traveller there, who spoke indirectly of a cult he named the Wayward Moon, one dedicated to ‘achieving a grim transcendence’ through fell rites that would transform adherents into Skin Wolves.

I did not tell Lord Steirlich-Olmn any of this.

I did not tell him that when the beast has had its fill of slaughter, the Human within the Skin Wolf must claw and chew their way back out.

I suspect he already knew.

I will say this: I saw nothing with my Sight within Lord Steirlich-Olmn’s cellar. Nothing: no trace of the Winds at all, as if they had been magically concealed. I know you tried to carefully convey your suspicions to Wheburg’s authorities, but without a noble to back up your words, they wouldn’t take you seriously. Do you recall any of it? I don’t think you were sober till we left for Altdorf.

" + } + } + }, + "The Imperial Zoo": { + "name": "The Imperial Zoo", + "pages": { + "Preface": { + "name": "Preface", + "text": "

Know at the outset, valiant reader, that this is not the book I intended to write. Yet, here we are. I was originally commissioned by the Imperial Zoological Society, in concert with professors from the Bestiara College of @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{The University of Altdorf}, to write a worthy and scholarly tome detailing various noteworthy creatures from across the Empire and beyond.

\n

That would be the book they burned.

\n

I answer to @UUID[Compendium.wfrp4e-zoo.actors.dgX0W4BqXfUIXTvK]{Theodosius Schreiber}, but my few friends call me Theo. What lies before you is a rough compilation of my journal entries, notes, and art detailing various creatures of the Old World. I created these during my travels @UUID[JournalEntry.nzqpU0jMdQaclZsJ]{over} @UUID[JournalEntry.8ODQAI1D3xkvktZU]{several} @UUID[JournalEntry.s86UJFY8AABO9P7A]{expeditions} to gather field research for my illustrious scholarly patrons and to produce my — now sadly ashy — masterpiece. As to why I’ve bothered to assemble this particular volume in such a haphazard fashion, I beg that you indulge me for the moment. I assure you all will become clear before the end of this work.

\n
\n

I was first set on this course with an intriguing proposition from one of the Imperial Zoo’s factotums, Vera Warnicke. A bounty hunter of no small reputation, Warnicke had chosen to redirect her skills to capture beasts rather than people. Warnicke told me once, after a snort of amused derision, that she regularly earned far more gold keeping dangerous creatures alive than she ever did making dangerous folk dead. Warnicke contacted me because of my small, but well-regarded, volume regarding mounts in the Empire. While most of it was about horses, I gather the Vice-Chancellor of Altdorf University was particularly taken with my discussion on the history and the myths regarding demigryphs. Warnicke found me in a tavern in Altdorf and asked if I was interested in writing a bestiary detailing many creatures, especially those present in the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{The Imperial Zoo}, in like fashion. I was flattered, but told her such an undertaking would require a great deal of time, resources, and field research. I confess: I was not prepared for her to take my requirements seriously.

\n

Warnicke @UUID[.PWSTViPVx8jPxsIo]{assembled a group} to accompany me over the course of what ended up being three research expeditions. Though we started as strangers, years travelling together, and countless shared dangers, form bonds not easily broken. A letter Warnicke sent me regarding my compatriots serves as fine an introduction to them as anything I could manage.

\n

Stalwart reader, I trust that you’ll find that the creature entries explain themselves, though I try to provide the necessary context. I have generally ordered these entries by the region where I found the most folk willing to talk about the creature in question. Consequently, the text follows the path of our travels. I’ve included notes that my compatriots gave me (which the clever chaps at Eschenburg & Epple Press assure me their newest printing presses can properly capture) along with transcripts of a few of my conversations with @UUID[Compendium.wfrp4e-zoo.actors.jvfETtcXkzpeKC6F]{Vasya}.

\n

Some unusual experiences from the road can be found in the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.lBgDEAMRKlwVceUR]{Appendices}, as can a @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.CPgpI1G5lA1aAEDP]{chapter of apothecary lore} written by @UUID[Compendium.wfrp4e-zoo.actors.INiwie1HCo0KbFjc]{Jorunn Gromsdottir} which I hope you’ll find of interest.

\n

I should probably warn you, esteemed reader: I expect them to burn this book too, as it contains some uncomfortable truths about the Empire and the Old World.

\n

Enjoy this work while you can, and perhaps store your copy someplace private.

\n
\n
\"Three
\n
\n

 

" + }, + "Letters of Introduction": { + "name": "Letters of Introduction", + "text": "
\n

Herr @UUID[Compendium.wfrp4e-zoo.actors.dgX0W4BqXfUIXTvK]{Theodosius Schreiber},

\n

Pack your bags, scholar — the road calls. Your @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.xuOIsWpPNEjt1phs]{expedition crew} is complete.

\n

Having taken your suggestions into consideration, and after interviews to ascertain their worth, I’ve hired the following individuals to fill out your research expedition:

\n
\n
\n

@UUID[Compendium.wfrp4e-zoo.actors.p89uC25ziF2SK1EL]{Erich Massenbach}

\n

— As you may recall, I told you we needed to find extra funds for your expedition beyond what the Zoo and the University were willing to put up. I have secured a patron for your work, a wealthy merchant from Tahme named Cristoph Massenbach. While I suspect his real reason for backing your book is to increase his stature in the eyes of the nobles, the condition attached to his purse is that you take his son with you. Young Erich is a bit of a moonscalf. I don’t think he’ll be much use in a fight, but to my surprise, he’s a fairly skilled artist. I gather he agreed to go because of assurance his art would grace the book — and also because his father threatened to cut him off entirely if he didn’t. Do try to keep him alive, eh?

\n
\n
\n
\n

@UUID[Compendium.wfrp4e-zoo.actors.INiwie1HCo0KbFjc]{Jorunn Gromsdottir}

\n

— A Dwarf apothecary who, I gather, has travelled quite a bit of the Empire in her day. She comes from the Grey Mountains originally. Her knowledge of beasts is quite extensive, though much of it pertains to what parts are used by apothecaries and alchemists. She’s a skilled healer and a solid sort that I suspect will keep a level head in bad situations, which is always an asset in the field.

\n
\n
\n
\n

@UUID[Compendium.wfrp4e-zoo.actors.mqqMwOqRpmFQDziF]{Lynathryn Nightsong}

\n

— An Eonir hunter who hails from Laurelorn Forest, Nightsong is a skilled tracker and no stranger to the ways of unusual creatures. Deadly shot with a bow. One of the most beautiful people I’ve ever met, too… When I asked about any personal details, they said only that it was ‘not my concern’. Other than that, found them to be fairly cheerful and only moderately arrogant, for an Elf.

\n
\n
\n
\n
\n

@UUID[Compendium.wfrp4e-zoo.actors.jvfETtcXkzpeKC6F]{Vasya Ghorshkov}

\n

— An Ostermarker of Kislevite descent, Herr Ghorshkov is not a literate man, but I doubt there’s a melee weapon within the bounds of the Empire that he cannot wield with deadly effectiveness. You said you wanted at least one ‘true warrior’. Well, I got you a Pit Fighter — one that has faced many beasts in his day. Besides, you’ll like him. Full of stories, he is, just like you.

\n
\n
\n
\n

@UUID[Compendium.wfrp4e-zoo.actors.mc1hpzGzIb76S1Lb]{Kistiane Brockdorf}

\n

— An Imperial Wizard of the Jade Order, though that lot apparently goes by ‘Druid’ rather than Wizard. They specialise in natural energy — wild places, healing magic, that sort of thing — not that she’s less dangerous than any Wizard. Got lucky with this one, Schreiber — skilled Wizards willing to journey into the field are ever in short supply. Apparently, there was some sort of ‘unfortunate incident’ involving a bloodsedge, and Fraulein Brockdorf decided that leaving Altdorf for a time would be prudent.

\n
\n

Come to my office on Wellentag and I’ll introduce you to the lot over dinner. May Morr fail to notice you,

\n
\n

V. Warnicke

\n

 

\n
" + } + } + }, + "The First Expedition": { + "name": "The First Expedition", + "pages": { + "The First Expedition": { + "name": "The First Expedition", + "text": "

The First Expedition

@UUID[.XCeAdFkG4uh1U33Y]{Great Stag}

@UUID[.RPLJHdAMeJHVvyOF]{Of Spiders & Forest Goblins}

@UUID[.wXCYfyuNoQ0d0MnG]{Great Wolf}

@UUID[.xpTB42W0XhJCbW9B]{Razorgor}

@UUID[.14CMfXS88yCs2LBU]{Griffon}

@UUID[.M2GZqyXiIrqUc0cS]{Dread Maw}

@UUID[.aDB9FTZKAtVg5x7z]{Rhinox}

@UUID[.ltnEqHKFDLR7a9b3]{Of Squigs and Night Goblins}

@UUID[.of908B5ilUD4b1sB]{Dragons}

@UUID[.fkIyh3dycKWIROEw]{Wyvern}

@UUID[.BtyfeLPKP4eHTI6H]{Halagrundsor the ‘Horrible’}

@UUID[.YS7Rkuxy17V2U6WM]{Stirpike}

@UUID[.mmilZc1FbZNeo4mm]{First Expedition Coda}

@UUID[.OMKKWeZLzQu2ZwKS]{The First Incident }
@UUID[.OMKKWeZLzQu2ZwKS]{ — The Griffon & the Ratmen}

" + }, + "Great Stag": { + "name": "Great Stag", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.4z9hvnvR1xMMEoi7]{Great Stag}

  • @UUID[Compendium.wfrp4e-zoo.actors.W6f0W6JDujrtRfiq]{The River’s Shadow}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.HLU5AeIvY2nWMWPU]{Stag's Ward}

  • @UUID[Compendium.wfrp4e-zoo.items.JwKnpSJl9wFaYAAy]{Antler Hilted Blade}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Well named is the Great Forest, largest of all the Empire’s woods. Stretching from the shores of the Reik to the southern reaches of Kislev, it encompasses all of the Grand Duchy of @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.dfQbFTT52E2TBIh9]{Talabecland} and portions of many other lands. Beneath its wide boughs roam many dangers: @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskin} tribes, countless Beastmen, and hungry bandits to name but a few. Opposing these malefactors are the courage of the Empire’s stout citizens and, sometimes, the fierce wrath of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.GqvN0qGNFSBPi9Dr]{Taal} himself manifest in his sacred beast, the Great Stag.

A Great Stag is a mighty beast indeed, measuring more than ten feet in length, standing over five feet high at the shoulder, and weighing more than seventy stone. Their massive antlers are invariably a marvel. Each is unique, with a number of points ranging from six to fourteen, all armour-piercingly sharp. An ancient story amidst the priesthood of Taal states that Taal was so impressed with the spirit of the first Great Stags that he granted them antlers to match his own. Great Stags annually shed their antlers in the depths of winter, forcing them to resort to hooves for defence. Although, several Hochland hunters swore to me that the stags grow sharp fangs till their antlers renew in the spring. Villagers in @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.akj97lG42o3ONMPb]{Middenland} and Hochland assured me that a Great Stag, for all its vast size and the height of its horns, can run without pause through even the densest brush. The forest makes way before Taal’s own, they declared.

The folk of @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.vX5HwJ1RnjLrxduZ]{Talabheim} teach that the Great Stags are Taal’s chosen guardians of the Great Forest and his eyes within the other forests of the Old World. They have many tales, varying from hopeful to peculiar. Common belief holds that Great Stags will attack without mercy any who dare despoil the woodlands and so are fierce enemies of the Beastmen. Great Stags can supposedly live on water alone, and some stories even claim that drinking from a river all but miraculously heals a stag’s wounds. Folk justify this belief with the preponderance of sightings near the Talabec and the Stir. These people assert without hesitation that every Great Stag hates snakes with a fierce passion and will go out of their way to kill one, even ignoring other threats to do so. I heard a whispered rumour that Great Stags love the sound of reed pipes, and some hunters favoured by Taal could call them by playing such. Woe betide anyone that dares summon a Great Stag without good reason.

I have encountered several Great Stags in my day and they certainly do hate @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#beastmen,-the-children-of-chaos]{Beastmen}. I suspect that may be due primarily to the foul creatures regularly preying on them, rather than any sacred duty. I haven’t noticed any particular fondness for Humans among these animals, either.

You’ve never seen a true Great Stag in your life, Schreiber. Believe me, you would know if you had. I grant that you may have seen the creatures the Humans of the Empire call ‘Great Stags’ but they are mere beasts, albeit mighty ones. No, Great Stags are so much more. Transcendent creatures, the children of Kurnous, Lord of Wild Places. Great Stags are magical beasts, the spirit of a forest made manifest. Their breath is like a distant song rising as steam; in their wake, footprints fill with budding flowers. Where they walk, all other animals fall silent and bow their heads in reverence.

Great Stags are said to be utterly inured to the effects of natural poisons, perhaps due to their longstanding enmity with ophidians. A draught rendered from their heart and liver supposedly renders the imbiber utterly immune to poison for a time.

" + }, + "Of Spiders & Forest Goblins": { + "name": "Of Spiders & Forest Goblins", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.Gy8GLtFCW0b4Q77X]{Arachnarok Spider}

  • @UUID[Compendium.wfrp4e-zoo.actors.ezoCM2FYK1DQSmdu]{Drakwald Mancatcher}

  • @UUID[Compendium.wfrp4e-zoo.actors.1bxzSOAnpwKVJijm]{Forest Goblin}
  • @UUID[Compendium.wfrp4e-zoo.actors.pEyfSjBZwvIwPIVU]{Forest Goblin Shaman}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.OrrCyNiJV8hGIvcu]{Flesh Blister}
  • @UUID[Compendium.wfrp4e-zoo.items.KASxUXDyBB28ZslG]{Longsleep}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

  • @UUID[.RPLJHdAMeJHVvyOF#sample-spider-god-miracles]{Sample Spider-God Miracles}

Giant Spiders lurk within the depths of the Empire’s dark forests, posing one of the more common — yet terrible — menaces of the Old World. While oversized spiders can be encountered in many places, these are just slightly larger than a rat. The arachnids that lair within the forests are unnaturally huge and wickedly clever predators. Some folk claim the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.ptBKZDqZ5r3caZGH]{Ruinous Powers} touched these arachnids long ago. Their bodies are frequently over six feet long, and a full ten feet across when accounting for their legs. Anyone unfortunate enough to encounter the Giant Spiders of multiple lands will note that their colouring, patterns, and other traits vary greatly by region. Those in the north typically have black and brown fur, as opposed to the greys of the southlands, though all varieties bear strange markings in iridescent shades of blue, green, and red.

Giant Spiders extrude sticky, durable webs to ensnare their prey, wrapping their victims in thick bundles to feast upon at leisure. The inhabitants of several villages assured me that the spiders regularly consume cotton and eat sheep to replenish their supply of this substance. The pincer-like mandibles of Giant Spiders are infamously capable of piercing steel to inject their lethal toxins. Few that are bitten survive, and only if a skilled healer provides swift treatment. The creatures have anywhere from six to ten lidless eyes, each composed of many lenses, making them very difficult to catch unawares. Giant Spiders move swiftly but with great stealth in dense wooded terrain, for they skitter over the tree tops, using strong winds and rustling leaves to disguise their passage.

The Drakwald Mancatcher has the most fell reputation of all the identified sub-species of @UUID[Compendium.wfrp4e-core.actors.VPVnyae6VHeD9cEP]{Giant Spiders} within the Empire. This vindictive predator, identifiable by the bright crimson that adorns its dark brown carapace, is said to dine on fear as well as blood. Mancatchers attack stealthily in darkness, terrorizing villages by taking all of the occupants of a single house, while leaving the rest untouched until a future raid. Stories from @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.akj97lG42o3ONMPb]{Middenland} describe clusters of Mancatchers returning to the same villages over and over, recognizable by the scars earned during prior invasions.

As frightening as the Mancatchers may be, they are not the most terrifying of spider-kind. That dubious honour is reserved for the titans of the deep woods, the massive predators called ‘Arachnarok’ (a name apparently derived from an ancient Norse tale, according to the folk of Nordland). Reportedly larger than a townhouse, Arachnarok Spiders are said to be unstoppable by anything short of concentrated cannon fire. The stories concerning their voracity are legion. If they are to be believed, Arachnaroks are easily capable of consuming entire herds of Beastmen, as well as beings as large as Giants. Fortunately, they are rare as Dragons, and few folk claim to have ever seen one.

I fought an Arachnarok long ago, and I was lucky to survive. I have killed many Giant Spiders over centuries of hunting. They are cunning creatures, but swift to retreat if confronted in force and greatly afraid of flame. Arachnarok fear nothing of this world. The one I fought had silently spun a series of webs, with strands as thick as Ghorshkov’s arms, between the trees north of a village late at night. Just before sunrise, it attacked the village from the south, making certain to smash a few houses and shriek at the terrified folk that spilled out of the others, most of whom, of course, fled northwards. We came to the Humans’ aid in honour of an old pledge, and the Arachnarok was waiting for us. Many valiant Eonir fell that day. It only retreated once we managed to put out several of its eyes. Regardless, we were too late to save the majority of the villagers. Unlike the webs of normal spiders, the webs of Arachnarok carry their poison.

Loath as I am to include such beings within a tome of lore on the various creatures of the Old World, I cannot, in good conscience, discuss Giant Spiders without touching upon their would-be ‘masters’ the Forest Goblins. A devious species of cowardly back-stabbers that mainly seek to outlive their fellows, Goblins have marched to war alongside (behind, if they can help it) their bigger Ork compatriots since before the beginning of recorded history. Orks bully Goblins into doing all the chores that the big louts can’t be bothered with, which is basically everything that isn’t directly related to war. This makes their already nasty dispositions even worse. Goblins prefer their foes out-numbered and at their mercy. They excel at ambushes and when overmatched (a regular occurrence), running away.

At some point, thousands of years ago now, a number of Goblin tribes decided they were tired of shoddy Ork treatment and struck out on their own. Many disappeared into the dark caves of the mountains (see @UUID[.ltnEqHKFDLR7a9b3]{Of Squigs and Night Goblins} for more on those blighters). A few took to the rivers, eventually resulting in those recurrent pests known as the River Goblins of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.Zhp59VXYiv6dGfhR]{Reik}, who routinely swarm over unsuspecting ships late at night to steal anyone or anything that isn’t bolted down. The others disappeared into the depths of the forests. There, doubtless in an effort to survive against the numerous predators of the woods, they reverted to form and found something more powerful to ally with — really big spiders.

Forest Goblins seemingly have a strange and complex relationship with the Giant Spiders of the deep woods, using them for mounts, sustenance, pets, and a source of poison, while apparently even deifying the Arachnarok. Professor Albrecht Zweistein states in his seminal work, Verdant Menace, that the Forest Goblins worship a Spider God called, among many other colourful appellations, the ‘Feaster from Beyond’. I personally know of at least one Forest Goblin tribe led by a madly frothing priest with a strangely bloated purple tongue who wields magical powers. I’m no theologian, however, and so defer to a fair number of priests who have all strongly assured me there is no such thing as a ‘spider god’. I doubt this fact provides much comfort to the many people sacrificed in its name.

Forest Goblins strike at speed from atop their fearsome mounts, which are generally considerably more dangerous than the riders. Still, they are a menace to travellers. We discovered that many villages along the Talabec live in fear of occasional Goblin raids. Smaller tribes thrive throughout the Empire. Indeed, even the Reikland is known to have a few hidden within the Reikwald, but far larger are the tribes of the Border Princes, the Great Forest and — most infamously — the Drakwald. Forest Goblins are spindly, with nimble fingers; green skin; large, sharp noses; and sharper-still pointy teeth. Their eyes always gleam with a wicked light. Individuals adorn themselves with warpaint, bits of bone, and brightly coloured feathers, the quills of which they often thrust directly into their skin. Forest Goblins tend to prefer weapons that let them stay far away from their enemies, such as spears and arrows, which they dip in the venom of their mounts.

Sample Spider-God Miracles

  • @UUID[Compendium.wfrp4e-zoo.items.22rPEsim3xgXwQ0t]{Kiss of da Black Pit}

  • @UUID[Compendium.wfrp4e-zoo.items.4LuKMYiEsVJ0eoit]{Plague of Scuttlin’}

  • @UUID[Compendium.wfrp4e-zoo.items.wVuE8M06LYzU6hjd]{Snare 'Em Good}

" + }, + "Great Wolf": { + "name": "Great Wolf", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.ZoizhQ7kXl9kTS3m]{Great Wolf}

  • @UUID[Compendium.wfrp4e-zoo.actors.rShZfrR2HfbmkH6E]{Raukos}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.b1061fv1OxaMaFAl]{Lurek's Curse}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The cunning wolf is the chosen beast of stern @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.jza73azXzLy0oVCy]{Ulric}. Whilst most within the lands of the Empire bear grey or black fur, those with Ulric’s regard absorb the luster of the winter’s snows, leaving their pelts a luminous white. Wolves avoid the homesteads of Humans, preferring the depths of the shadow-boughed forests, save when hunger drives them. They are not the beasts that cause grown men to wake in a cold sweat late at night, roused to fearful alertness by terrible howls resounding amongst the forested hills. No, such blood-chilling cries belong to the Great Wolves, larger and fiercer by far than any natural beast.

Two long Human paces they run, standing higher than the tallest Halfling at the shoulder. Their eyes are a lambent yellow or green flame, flickering above teeth as long as hunting daggers. And within each dwells a hunger without respite. In the tales of @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.560B5HOv7H4S976Z]{Ostland}, the Great Wolves feed upon the northerly winds, the source of their famed howls. The folk of Hochland agree with the Ostlanders, but add that they know well how to ‘vent’ Great Wolves with their famed long rifles from a distance. (Allegedly, the beasts have been known to explode if well-struck, showering those nearby in gore.) Villagers within @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.akj97lG42o3ONMPb]{Middenland} assured me that Great Wolves also sup upon the voices of Humans, stealing them from unaware hunters.

Small packs thrive in the Forest of Shadows and in the deep green foliage of the Great Forest, but winter brings them down in great numbers from lairs hidden high in the Worlds Edge Mountains, driven by ravenous hunger. In @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.dfQbFTT52E2TBIh9]{Talabecland}, we were shown the broken remains of a village whose populace had been consumed entire by Great Wolves in a revel of slaughter over the course of a single winter. The folk of the northern and eastern Provinces hunt them without mercy, but barely hold their numbers in check all the same.

Some amidst the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskin hordes} have managed to tame Great Wolves and ride them into battle. Wild stories say that endless waves of wolf-riding ‘Hobgoblins’ roam the lands east of the Worlds Edge. Such are mere traveler’s tales. One need only observe as Shadow, the one-eyed Great Wolf that dwells within the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Zoo}, tears into his blood-sausage to know the world could never support whole armies of such voracious beasts.

They are cunning, Schreiber, far more than Men credit — save the Ostlanders and Hochlanders, who I think have learned some of the truth at terrible cost. They have their own language and their voices carry over great distances, allowing them to avoid, or ambush, those that would hunt them. A few among my folk have learned their howling tongue, with great difficulty. The Great Wolves’ minds are as foul as their smell. They are clever enough to create false dens to mislead their enemies, but hide their true lairs well. The Greenskins have never tamed them, but simply made common cause. Still, I doubt not that when provisions run low, a few Goblins go missing.

'There was man from Kislev. Kapayev. He bring creatures for the Pits, da? One day, he bring something special. Great Wolf with two heads. Raukos we called him. Magnificent beast. When one head slept, other watched. alert and swift. Kapayev set him against many other beasts, but always, Raukos triumphs. People tell Kapayev, set him against champion, a good fighter. Man, Ogre, big show — proper ending for such a beast. But he did not listen. Raukos never slept, but one day Kapayev did. When they found what was left of Kapayev, Raukos was gone. Wish I could’ve fought him. Splendid beast. Maybe I get lucky on this trip, we find him, da?'

" + }, + "Razorgor": { + "name": "Razorgor", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.eNOD5am8mfQbFFQt]{Razorgor}

  • @UUID[Compendium.wfrp4e-zoo.actors.RJcdhWCJ78hpW17M]{Ol’ Gribbleback}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.KXhiZHs48dq64973]{Razorburn}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Within the forests of the Empire dwell many dangerous and terrible beasts. Yet, none are so ravenous, nor quite so staggeringly foul, as the dreaded Razorgor. They faintly resemble massive, partially skinned boars, but they are firmly creatures of Chaos. Each is uniquely ugly, covered in patches of coarse dark hair, bony protrusions, irregular horns, lumps of ill-formed muscle, and ofttimes other unsightly or disturbing mutations. Jagged fangs fill their gaping maws, and each Razorgor has at least one set of tusks capable of gutting a bear. These, they regularly sharpen on stone to maintain the lethal points. Their smell is said to be not unlike a charnel pit mixed with the rankest midden imaginable. Even the most iron-willed of warriors may retch in the presence of a Razorgor.

Razorgors are notoriously belligerent and rapacious. They will attack nearly anything, fighting to kill and greedily consume each creature they encounter. Razorgors eat all of a slain opponent in a gluttonous rush: skin, flesh, offal, blood, and bone. Many stories we heard (not just from villagers but even from some Imperial Soldiers) claim that Razorgors can kill and consume an armored knight, along with their entire barded warhorse, in well under a minute. A terrible fire is said to burn within them, which even the greediest consumption can barely subdue, and which glows from out their bloodshot ember-like eyes.

Razorgors are generally solitary beasts, but can occasionally be found in small herds. We were shown a patch of forest near the Howling Hills where a herd had stayed for a time. It was utterly despoiled — filled with shredded, half-gnawed trees and nearly devoid of animal life. These abominations have long menaced the villages of the Drakwald, and folk keep a watchful eye when they travel the roads of @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.akj97lG42o3ONMPb]{Middenland}. The folk of the Great Forest and the Forest of Shadows also fear their tread. @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.vX5HwJ1RnjLrxduZ]{Talabheim} offers a standing bounty of thirty gold crowns for the fresh head of a Razorgor, but few indeed have cause to collect it.

Razorgors that manage to feed their raging inner fire are said to grow continually larger and tougher over time. Most infamous of all Razorgors within the Empire, as of the time of writing, is the legendarily fierce Ol’ Gribbleback of Hochland: an enormous pale-skinned Razorgor sporting a massive hump of twisted muscle and spiraling serrated bones out of its lumpen back. It has slain hunters, caravans, whole patrols of Road Wardens, and even a small contingent of Reiksguard Knights sent to destroy it. Grand Duchess of Talabheim and Elector Countess Elise IX has offered the weight of the beast’s hump in gold to any that can end its depredations forever — a sum of several hundred crowns at the least. So far, this tempting offer has only served to keep the creature well fed.

‘Do not remind me. Ach, even now, years later, my gorge rises. That stench. An excellent steak, ruined. One whiff and I left it on the pit floor. Good fight, though. Savage, but no strategy. Not so bright. They will always attack straight at you. This you can use, if you are clever, but be certain you are clever, da? No one offers so much gold for picking flowers.

I have heard rumors that the ‘inner fire’ is an actual acidic flammable substance within Razorgor intestines, which some unscrupulous alchemists have extracted to distill a dangerously tainted weapon of liquid alchemical fire called ‘Razorburn’.

" + }, + "Griffon": { + "name": "Griffon", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.zhHUsmQUEEV6Gkyp]{Griffon}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.WwCsXhGnecBwQoPd]{Griffon Fletching}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Famed throughout the Old World for their majestic bearing and legendary ferocity, few creatures inspire as much awe — or fear — as the Griffon: a vast predatory beast with the forequarters and wings of a raptor, placed upon the hindquarters of a great cat. The Griffon is considered a sacred creature by the citizens of the Empire, and the Griffon standard has gone before our armies for thousands of years. A rare few rich and powerful nobles choose to use Griffons as mounts. Many pay for this decision with their lives, as there is no such thing as a ‘tame’ Griffon. Yet, there are also tales of Griffons’ great loyalty to their riders and their keen intelligence, leaving the truth somewhat murky. Certainly, regal Deathclaw, Emperor Karl-Franz’s mount, is renowned for his faithful nature. If you are lucky indeed, you may be able to get a ticket to see him at his annual showing at the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo}.

Griffons are precise and graceful killers, relentless in their pursuit of prey. Their hooked beaks and sharp claws can easily remove limbs. Indeed, their talons are so large that artisans hollow them out to make drinking cups. The hunters of Ostermark swear that an arrow fletched with Griffon feathers always strikes deep and true. Griffons’ colouration can vary wildly, with some showing the brilliant hues of rare birds and unusual markings of great cats from distant lands. Deathclaw’s hindquarters bear stripes precisely like those of the legendary ‘tygers’ of distant Ind. The piercing cry of a stalking Griffon can set an army to flight and cannot be easily forgotten. We met hunters who claimed to still hear it in their nightmares, though they hadn’t encountered a Griffon in decades. Griffons are cunning fighters, swift to withdraw when surrounded, only to attack again from on high, swooping down to savage their foes. Many stories hold that Griffons would sooner die than lose a battle —one of the reasons they became a beloved symbol of our glorious Empire. A compatriot tells me the Elven term for Griffon translates as ‘savage perfection’.

While Griffons prefer to set their eyries high amidst the peaks of the Worlds Edge Mountains and other lofty ranges, they frequently travel far afield to hunt the lowlands. They are said to love horse flesh, greatly preferring it to that of other beasts, especially when feeding their young. The northeastern portion of the Great Forest has been called the Gryphon’s Wood for centuries. Even now, one can glimpse Griffons as they swoop down from the heights to hunt wild horses on the Veldt of Ostermark.

When my compatriots and I agreed to go on our expedition, we were specifically asked to observe the habits of Griffons in the wild with a mind to providing insight into care for Deathclaw. We did learn something of Griffons, and I know them to be far more discerning than most folk would believe, but we learned far more of the darkness that hides on the Empire’s borders. See @UUID[.OMKKWeZLzQu2ZwKS]{The First Incident} for what befell us.

There are Dwarf legends that suggest Griffons protect mountains where gold and precious stones may be found. Perhaps. Conceivably, like many birds, they are simply attracted to shiny objects. Their eggs may as well be solid gold, considering what the Empire’s nobles are willing to pay for them. Griffons certainly have the right of one thing at least, schreiber — horse meat is delicious.

" + }, + "Dread Maw": { + "name": "Dread Maw", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.Mx8kaVw5NqVy7FN0]{Dread Maw}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.nRzZEKlRB2eaPhTP]{Forge Shield}

  • @UUID[Compendium.wfrp4e-zoo.items.KZofEQK2Xd987wOI]{Witchbane}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Of all the subtle killers of our hazardous world, none are quite so pernicious as greed. The endless quest for profit leads to many reckless choices, but there will always be those quick to tell you that with great risk, comes great reward. If this is so, then the rewards to be found along the Ivory Road to distant Cathay must beggar imagination, for it is regularly stalked by the terror of merchants. The Dread Maw is a terrible predator born of the blighted wastes. One does not see a burrowing Dread Maw coming for them — they feel it as a rumble in the earth, signaling doom.

East of Ostermark within the Worlds Edge Mountains rises the legendary Karak Kadrin (roughly, ‘Stronghold of the Pass’ in Reikspeil). Karak Kadrin was so named for it guards the Peak Pass, one of the most important trade routes of the Old World — and one of the deadliest. The famed Ivory Road travels over the Peak Pass, through the Blasted Wastes of the Dark Lands, into the distant Mountains of Mourn where the Ogres rule supreme, and on to near-mythic Cathay. The Ivory Road boasts no end of dangers, but few are as deadly — or as unbribable — as the Dread Maw. Karak Kadrin is widely known as ‘Slayer Keep’, for it is the centre of the worship of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.pjudnfYkSbMxg3oh]{Grimnir}, the Dwarf God of battle, and houses a great number of those fell Dwarf warriors known as Slayers. Our expedition stayed in Karak Kadrin for several weeks. Over tankards of ale on many nights, we were told tales of Dread Maws (and numerous other monsters) by steely eyed Dwarfs with brilliant orange hair crests. These Dwarfs in particular took a keen interest in our work.

Dread Maws are huge serpents (some Dwarfs swore ‘worms’ is more appropriate), their vast circular mouths filled with hooked, crescent-shaped, inward-curling teeth. Their scaly grey and greenish bodies are coated with a rank slime that aids in passing through the earth at great speed, as well as befouling the axes of those seeking to end them. Dread Maws frequently attack from directly beneath their targets, erupting from the earth to swallow smaller foes whole. They are just as willing to attack larger creatures, boring through flesh and bone to consume them from the inside.

On those awful details, at least, the stories agreed. After that, we were cautioned that Dread Maws are creatures of the Chaos wastes and no two are truly the same. Their skins seem prone to rot and decay, such that many bear open, suppurating wounds. The majority of Dread Maws bear strange mutations. Some (allegedly) spew at their foes the same foul and corrosive substance that coats their skin. Others are said to have acidic blood that can melt flesh. A rare few grow to titanic size, and are capable of swallowing whole armoured wagons in a single gulp. Every story agreed on the wisdom of avoiding Dread Maws as much as possible (unless one were seeking a glorious death).

One night, I asked how such a creature could ever be defeated. The warriors present all agreed that enough damage could drive a Dread Maw away. A few had seen particularly well-funded caravans use cannons to kill the monsters. A harsh laugh rang out, and the entire crowded tavern fell silent to look at a heavily scarred Slayer bearing the largest axe I have ever seen. He set down his tankard and declared, “I’ll allow that cannon would do it, but the best way to kill a ‘Maw is to let it swallow you, then cut your way out from the inside.” It is worth noting that the Dwarf ’s skin was covered with what appeared to be extensive burn scars. When I asked after him, I learned he was Belegol Ironskin, a famed Slayer who’d ‘failed’ many times (to die, that is). And yes, he was quite serious.

There are those within my Order that believe the Dread Maw originally comes from the distant Hinterlands of Khuresh. Nightmarish tales involving the fabled Blood Naga Queens say that the Dread Maw were created — not born, created — to prevent easy travel from the west. Such tales could be entirely dismissed as irrelevant hearsay, if not for the fact that a cult dedicated to those distant horrors was uncovered in Sylvania just a few years ago — one that had been attempting to enact a terrible blood ritual that would summon a Dread Maw even unto the Empire.

" + }, + "Rhinox": { + "name": "Rhinox", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.LLeH7f0EOgyA2j72]{Rhinox}

  • @UUID[Compendium.wfrp4e-zoo.actors.frcSd4NOMxughsS2]{Krag-Breaker}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.XaeliAzMhUcuokbb]{Wheeze}

  • @UUID[Compendium.wfrp4e-zoo.items.b1061fv1OxaMaFAl]{Lurek's Curse}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Shaggy, ill-tempered brutes roam the high reaches of the Old World’s mountain ranges. The Rhinox are huge, four-legged beasts with large horns that curl up from their heavy snouts. Favoured by great Ulric for their love of cold and their belligerent nature, Rhinox readily charge nearly any target that draws within a stone’s throw. Dwarf trappers regularly hunt herds of Rhinox along the Worlds Edge Mountains. They say that this ornery nature is made worse by the Rhinox’s exceedingly bad eyesight. The Dwarfs commonly opine that a stone’s throw is about as far as a Rhinox can see.

As Rhinox live in regions where snow and blizzards are frequent, their lack of good vision hinders them less than it might, and they have developed an extremely keen sense of smell to compensate. A hungry Rhinox can sniff out edible foliage or an unlucky beast’s lair beneath even the deepest snows — they are voraciously omnivorous. Rhinox seem to hate flowers and will go out of their way to trample the few blooms that grace the snowy heights, possibly because the sweet smells overwhelm or confuse their powerful noses.

There is little consensus on whether Rhinox are fearless or just very, very stupid. Perhaps both are true. There are certainly many stories of them aggressively attacking oddly shaped rock outcroppings, trying to run over water, and occasionally mauling their fellow Rhinox for no apparent reason. Dwarfs say it’s difficult to discern which is harder — granite or a Rhinox’s skull. I heard several tales about a particularly infamous Rhinox, the roundly cursed and many-a-grudge-bearing Krag-Breaker, who apparently once shattered the fortress gate of a Karak with his ‘Gromril-hard’ skull (the stories vary as to which). Despite a considerable bounty placed on his near-impenetrable cranium by the High King of the Dwarfs, Krag-Breaker still wanders the high vales of the Worlds Edge, trampling everything in his way.

Rhinox are obstinate beasts, unwilling to deviate from their chosen path and swift to attack anything that doesn’t smell like a (pungent) Rhinox, including all manner of deadly predators. Dwarf hunters do their best to use their stubborn nature against them and occasionally set up ‘kill cliffs’ that rely on shrubbery or other means to obscure a drop. After tricking a Rhinox into charging to its death, the hunter collects the corpse from the mountainside far below. Their thick pelt and rank odour belie a delightful flavour to their meat, and finer cuts of Rhinox can fetch a high price.

Ogres frequently use Rhinox as beasts of burden, finding their aggressive natures ‘charming’ and their tendency to randomly charge nearby targets ‘hilarious’. Some @UUID[Compendium.wfrp4e-archives2.journals.OYPrls5HZ3Lo8IdO]{Ogre mercenaries} passing through Karak Kadrin told us the amusing — and apparently near-mythic — story of the first time a Rhinox hauled heavy loads in the Mountains of Mourn. A famously crafty Gnoblar (cousin to Goblins — sneak thieves the lot of them) named Ma the Grub had the ‘brilliant’ revelation that he could haul more loot from a battlefield with the help of a larger creature. What followed was a comedy of errors involving a wide variety of the dangerous beasts that roam the Ogre Kingdoms. Each new beast ended up punting, stomping, or eating Ma’s ‘assistants’ as they tried to strap it into a makeshift harness. After many failures, the Grub finally managed to get a young Rhinox to accept the harness. Likely, the creature wasn’t smart enough to figure out how to escape the tack, and not yet grown into enough belligerence to crush the Gnoblar for his temerity.

Rhinox steaks make for fine eating, but it is their horns that many folk seek. Countless therapeutic properties have been ascribed to Rhinox horn, suggesting that their powder can treat everything from rheumatic disorders to Galloping Trots. I have my doubts, but as the saying goes, ‘silver talks louder than truth’

" + }, + "Of Squigs and Night Goblins": { + "name": "Of Squigs and Night Goblins", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.lEsJOSJLDK4EKNi4]{Cave Squig Swarm}

  • @UUID[Compendium.wfrp4e-zoo.actors.XLuHhpFHFUOHsXDP]{Night Goblin}

  • @UUID[Compendium.wfrp4e-zoo.actors.ML0dfUgWec1FlHZR]{Squig Hopper}

  • @UUID[Compendium.wfrp4e-zoo.actors.t0T9frBmdimMnSOC]{Night Goblin Fanatic}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.NHf17f7Ut7yOblxc]{Bloodbind}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

  • @UUID[.ltnEqHKFDLR7a9b3#nets]{Nets}

One of the stranger creatures the Old World has to offer, Squigs are, essentially, ambulatory mushrooms with vile dispositions, beady eyes, and a massive maw filled with rows of dagger-like teeth. They would be far more dangerous if they ever displayed anything resembling conscious thought. On the occasions when they can be viewed from a safe distance, Squigs either stand around drooling or spring about randomly, immediately trying to kill and gulp down anything they land near.

Squigs vary wildly in appearance, and many have been seen to adapt to their environment. The meadow-foliage-covered Grass Squigs menace the cattle of @UUID[Compendium.wfrp4e-archives1.journals.S1ONBYW4uxw9POV8.JournalEntryPage.waR2yUa9lYSbEJa3]{Averland} and unwary Halflings along the Blue Reach River. The Squigs that haunt the nightmares of Imperial Soldiers come from dark and cavernous haunts far beneath the Worlds Edge Mountains. The Cave Squigs of the Worlds Edge exhibit many colours, though the majority tends toward bright oranges and deep reds.

Priests of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.GqvN0qGNFSBPi9Dr]{Taal} I consulted on the matter swore that the King of Nature had nothing whatsoever to do with Squigs, that they derived from ‘outside his sphere’. A few suggested they’re associated with the endlessly hungry Great Maw of the @UUID[Compendium.wfrp4e-archives2.journals.OYPrls5HZ3Lo8IdO]{Ogres}. Several of the Dwarf Loremasters I spoke with in Karak Kadrin claimed that Squigs originally sprung from the blood of Gork (or possibly Mork — they didn’t know which and clearly didn’t care) where it was spilled on the battlefield long ago in a struggle against Grimnir. Perhaps this is the reason Squigs have long been associated with the degenerate tribes of @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskins} known as Night Goblins.

Squig oil is a remarkable lubricant, employed in the maintenance of a number of intricate devices and firearms. It has a number of useful properties, not least of which is that it is non-flammable. The only thing useful about Night Goblins is that they make good targets.

Once again I apologise, but as with @UUID[.RPLJHdAMeJHVvyOF]{Giant Spiders and Forest Goblins}, I cannot write truly of Squigs without saying something more about the only beings that actually make use of them. Arguably the cruelest members of their twisted kind, Night Goblins are cunning schemers utterly lacking in anything resembling a conscience. It is their tribes that have seized the majority of the Dwarfs’ ancient Karaks over the centuries. To say that the Dwarfs ‘hate’ them is an impossibly massive understatement. I was shown immense volumes of ‘Grudge Books’ in Karak Kadrin dedicated to the depredations of Night Goblins, along with even larger tomes of annotations suggesting the properly gruesome vengeful actions to begin to bring them to account.

Night Goblins have long hunted Squigs, apparently using some for sustenance and others as living weapons. The Goblins delight in goading herds of Squigs into their foes, using a variety of methods to create loud noises, which Squigs greatly dislike (perhaps associating them with cave-ins?). Over-eager young Night Goblins even ride Squigs into battle, which seldom ends well for them — Squigs eat Night Goblins as readily as any other creature. Then again, this isn’t particularly out of character for Night Goblins. The most rabid of their kind actually consume poisonous mushrooms, addling their brains but greatly increasing their strength, before charging, shrieking wildly, into battle.

Night Goblins dress in stained dark robes and employ a number of cruelly hooked rusty weapons. They frequently use @UUID[.ltnEqHKFDLR7a9b3#nets]{barbed nets} to capture their foes for later torment. I cannot tell you how unsettling it was to have several formidable Dwarf veterans solemnly swear to me that they always carry at least one sharp dagger in order to make a ‘quick end’ for themselves, or their comrades, should they ever be taken alive by Night Goblins.

Before we set out on our expedition, Warnicke told us that the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo} offered a fair bonus if we could return with some Squigs for their collection. Our time in Karak Kadrin was such that we did manage a few outings to secure a cage’s worth of diminutive Squigs, each slightly smaller than a loaf of bread. We started out with eleven. Over the months we passed down the River Stir, the Squigs eventually decided they had enough of the poor fare we offered them. Sometime after Wurtbad, they turned on each other. Upon our return to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf}, we presented the Zoo with three Halfling-sized Squigs and the strong suggestion that they immediately be placed in separate cages

Nets

@UUID[Compendium.wfrp4e-zoo.items.2yJbfJDQs9cEaT86]{Nets} are part of the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#ranged-weapons]{Entangling Ranged Weapon} Group. If an opponent is successfully attacked with a Net, they gain the @Condition[Entangled] Condition and must typically make a Challenging Strength Test in order to get a number of SLs equal to the Net’s Rating in order to break free. SLs are not cumulative; if you fail to break free, you pick up another @Condition[Entangled] condition.

@UUID[Compendium.wfrp4e-zoo.items.zvTJjD2I9uOcFbAH]{Hooked Nets} automatically inflict damage, which typically ignores Armour, upon those who struggle against them whenever they fight against the net, successfully or not.

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.

" + }, + "Dragons": { + "name": "Dragons", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.XiTuDamk1kcDmj7M]{Forest Dragon}

  • @UUID[Compendium.wfrp4e-zoo.actors.o1SbIizORHOGy8rP]{Caledair, The Scythe of Fire}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.rjnnErRspRV4B3vM]{Dragonblood Quench}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The greatest of all living creatures to roam the Old World, Dragons are said to be the first and eldest species, ancient long before Sigmar ever wielded Ghal-Maraz. Some Elven tales suggest that Dragons were once the servants of the mythic Old Ones. In others, they were their enemies and caused their downfall. Few of these mighty reptilian beasts exist now. The sound of their wings has become a rarity in the Empire — thankfully, for even the weakest Dragon is a force to be reckoned with, and the largest can break armies. Their infamously deadly breath, as varied in effects as Dragons are in appearance, is enough to rout most foes. Dragons’ claws are sharper than any sword, to say nothing of their teeth, and their armoured hides can deflect cannon fire.

All tales agree that no Dragon has ever died of old age. They simply grow larger, and more cunning, with the passing centuries. Younger Dragons are closer to beasts, their sentience not unlike to that of clever dogs. The eldest and greatest are brilliant creatures, speaking many tongues and wielding magic like a master wizard. Nevertheless, the Dragons’ time has passed and the world drags at them all. The Dwarfs suggest that the majority of the remaining ‘Drakk’ slumber away their lives hidden in caverns deep within the heart of mountains. However, we met several hunters along the Talabec who swore they’d seen signs of the passage of large sinuous creatures in the shadows of the Empire’s forests. They also reported inexplicable clearings with trace indications that whole herds of @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#beastmen,-the-children-of-chaos]{Beastmen} had entered them and never left.

The Dragons’ love of gold and precious things is common knowledge, and the source of the Dwarfs’ bitter enmity, but why they seek treasure remains a mystery. Some Loremasters told me the Drakk use gold to attract mates, a large hoard suggesting success and power. A few said they just did it out of spite. One @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5leTOZ6Wj35bS1IV]{Slayer} swore that gold was the source of Dragons’ incredibly long lives and that they ate it to maintain their health. King Ungrim Ironfist himself told me that when he was a lad, a Runesmith taught him that gold ‘sings’ to Dragons; their amassed hoards create a ‘chorus’ of staggering beauty — which is why the loss of even a single coin enrages them. They instantly know when the ‘music’ has lost a voice.

Though I can scarcely credit it, there are said to be Human cultists that worship Dragons, usually wholly dedicating themselves to an individual rather than the species entire. Apparently, they believe that their actions will either keep their chosen ‘lord’ asleep, or they pave the way for its return by gathering treasure and sacrifices to appease it. I have looked into the eyes of the relatively young Dragon that is occasionally housed within the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo} (which the keepers tell me it greatly resents). I have no doubt that any Dragon approached by these deluded cultists, if they exist, would eat their ‘followers’ without a second thought.

Dragons are creatures of the deepest magic. I believe that their great variance of form and breath is due to each Dragon being sustained by a different Wind — the currents of mystic power that flow across our world. The Dragons sleep because the Winds blow far more softly than they did of old. Should that change, we may find there are more Dragons left in theworld than we reckon.

The Dragon that looms largest in the tales of the Reikland is Caledair, the Scythe of Fire, for she hunted the fields of the Vorbergland and far beyond in the living memory of Dwarfs and Elves (and Wizards, I suppose). The tales of Caledair’s exploits are near endless, and mostly horrible, but my favourite one is a bit different. The Scythe of Fire found herself above the Suden Vorbergland during harvest time and was attracted by a smell she’d never encountered before. She alighted in the fields, doubtless to the utter terror of the poor farmers, and demanded that her curiosity be satisfied at once. What she smelled is the legendary Ernwald — famed apple of Stimmigen — and was utterly, visibly delighted upon being presented with a few barrels. After she’d finished her repast, she swore that she would never burn the fields about Stimmigen so long as two large vats of Ernwald awaited her every harvest season. Caledair hasn’t been seen for well over a century. Even so, till this day, two great vats of fresh apples are kept in a clearing near the Ernwald Orchards, rotated throughout the season to keep them fresh, lest the Scythe of Fire return to find her tribute missing. Every barrel of Ernwalds is branded with the ‘Dragon’s Seal of Approval.

" + }, + "Wyvern": { + "name": "Wyvern", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.ckI7rTTuEBEOf6bW]{Wyvern}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.vaUlFe0AIWBXSi0z]{Wyvern's Kiss}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Wyverns are ill-omened beasts that skulk about the heights of the Worlds Edge, dwelling in dank caves save when hunger drives them forth to hunt the foothills and plains east of the mountains. They are winged reptiles, eaters of carrion, that bear only the most passing resemblance to @UUID[.of908B5ilUD4b1sB]{Dragons}. They are typically far smaller creatures, and lack forelimbs. They are heavily built, like a scaled bull, with terrible eyesight and nasty tempers. The most dangerous of Ork Warlords sometimes ride Wyverns they’ve personally raised, or at least beat into compliance. The Dwarfs have a number of amusing tales involving Wyverns turning on their riders at ‘inconvenient’ moments, like in the midst of a duel.

Some folk claim that certain Wyverns are, in fact, crafty creatures, full of poison and spite in equal measure. While Wyverns often seem craven and swift to retreat from a fight, they also unleash cunning ambushes amidst narrow mountain passes where their targets cannot properly fight back. I found many conflicting descriptions, and no few arguments, amidst the folk of Karak Kadrin.

Some described swift spindly beasts that couldn’t possibly bear the weight of an Ork Warlord. Others spoke of scarred rippled muscle that easily turned a heavy axe. It may well be that there is more than one species of Wyvern, or that the differences between males and females are profound.

A Wyvern’s shadow is said to bring ruin to those it falls upon. Certainly, many a farmer has rued it, for the shadow inevitably means their flocks will soon be short a sheep or two. Some folk claim that the ‘Wyvern’s Curse’ is real, and no mere peasant superstition. They swear all of a warrior’s luck abandons them until they’ve ‘suffered enough’ or managed to break the curse by killing the Wyvern that inflicted it upon them.

It is not in the heights alone that Wyvern reside. Some dwell within the darkest heart of the Forest of Shadows and a few, at least, make their haunts along the cliffs overlooking the Sea of Claws. They are foul beasts, ungainly, and ill favoured. In addition to the infamously lethal poison of their tails, their bite can carry a sickness of its own. I have never hunted a particularly cunning Wyvern before, but it would not surprise me if such have arisen in the world.

Wyvern venom is difficult to secure, not only because the beasts will not willingly part with it, but also because it swiftly loses potency once exposed to air. Fortunately, a deft hand can extract a venom sac from a Wyvern’s tail without puncturing it. Their venom has medicinal properties and can be effective in treating certain types of pain; however, it has been my experience that most who seek it are not looking for a curative.

" + }, + "Halagrundsor the 'Horrible'": { + "name": "Halagrundsor the 'Horrible'", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.ZaDdsuzCsqXJgHW3]{Halagrundsor the ‘Horrible’}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.kxXT7prv2HTbOK8b]{Throttler's Gloves}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Near the end of our expedition’s time in Karak Kadrin, a Dwarf Ranger from another Hold, and whose company I’d grown quite fond of, secretly approached me with an intriguing offer. For reasons that will become obvious by the end of this entry, I will call him ‘Silvergrin’. I’d met him in a tavern one evening and immediately took a shine to him. We drank together many nights thereafter, and I did the majority of the paying, but never minded, for his stories were always worth it. He is, by far and away, the most cheerful Dwarf I’ve ever met. Even the Slayers of Karak Kadrin thought he was a bit odd, but Jorunn tells me her people’s @UUID[Compendium.wfrp4e-archives1.journals.q6lCSarhMecgeiD8.JournalEntryPage.GIoxmaazR63VSdBw]{Rangers} are all considered a bit suspect as they prefer fresh air and an open sky to stone halls.

Silvergrin knew I was fascinated with Giants, having asked him, a few of his fellow Rangers, and many Slayers quite a few questions on the subject. We so often hear tales of these vast beings in the Empire, but know so very little about them. Many stories hold them to be massive, crude, drunken louts that revel in carnage, most often encountered while marching in the Waaaghs! of the Greenskins. Others say they are actually shy creatures, prone to avoiding other folk if they can help it. Certainly, the accounts the Slayers gave me were all grim ones about the great ravages Giants were capable of, how often they had wronged their people, and how every one of them should be slain, without exception. The Rangers, aside from Silvergrin a more taciturn lot, agreed with the Slayers.

Imagine my utter surprise when Silvergrin asked if I wanted to meet one.

Silvergrin demanded a solemn vow of total secrecy from me, regarding revealing his real name should I publish this account, as well as a few of the details of the following encounter. What I can say is that I left most of my compatriots for a few days on a trip several days away from Karak Kadrin. We talked of many things on the journey, but Silvergrin would say nothing of our destination. ‘A little patience, Schreiber, you’ll know soon enough.’

One morning a few days later I became aware of the sounds of a camp ahead, nestled in a forested vale. Evidentially Silvergrin was already aware, for he did not start at this. We were approached by a pair of taciturn guards, Reiklanders by the look of them, but my guide exchanged a few words with them and we were allowed to pass with a shrug. We eventually arrived at a clearing, which proved to have an appealing aspect. It was bordered by a melt-off stream, and dominated by a massive crude pavilion, stitched together from what looked to be a combination of sail-cloth, scavenged human-sized tents, and the hides of various unidentifiable but once-shaggy beasts. As we approached, a being only slightly less tall than an Empire townhouse emerged from the pavilion. The Giant, for giant he surely was, wore mis-matched clothing bearing a mix of ornamentation and heraldry. His pate was shaven, his beard bound into a series of simple braids. He squinted and visibly flinched against the mid-morning sun, holding up one huge hand to block out the light, whereas the other held a curious makeshift drinking stein the size of a small barrel. There were a scattering of other human soldiers about, and while they did not seem to fear the giant outright, I did note that they all give him some distance.

The giant’s rumbling voice was so deep it made my bones vibrate. ‘Oi, Silvergrin, just in time fer a drink. Who’ve ye brought then? No Wizards, mind! Yer no Wizard, are ye stumplin?’ I strongly assured him that I was not a Wizard. ‘Thas ‘good, that is. No Wizards. Put wyrms in yer mind, they do. Come ‘ave a drink then.’

The Giant brought sat with us on some barelles arranged in the clearing, presumably for that purpose. Catching a glimpse inside his pavilion, I noted it was filled with all manner of barrels, casks, and even a few hogsheads, all filled with alcohol of nearly every description and quality, as well as several beast carcases strung up whose smell turned my stomach from thirty paces off.

‘I’s Halagrundsor the ‘orrible. Wrecker o’... not much. Bane ta’ every brew yer could name.’ He sniggered in a low rumble and Silvergrin laughed with him. What followed was one of the stranger conversations of my life. It seems that the Giant was an agent of sorts for Human merchants that moved cargo along the World’s Edge Mountains, a job he explained like so: ‘I keep sharpish on the greens, don’t I? Orks, with dere “Wa, Wa, Wa” all the time. Never a minute’s peace for good drink’n. And the nastly lit’l sods in the caves. The Moon blighters. Saw ‘em torture a bear once. No reason, a’tal. Squished a few o’ dem, I did. Evil runts. So I keep en eye on ‘em and pass along what I see and ‘erd to some folks wot cares. And some ‘oomie merchants that ‘preciate my troubles, ya’ see, they keep me well hauled, don’t they?’

He talked about his life in the mountains, travelling the eastern bad lands, and fondly reminiscing over various drinks he had particularly favoured. I finally asked how he and Silvergrin had met. Halagrundsor smiled with vast partially-rotten teeth. ‘Well a Ranger like ole’ Silvergrin here, he seeks to sort out those what wants to kill his people, right? A few of me kin do ‘ave dark hearts, grim lot, it’s so. But I’m no bad ‘un. Give me grog and some vittles and I’m set, eh?’

I asked about the soldiers encamped around us, and the giant shrugged. ‘They like to make camp nearby, says I keep away the beasts away. They’s good lads, I did some work for their boss a few years back. Mercenary work’s not really to my liking though, so I came back up to highlands. Happier working with the merchants, and never shy a drink since!’

As Silvergrin and I finally made (well, stumbled) our way back to our camp, I profusely thanked him for the introduction. ‘Just remember, most Giants aren’t anything like Hal. The Drengi would never understand, they…’ the Ranger paused. ‘I tried to kill him, Schreiber. First time I met him. Crazy big bastard said that was like to be hard work and offered me a pint before I got started.’ We both laughed a long time at that.

All in all, a remarkable experience.

" + }, + "Stirpike": { + "name": "Stirpike", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.9ZQvsP7fYMKgY9SC]{Stirpike}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

No soul raised in the Empire hasn’t heard at least one wild tale of ‘the one that got away’ when it comes to the scaled denizens of our many rivers. Indeed, few are the nights that pass in any dockside tavern without the subject of fish, eels, and the sizes thereof. Of all the tales I’ve encountered, the stories of the mighty Stirpike most consistently hold that it can grow to truly monstrous size. The ones that manage to do so are invariably dangerous; cunning; masters of escaping fishing lines; and very, very old.

Stirpike are big fish indeed. The grey-green mottled brutes average 12 feet and more, with reliable reports (and credible witnesses) noting that some particularly famed beasts reached 20 feet in length and many thousands of pounds! That’s where the speculation begins to run wild and on fire, though. There are tales of Stirpike that reached 23 feet; no, 27 feet; no 32 if he was 5… These go on for hours (or days) in the haunts of fisher folk. The largest ever caught (supposedly) was a vast beast called ‘the General’ who cleared 40 feet in length. Sadly, he was fried up and consumed (bones and all) by the entire populations of three villages before any Imperial Zoologists could confirm his record-breaking length.

Unfortunately, Stirpike have been all but fished to extinction in much of the grand Stir itself. ‘Stirpike’ can sometimes be found elsewhere, in other waterways and lakes, but are unvaryingly smaller creatures. The Stirpike have been all but fished out not due to their fine eating qualities, but because their young (known as pickerel) are thought to have a wide variety of useful medicinal properties. Nothing like raw fish guts smeared over one’s face to clear up a troubled complexion.

You laugh, Schreiber, but if I had a brass for every time I was asked after fresh pickerel, my braid clasps would be made of solid gold. What useful properties do I think young stirpike actually holds? Add a little salt and it can cure hunger with great efficacy.

Many of the stories of the mightiest Stirpike originate from the eastern reaches of the Stir. Where else should such tales of the Stirpike arise, I hear you ask? It may be naught but idle speculation, but consider this: The Stir flows along the infamous Dead Wood, wherein lie the burned ruins of dread Mordheim, ancient capital of Ostermark. The dangerous and forbidden substance wyrdstone can still be found there, it is said, in exceptional quantities. Wyrdstone has many transformative properties. How can that not have an effect on the riverlife?

" + }, + "First Expedition Coda": { + "name": "First Expedition Coda", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.SEVXSSzLyiVmJ0sQ]{Things from the Dead Wood}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.rFhI2J0ycexkgpEu]{Last Gasp}

  • @UUID[Compendium.wfrp4e-zoo.items.pc2Oyo7Ak7GrwK6P]{The Last Toast}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

After several well-spent weeks in Karak Kadrin, our Dwarf hosts helped arrange for berths on a barge due to pass west down the North Stir. I was told such trips were very rare, as most people would rather pass another way. Unsurprising, as the first major settlement along the river west of the Worlds Edge is the ‘capital’ of Sylvania, Waldenhof. I have never seen a darker or more ominous place. Grey stone walls, leering gargoyles, and gloom were all Waldenhof had to offer to my eyes, even though (at Ghorshkov’s insistence — and the riverfolk’s firm agreement) we ‘passed at noon, to be far away come sundown’. The cursed marsh of Hel Fenn south of the river wasn’t much better to gaze upon. It was a relief when we reached the village of Essen — supposedly one of the most haunted in all the Empire, though it seemed pleasant enough.

Our ordinarily garrulous Ostermarker had been silent for days at that point. He contemplated the village from the deck of the barge with an unreadable expression on his face. The normally restive caged @UUID[.ltnEqHKFDLR7a9b3]{Squigs} had fallen utterly still, staring at the forest beyond. Kistiane asked him if he was well. He slowly nodded.

‘I have not seen this place in a long time. There was man, woodcutter, who lived here. A dangerous thing, to work even outskirts of Dead Wood, but he has wife, children. His wife was fishmonger. Every week, he goes into forest with other men. Never too far, though. Dangerous to go too deep into that wood, dangerous to leave families unprotected. One day, the other men return, but he does not. The men say, he saved them from something in the wood, but they will not speak of it. The wife accepts this. She has children to raise and the village will always help family of brave man, da?

‘Less than year later, on Geheimnisnacht, village lights its candles for dead. Essen is always bright place, that night. Woodcutter returns, but he has changed. Not undead. Worse. He brings ‘friends’ from Dead Wood. They roam village, killing, roaring. Woodcutter, he goes to houses of men he ‘saved’ and burns them all. Then comes to get his wife, children. Says he wants to be family again.

‘While fishmonger distracts woodcutter, boy helps sisters flee, then comes back to find mother dead. As the woodcutter weeps over wife he murdered, the boy, he smashes the woodcutter’s head in with rock. When woodcutter’s friends come to see what happened, boy hides under bodies. And so, he lives.’

Ghorshkov fell silent. At last, Kistiane asked, though I think she knew, ‘Vasya, what happened to the children?’ He smiled then, a bright grin beneath his thick, drooping moustache.

‘The girls were taken in by other families in village who had lost their own.’

The boy, he was adopted by uncle. Became damn good Pit Fighter, da?’

The rest of our trip back to @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} was long, but uneventful. I mostly thought about scars — my leg, Jorunn’s hands, the wicked one down Ghorshkov’s back — and the ones we cannot see so easily.

People lost to the depths of the Dead Wood, whether they went in willingly or not, sometimes return as a grossly distorted caricature of the person they once were, twisted and mutated by the corruption that permeates the ground. They tend to seek out those they once knew, often with horrifying results.

" + }, + "The First Incident - The Griffon & the Ratmen": { + "name": "The First Incident - The Griffon & the Ratmen", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.S57liruZoCuzwJqG]{Clan Moulder Packmaster}

  • @UUID[Compendium.wfrp4e-zoo.actors.BsN3igmOWuXhKFvG]{Wolf Rat}

  • @UUID[Compendium.wfrp4e-zoo.actors.gbQeC4HFn6shIqm2]{Rat Ogre Bonebreaker}

  • @UUID[Compendium.wfrp4e-zoo.actors.UMVCumUWDN7ZHhvV]{Clan Moulder } @UUID[Compendium.wfrp4e-zoo.actors.UMVCumUWDN7ZHhvV]{Unique Experiment}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.WwCsXhGnecBwQoPd]{Griffon Fletching}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

For several months, our expedition up the Talabec was mostly uneventful. It consisted mainly of various outings to villages away from the river in order to gather research, and a great deal of drinking in riverside taverns. We spent several ‘memorable’ weeks skirting the edge of the Howling Hills in the southern Drakwald, which firmly convinced me to never return to that region again. We had an occasion there with a large group of louts who tried to relieve us of our possessions, and likely our lives. Young Master Massenbach almost got himself skewered as they caught him sketching some meadow flower or another. His near-total lack of fighting skills didn’t help the situation. (Ghorshkov says Erich ‘should live in fear of being savaged by Snotling’.) Fortunately, the rest of us can handle ourselves. Indeed, Ghorshkov clearly enjoyed that fight and I don’t think I’ve ever seen Nightsong miss. Afterwards, the Elf was greatly troubled, not by killing the bandits, but by the signs the hunter read within the Drakwald. ‘Too many tracks, Schreiber. There have been far too many Beastmen here. The scum attacked us because they are outnumbered and desperate.’ After that cheering observation, we mostly stayed closer to the river as we travelled. Nightsong would make forays into the forest occasionally, returning every time with an increasingly gloomier mien.

Eventually, we directed our course north along the Upper Talabec, coming at last to one of the most distant of the Empire’s outposts: Fortenhaf. There, we met a trapper who claimed to know the whereabouts of a nesting Griffon’s eyrie set atypically low amidst the foothills skirting the Worlds Edge Mountains. This did not seem implausible, especially considering the ancient name of the Gryphon’s Wood that the forest bears in that region. The trapper was, astonishingly, as good as his word and brought us to a secluded tor from where we could study a @UUID[Compendium.wfrp4e-zoo.actors.zhHUsmQUEEV6Gkyp]{Griffon} at a (relatively) safe distance.

The first time we saw her was totally exhilarating and, honestly, terrifying. Gods, what a magnificent creature she was — brilliant white pinions traced through with streaks of shimmering blue, blending into russet and gold haunches. We stayed low and quiet, studying her comings and goings for several days as Massenbach madly sketched. He was utterly inspired, and I can’t say as we blamed him. The Griffon affected us all, even Gromsdottir, though she’d never admit such a thing. After a week, the Griffon stopped leaving her eyrie, and Nightsong conjectured that she may be gravid and preparing to lay an egg. We decided to leave on the morrow, for none of us, not even Ghorshkov, wanted to fight a Griffon in any case — much less one defending her nest.

Late that night, we awoke to the sounds of thunderous roars, the Griffon’s piercing cries, and high-pitched shrieking voices wailing in the dark. Ominous green flares lit up the foothills in brief flashes like lightning from the heavens, followed by utter silence. Dawn’s light found the Griffon absent, her nest empty. The stones about her eyrie were awash in foul-smelling blood, and we observed a wide variety of clawed tracks. Nightsong declared that many had fought and fallen about the Griffon’s nest, though no trace of their bodies could be found — only scraps of rusted metal and torn rags.

The tracks led east, deeper into the Worlds Edge. The Elf noted several pairs of prints as large as an Ogre’s, though quite unlike an Ogre’s bare feet or boots, and that they likely were carrying a heavy burden. We could’ve walked away, but we chose otherwise. Clearly, Warnicke wasn’t hiring for sound minds. We followed the tracks east for two days to a cavernous opening hidden behind the fallen shale of a mountain. The smell hit us first. It was indescribable, like to a battlefield mixed with the rankest sweat, faeces, spoilt earth, and blood. It smelled like fear and misery. There were lookouts not far from the tunnel’s entrance, which Nightsong took unawares. They were scrawny Beastmen, with the heads and tails of rats. Gromsdottir stated what I think we all knew, but would dare not say: they were the ‘mythic’ Skaven. We travelled deeper into the tunnel and the things we found… Holy Sigmar, I will not — cannot — write of all we found, for you would surely think me mad.

Let this be enough. We found the Griffon chained in a workshop of sorts. She was the prisoner of a grossly large whip-wielding Skaven, who rode atop a crude howdah on the back of a massively over-muscled ratman bigger than any Ogre I’ve seen. Many other ratmen scurried about the big one’s limbs on various loathsome errands. We took them unawares in a fight that deserves a tale of its own. We would not have prevailed I think, if not for Kistiane’s arts — it is no small thing to fight with the support of a Wizard of the Jade Order. The Skaven were soon running in pure terror from Ghorshkov as he roared with laughter, slaughtering them in droves, with his own meagre wounds healing before their horrified eyes. The huge ratman only fell after many blows, pierced with many arrows. I slew its shrieking rider, but not before it called out something to its minions. In the moment we thought the fight won, an atrocity crawled out of the darkness. It was vile. Its body was a mass of sutures and scar tissue. Claws like scythes. Flesh melded to pieces of strange, dreadful machinery. It roared with many mouths, and I prepared to die.

And then the Griffon fell upon it, shrieking her defiance — for gentle Massenbach had set her free. We left her to it and fled the cavern, the ear-shattering sounds of the fight echoing behind us. Hours later, she found us as we sped south through the mountain ravines, trusting to Nightsong’s skills, Kistiane’s art, and Jorunn’s instincts. The Griffon alighted atop a low peak and regarded us; a rumbling warble came from deep within her chest. She raised her wings — how they flashed in the sunlight — roared once, and the mountains shook with the sound. She clawed the air before her twice, talons flickering in the light. Then she was gone, soaring away into the heights.

I doubt many people have been so honoured.

The Skaven did not let us go easily. They sent beasts after our trail, wolf-creatures with the heads of massive rats. We slew several packs before meeting up with a patrol of stout Dwarfs from Karak Kadrin who were very interested in what we had to say. They ultimately took us before no less a person than Ungrim Ironfist, the famed Slayer King himself, who questioned us at great length. He was courteous though, even to Nightsong; our tale and Jorunn’s presence did much to raise us in his eyes, I think. He ‘asked’ us to be his honoured guests in Karak Kadrin for a time while he ‘saw to matters’. He immediately took an expedition in force, with no few Slayers, back to the cavern. The Dwarfs later told us the king and warriors slaughtered a great many Skaven, then collapsed the tainted cave entire. Jorunn tells me there was quiet talk amidst the Dwarfs once they returned, and they spoke to her of the importance of destroying any ‘twisted path out of Karak Ungor’. Ironfist was greatly pleased with us upon his return, giving us a few small tokens of his esteem and the run of his keep. Indeed, I had several fascinating conversations with the Slayer King on the nature of some of the many beasts he had slain in his time. With his permission, some of his hard-won lore graces this very tome.

Soon after, I learned through a few careful inquiries that Master Ruhrold’s entire family, along with the majority of his friends, all died decades ago in a series of terrible accidents. This includes his fiancée, who passed away of a rare disease. He has been alone since.

Months after the events in that hideous cavern, upon returning to Altdorf, I requested an audience with some of my fellow Druids to discuss what I had witnessed. They all agreed that I was clearly mistaken, that Skaven are merely a tale to frighten recalcitrant children. Several of my colleagues accused me of fabricating the whole experience and questioned my motivations for creating such a lurid and fanciful tale. When I protested that I spoke the truth, a few of them laughed and said I sounded just like ‘Old Ludwig’.

Master Ludwig Ruhrold is a senior member of the Jade Order, commonly thought to be somewhat ‘troubled’ by a long life in service to the Empire. I called upon him that very evening. He brought me to a cramped study, darkly lit and musty. Rags stuffed every single crevice, and he promptly thrust some beneath the chamber’s large oaken door as he shut it behind us. He listened to my tale, saying nothing, merely studying me as I spoke. When I had finished, he hoarsely whispered, almost to himself: ‘Moulder. That blasphemy of Taal’s work was made by the fleshcrafters of the Moulder.’ He refused to tell me more. ‘You are too young to forsake life for the shadows and rooms like this one. My advice, young Kistiane: forget what you saw. For the sake of all you hold dear, speak of this no more.’

" + } + } + }, + "The Third Expedition": { + "name": "The Third Expedition", + "pages": { + "Great Taurus": { + "name": "Great Taurus", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.fKYBu7brvDkunH4b]{Great Taurus}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.zdlWY2jMWHB84J1i]{Liquid Fire}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

I have written briefly of the Dark Lands, that realm of pitiless sun, howling winds, and bitter ashes that lies east of the Empire, beyond the Worlds Edge Mountains. Few are the creatures that would willingly call those cursed lands home. Fewer still could thrive on the desert plains of the Blasted Wastes where none save @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskins} dwell, or amidst the toxic volcanic vents of the Desolation of Azgorh. Yet there is at least one beast, said by some scholars to be one of the most dangerous predators in all the Old World, that flourishes there. They believe it personifies the Dark Lands: The Great Taurus.

The Great Taurus is a creature of rage and fire which, going by accounts of the Dwarfs, is native to the Dark Lands. It resembles a massive winged bull with deep red skin that continually burns with all the heat of a gigantic forge. A shimmering haze and clouds of billowing smoke continually wreathe the Great Taurus. Their breath issues as gouts of flame from their steaming fang-filled mouths, and where they tread, their burning hooves leave scorch marks on the earth. No being that dares to roam the Dark Lands is free of their wrath, for they are furious killers, forever filled with hatred, and there is no creature they will not attack. While they consume some foes, they leave countless partially burnt corpses in their wake, slain only to momentarily appease their endless fury.

A Priestess of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.9bWE0Ayt5XGQf50r]{Verena} told me an ancient tale about the Great Taurus. The story goes that the gods originally sent the monstrosities as punishment for a terrible transgression that occurred in the heart of a once-fertile land fallen into debauchery. There are several different versions of exactly what it was that the populace did that angered their deities. The most common accusation is that they had turned from their gods to worship the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.ptBKZDqZ5r3caZGH]{Ruinous Powers}, hurling into an active caldera those who would not give up their old faith. The volcano erupted with such force that it effectively exploded, leaving the land about it for hundreds of miles a waste. From the blazing heart of the former volcano came the first Great Taurus to hunt down any survivors with all the fiery wrath of a deity scorned.

I did not write of the Great Taurus earlier for, in truth, I had not intended to at all. During our time in Karak Kadrin, I found the Dwarfs very reticent to discuss the ‘fire bulls’. They were at pains, however, to tell me those creatures of the Dark Lands had never been seen beyond. I was willing to let that stand, having many other creatures to write of, until we headed south. We found that the villages of southern Wissenland were all affright, for their lands were preyed upon by a creature they referred to as the ‘Crimson Bull of the Black Mountains’. I try to keep an open mind, but I’m hard-pressed to believe another ‘flying fiery bull monster’ has suddenly appeared to bedevil the Empire. Apparently, the Great Taurus can leave the Dark Lands, though who can say what has driven this particular one to do so? To Ghorshkov’s great disappointment, we did not encounter it on our way to Karak Hirn, though we did see the blackened ruins of a village it had destroyed.

The Karaks along the Worlds Edge have suffered much pain from the Great Taurus, and we Dawi are not quick to discuss such things, schreiber. A small vial of Great Taurus blood is said to be sufficient to ignite a roaring campfire, even in the heart of the fiercest Norscan winter. Their molten eyes run like quicksilver after their death and are attributed with many mystical qualities associated, unsurprisingly, with fire.

The Great Taurus is clearly a being of Aqshy, the Wind of Fire. I suspect they are seldom seen far from the Dark Lands because the Fire Wind blows very strongly over those forsaken plains, and they likely need it to sustain them. That this ‘Crimson Bull’ has been seen so far from the Dark Lands suggests that it has found something strong with Aqshy to sustain it, or that someone has summoned it, neither a very welcome thought, I fear.

" + }, + "Tregera": { + "name": "Tregera", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.xm0vNtyP26ciiWph]{Tregara}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.T0wtD86q6DSfkOQM]{Tregara Sap}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The Black Mountains form much of the southern border of the Empire. While not as massive or imposing as the Worlds Edge Mountains or the nearly impassable wall of the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, their passes are few and treacherous. According to the Dwarfs, before the coming of Sigmar, the range was filled with unstable caverns dug by Goblins. The Dwarfs made a concerted effort to drive them out long ago, which was fairly successful. While the range itself remains a dangerous one, full of sharp peaks and dangerous roads, it also boasts many beautiful high mountain pastures.

Near the centre of the Black Mountains lies the Dwarf kingdom of Karak Hirn, the ‘Hornhold’, so called due to the massive hollow mountaintop at Karak’s heart, which regularly sounds a mighty blast when high winds rush through it. The Dwarfs have long since mastered the once-natural wonder and have engineered a series of devices that lets them direct or change the sound as they wish. It can act as a signal to outlying settlements, a call to war, and a way of frightening off bestial predators. Karak Hirn is not wealthy by the standards of Dwarfs, but certainly well off by the standards of Humans. It is one of the few Dwarf kingdoms that has cities exposed to the sky, albeit only in relatively inaccessible places. The Dwarfs of Karak Hirn regularly trade with the Empire and bold @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt.JournalEntryPage.KmlgmcrPqOBCfmML]{Tileans}. It was via their kingdom that we intended to cross into the Border Princes and on to Barak Varr, from there to book passage to Remas. This would not be possible for most folk, as the Dwarfs seldom let outsiders pass through their realm. Most travellers must cross the Black Mountains via the infamous Black Fire Pass, but we had certain tokens from King Ironfist of Karak Kadrin that we hoped would ease the way, along with Jorunn to plead our case.

Fortunately, the Dwarfs stoically accepted our petition and allowed our passage through their realm. I found them gruff but relatively welcoming, though I strongly suspect Jorunn’s presence explained the latter. When rumour of what we were about swiftly made it round the taverns, that very night, I had several greybeards poking long-stemmed pipes at me and insisting I use my book to ‘set some heads straight’. I earned approving stares and curt nods when I asked, ‘You mean Skaven?’ The eldest Dwarf present, or so I gathered, Drumin Norgrimling, told me all sorts of interesting things that night, but most fascinating was why he believed Karak Hirn didn’t have a @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#the-loathesome-ratmen]{Ratmen} problem: ‘Though those accursed vermin riddle the Vaults to the West, they steer clear of us. Too many Tregara.’

Tregara, it turns out, are the largest insects that I’ve ever heard of — ones with a taste for Skaven, apparently. They resemble something of a mix between a praying mantis and a massive hermit crab, though they grow their own stone-coloured outer shells. The pale exterior of their shells mimics the ceilings of many natural caverns, making for perfect camouflage. Tregara have no smell whatsoever; even their vital fluids have no scent. Doubtless, this aids them in evading Skaven detection. They are outwardly sightless, as they lack eyes, but their actions show that they can clearly perceive the caverns about them. The Dwarfs believe that Tregara are highly sensitive to vibrations of stone, using these to locate prey. When an unwary target gets within reach, the Tregara snatch them up with long, hook-clawed forelimbs. A Tregara uses its phenomenally powerful jaws to end the siezed victim’s struggles quickly. How powerful? Norgrimling put it this way: ‘Saw one’s mandibles cleave a Rat Ogre’s skull like it was a pastie.’

Tregara were new to me as well, for I’ve never heard of them in the Grey Mountains. I’m told they have an organ which produces an ichor that rapidly repairs their shells. some Dwarf Rangers coat their bolts in a distillation of this ‘Tregara sap’ to better pierce tough beast hides.

" + }, + "Razorbill": { + "name": "Razorbill", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.JQbQBAXDbymlgWFn]{Razorbill}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

East of Tilea and the Apuccini Mountains lies the Lagoon of Tears, which the unimaginatively named Black Peninsula separates from the Black Gulf. The lagoon is actually very beautiful, with stunning silvery cliffs and pleasingly shaped sea caves. We viewed it briefly from a distance as we passed by on our trip from Barak Varr to @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt.JournalEntryPage.KmlgmcrPqOBCfmML]{Remas}. Regrettably for would-be sightseers, the Lagoon has earned its name many times over, for along those cliffs dwell thousands of Razorbills. Large omnivorous coastal raptors with incredibly sharp hooked beaks, a single Razorbill is a daring predator, swift to attack a lone traveller, or ravage the injured at the edge of a battlefield. Fortunately, a determined resistance soon sees one off. The problem lies in the fact that Razorbills frequently attack in vicious flocks of a dozen or more birds, and these seemingly fear nothing. I once, years before, saw a flock of Razorbills tear apart a band of @UUID[Compendium.wfrp4e-archives2.journals.OYPrls5HZ3Lo8IdO]{Ogre mercenaries} in less than a minute. The Ogres died from their countless lacerations and the Razorbills feasted well that night.

While a Razorbill’s main diet is fish, they readily eat carrion or, really, anything they can catch. The smell of a Razorbill colony is atrocious: a repulsive mix of rotten fish, sour blood, guano, and moulted feather rot, the stench of which carries for miles. Local fishermen always know where the Razorbills trawl and steer well clear of their chosen hunting waters. While the Lagoon of Tears is infamous for its sheer number of Razorbills, they dwell in other parts of the Old World as well. Flocks have been reported in the Tilean Sea and the western cliffs of Estalia. Nightsong tells me they even roost in the northernmost portions of the Empire, along the cliffs overlooking the Sea of Claws. Fortunately, they clearly prefer the sea to rivers, or they’d swiftly become a menace along the Empire’s many waterways.

Razorbills are dangerous enough on their own, but the large amounts of blood they spill have an unfortunate habit of beckoning other beasts and monsters to the feast as well. Predators far more dangerous than Razorbills sometimes stalk the edges of their territory, having learned to recognize the particular raucous cries that signal a choice meal. The people of Tilea see Razorbills as accursed and hold such ill regard that, Rosella tells me, they are actually a mark of hatred. Many Merchant Prince houses actually declare ‘vendetta’ (something like ‘formal hostilities’ but approaching Dwarf Grudge status, excepting that one can be called off or redeclared at any time) against their enemies by splashing Razorbill blood, or an entire carcass, on their doorstep. This leads to a somewhat clandestine market in fresh Razorbills, which are not easy to procure. This leads to high prices and, Tileans being Tileans, ‘counterfeit blood’. To further complicate matters, various mercenary and criminal groups seeking notoriety often actively use imagery incorporating or hinting at Razorbills in some fashion, as do some covert sellers. Such groups are occasionally directly affiliated, but frequently have nothing to do with one another, which leads to dangerous (or hilarious) misunderstandings.

If anything, Theo understates how active the black market for Razorbills is — and just how nasty the penalties are for being caught. In addition to their use in vendettas, there are southern wizards who employ rituals that make use of Razorbills. These practices, I’m told, can fail with exceedingly dangerous consequences if fakes are substituted. They are not merciful to counterfeiters.

" + }, + "Wondrous Beasts of the Southlands": { + "name": "Wondrous Beasts of the Southlands", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.A1Rx4JUjALxjjT78]{Carnosaur}

  • @UUID[Compendium.wfrp4e-zoo.actors.32QGGsCj7wvDVoZf]{Horned One}

  • @UUID[Compendium.wfrp4e-zoo.actors.jJwpxbqQQXAqfFYF]{Stegadon}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.y1GYdeIVVwAabTZy]{Bone Smasher}

  • @UUID[Compendium.wfrp4e-zoo.items.9iY6FvZtVGkpBgjn]{Clearmind}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

The hodge-podge trading community that is Aldium is one of the only places in the Border Princes that I recall with any fondness. It was a surprising comfort to see that it still stood, despite the ever-changing tides of fortune that continually wash through the region. From Aldium, we travelled with a trade caravan to the legendary Barak Varr. In all the world, there is no other Karak quite like the ‘Gate to the Sea’ which the Dwarfs carved directly into the cliffs of the Black Gulf, not as a fortress (though it is that) but as a harbour. The markets of Barak Varr are exquisite, for the goods of many lands pass through them regularly. I daresay, one can find rare items of interest in the shadowed corners that would never elsewhere see the light of day, even in @UUID[placeholder]{Marienburg}. I think Erich and Kistiane would have happily spent several more weeks in Barak Varr, though it was certainly not at all to Lynathryn’s taste, but we soon found a ship with a reputable captain bound for @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt]{Tilea}.

The Grand Harbour of the Republic of Remas was built by Elves long, long ago. It fell into ruin when they mostly withdrew from the Old World for distant Ulthuan. As we rounded the coast from the south, I got my first look at Remas: it was utterly breathtaking. A colossal bridge spans the narrow harbour entrance. Upon the bridge rise towers, houses, and veritable palaces, each boasting multiple stories and all of them leaning out at dizzying angles, with staggeringly large buttresses providing occasional support. The bridge connects the two halves of the city, which lie on either side of the harbour. I was later told that the households of the Merchant Princes of the Council of Fifty who rule Remas all have their abodes upon ‘Il Ponte Eterno’. The Grand Harbour is vast enough to hold Remas’ entire fleet — which is not a small one — but the huffers of Remas surely must be well paid. Titanic pieces of broken masonry lie partially submerged throughout the bay and make navigation hazardous. I can scare imagine what Remas must have looked like when the Elves first built it. Even now, the broken ruins the Tileans have as yet left untouched are beautiful.

As we headed towards the quays, I turned to point out our true destination to Ghorshkov: a huge, squat building in the midst of the city, visible even from the harbour. It bears many names — the Proving Ground, Leonardo’s Triumph, the Crimson Zoo, and the Tallest Pit, to name just a few — the largest gladiatorial and exhibition amphitheatre in all the Old World, the Great Coliseum of Remas. Vasya was already gazing at it. He grinned at me, as close to tears as I’ve ever seen him: ‘The House of Glory, Schreiber. Never did I think to see it.’ No scholar can reliably say just how old it is, for Tilean records are notoriously ‘fanciful’. All reputable historians are in firm agreement that the renowned @UUID[Compendium.wfrp4e-up-in-arms.journals.Xm25vHdfMlXME9Uz.JournalEntryPage.tker3xXMbrU65IKi#leonardo-di-miragliano]{Leonardo de Miragliano} renovated it in 2006 IC. Many of the cunning devices that the brilliant Leonardo built into the Great Coliseum are still in use till this day, five centuries later.

We soon made our way to the Casa di Ruggisce, formal invitations in hand. The ‘House of Roars’ handles all ‘bestia’ for the Great Coliseum. The clerks swiftly ushered us all into the office of Rosella Vanvitelli, the House’s ‘Procuratore Extraordinari’ or so it said on her door. Signorina Vanvitelli proved to be a vibrant and striking woman, who was delighted that we had accepted her invitation and made a great fuss over each of us, immediately calling out to an assistant to bring wine. It was Vanvitelli’s last expedition that brought back the mighty prizes we had all come so far to see. She did not keep us in suspense long, laughing, ‘I know I’m gorgeous, but you didna come so far to see me, eh?’

The Casa di Ruggisce is a mere stone’s throw from the Great Coliseum. Wide underground tunnels connect the cages of the House of Roars to the amphitheatre, allowing for transport of various beasts directly to the arena floor. The House’s cages are some of the strongest I’ve ever seen. Vanvitelli noted, with a nod at Jorunn, that the best were ‘of course’ all Dwarf work. She led us through a short series of tunnels and into a tremendous open space that the House had excavated. Vanvitelli noted that it stretched near sixty feet below ground in some places. Finally, she brought us to a reinforced balcony overlooking several large enclosures. With a single theatrical bow she turned and gestured below: ‘My greatest triumph.’

In the flickering light of Dwarf-wrought lamps stalked an enormous bipedal reptilian beast, standing seven full paces high at the least. It immediately tilted its head to regard us, its nostrils snuffling the air in a great rush. Its eyes burned with a predatory light and its fiendish teeth gleamed. Its body entire was built for speed, with a jaw that could easily snap an Ogre in half. The monster glaring at us from that enclosure was the most storied of all the ferocious creatures of legendary @UUID[Journal]{Lustria} and the distant Southlands: the Thunder Lizard, a Carnosaur.

Completely stunned, I asked how she managed such a thing, even as several of my companions gasped aloud. She wrapped an arm around my shoulders and winked: ‘How else? Money.’ The Council of Fifty is always led by three merchant prince members who are picked, supposedly at random, each year to rule as a triumvirate. The Remas Republic’s interests for that year are then heavily influenced by the preferences of that year’s triumvirs. Vanvitelli picked a year when two triumvirs fond of the Great Coliseum were in power and convinced them all of the potential glory in funding an expedition to the Southlands to bring back wondrous creatures for science, art, and some spectacular bloodshed. She was unwilling to talk much about the difficulties of the expedition, preferring to speak of how successful it had been and the huge sums the beasts were bringing to Remas. In the nearly two months I regularly spent in her company, one of the only times I ever saw her downcast was while we were talking about the true cost of the expedition. ‘I lost so many people, Signore Schreiber. To the jungle. To disease. To Al Saurim. To them.’

The one difficulty she did talk about at length was quite amusing. Another of the beasts she brought back was no less amazing than the Carnosaur. She had managed to secure a big enough boat to transport a vast horned reptilian creature known as a Stegadon. The earth shakes when a Stegadon moves and their charge can easily reduce even the mightiest trees to splinters. While Stegadons prefer foliage (they’re especially fond of immense orange gourds originally brought from Lustria), they’ll readily eat just about anything — and a great deal of it. All that eating produces a lot of waste. Rosella was constantly making new arrangements to cart it all away. ‘Mountains and mountains and mountains of it, Theo. The fields of Remas will be green for generations.’

In our time in Remas, we saw several feeding exhibitions of the Southlands creatures, which were always before sold-out crowds. Watching a Carnosaur hunt down and devour a bull running through an artificial jungle is a unique experience. While the others busied themselves exploring Remas, Nightsong particularly enjoyed trips into the ruins surrounding the city proper. Erich was beside himself, scribbling furiously for hours on end. I swiftly lost track of his many excellent sketches. I produced an additional notebook’s worth of annotations and observations for @UUID[Compendium.wfrp4e-altdorf.journals.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{Altdorf University} and the @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo}. Some of what I uncovered was fascinating. There are rumours that some of these beasts have travelled into the Badlands, and a few are said to have even made it to the Border Princes!

Extraordinary creatures. I hope to never meet them in the wild.

‘Vanvitelli, she finds out what I do. She calls me a ‘Kislevite bestiarii’. She says, ‘we canna make some good money’. I say sounds good. Tell you truth, you know I would do it for free. I got to fight in the House of Glory! One of the lizard creatures she brought from Southlands, much smaller than big ones, but dangerous. They call it a Horned One. Wicked teeth and, no surprise, sharp horns. Quick. Lethal. Normally, pack hunter. But no pack now, so good for Vasya, da? We do an exhibition bout. “Northern skill versa Southlands fury!” Was good crowd. Tileans know how to cheer. Was great fight. She left me scar as memory of Great Coliseum, da? Pity I couldn’t kill her.’

" + }, + "Wild Cats": { + "name": "Wild Cats", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.wltBzBEfEFQTlPl3]{Wild Cat}

  • @UUID[Compendium.wfrp4e-zoo.actors.XfKfMXnChHjtZMZD]{War Lion of Chrace}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

Of all the creatures I’ve seen or heard of in my travels, few exhibit the grace of that most common of creatures — cats. Many farms and smaller settlements in the Empire look to cats to keep their vermin problems under control, a job that the felines often handle with aplomb. Throughout @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt]{Tilea}, and certainly in the Casa di Ruggisce, cats are exceedingly well regarded, but it isn’t just simple farm cats that make the southerners’ hearts sing. Tileans prefer their deadly creatures to have grace and skill, for they see much of the ‘gladiatore’ in them.

Correspondingly, the Casa is ever searching for new ‘Boia Silenzioso’ for exhibition in the arena. Some they intend merely for display at times, not unlike our @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.kfkMNgfgrdldbBD5#the-imperial-zoo]{Imperial Zoo}. Others are brought in to hunt wild game across the arena floor for the amusement of spectators. Far rarer are the ‘Killer Exhibitions’ when one of the Great Cats of the Irrana Mountains, or an Arabyan Leopardus, is set against an equally dangerous predator, such as a Tilean Mur. In our time in Remas, I only saw one such display, but the Great Coliseum was packed to overflowing with a wildly enthusiastic crowd.

Tilea’s Great Cats are much like the Empire’s. They sport thick, multi-coloured fur, ranging from dark blacks to russet. Many bear swirling patterns or stripes, presumably for camouflage. Their long tails sport black rings that are said to indicate their hunting prowess and thus, likely their desirability as mating partners. Hunters claim these beasts are exceedingly difficult to track because they use their tails to wipe away paw prints and so leave no trace of their passage. Their eyes glitter with golds and greens, and miss little. While they are usually low of stature, measuring less than a pace high, they can stretch over two paces from nose to the base of the tail. They are quick and deadly beasts, famously near-silent while stalking, only yowling once their prey is dead. Many believe that the cries of Great Cats can scare away dangerous spirits and that the undead fear them. Children’s tales suggest that all cats can lie without batting an eyelid. While this is obviously fanciful, the followers of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.vrUN2NZ9t9d37J6V]{Ranald} have always favoured cats, claiming that that they are phenomenally lucky, and frequently employ different symbols that allude to them in one manner or another.

For the most part, Great Cats avoid Human settlements, preferring forest or mountainous terrain, though they’ll take the occasional chicken or sheep from an outlying farm if the opportunity presents itself. Rarely, one touched by disease or the taint of Chaos becomes a menace to unwary travellers.

I once was sent to Marienburg as part of a diplomatic mission at my queen’s request. I find politics tedious, but there were unwelcome tensions with the Asur at the time and she felt that a hunter’s eyes might serve as well as an envoy’s tongue, especially if anyone sought to interfere with the security of our emissaries. To that end, I was to coordinate with some of the Asur’s agents. To my delight, I found that one of my counterparts was a wizard who had brought her own companion: one of the legendary War Lions of distant Chrace. He was a resplendent creature. He stood as high as my shoulder and ran twice as long. His mane was like to a silver fire that swayed and rippled, even when there was no wind. His claws were grey daggers that I saw tear though Human plate steel like it was paper. His roar was a bell that could shatter faint hearts like glass. I never saw him willingly leave her side and, even at idle rest, he was ever watchful. I fancy that he approved of me, as he consented to let me stroke his mane — with his mistress present, of course.

" + }, + "Il Potente Granchio": { + "name": "Il Potente Granchio", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.JplRk1SynrN5lPAW]{Leviathan}

  • @UUID[Compendium.wfrp4e-zoo.actors.sZgFw6h6N7SsVn1a]{Il Potente Granchio}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.3WWMGDhxtZitrViA]{Leviathan Plate}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

One early evening in Remas found Erich and I sharing a glass of wine an hour or so before sunset in a quiet office the worthies of the @UUID[.YWJy8hGNeNyuqaIP]{Casa di Ruggisce} had generously offered us during our stay in their fair city. Suddenly, we heard a massive hue and cry erupt, followed by the sounds of people running. My Tilean remains paltry, so I looked to Erich who swiftly called out a query to the street. I heard the same phrase yelled back by several voices and Erich turned to look at me, slightly bemused. He translated,‘The accursed crab has struck again’. Before I could ask further, Rosella looked into our office and said: ‘Ah bene; hoped to find you both here. Bring your notebooks, you’ll be wanting them.’ She explained as we walked towards the harbour that there had been a monster attack at sea and a Remas ship lost along with the bulk of her crew just north of Sartosa.

When such things occurred, authorities and interested parties invariably consulted Signorina Vanvitelli and her colleagues at the Casa di Ruggisce, for they were widely accepted as some of the most knowledgeable experts on every kind of monstrous creature to be found anywhere in @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt]{Tilea}. Rosella told us, quietly, that it was really a bit of a standing sham agreement the Casa had with the Council of Fifty. The real purpose behind their ‘consultations’ was to have the experts calm people’s fears, tell them the beast had likely moved on (which is usually the case), and listen to the stories of the survivors for useful information. Inevitably, once Tileans got to talking about such things, all sorts of stories would start flowing. She tapped my notebook and winked: ‘I’ll make certain Renzo stays with you to help with translation. Ooo, you’re going to get an earful tonight, Signore Schreiber!’

Rosella proved to be right. That night, I heard enough lurid tales of the sea and the great beasts that roam itto fill several notebooks. There were accounts of the monstrous ship-breaker known as the Behemoth; massive sharks the size of galleons; the evil Kraken that stalked specific ports for weeks on end; the dread Black Maw who could swallow fishing vessels whole; and many, many stories of the horrors perpetuated by ‘Il Potente Granchio’. The Mighty (or Big) Crab had torn the recently lost ship to pieces, before deftly plucking her sailors from the ocean for feasting.

I’ve heard of creatures such as Il Potente Granchio before, in the dockside taverns of @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} and @UUID[placeholder]{Marienburg}, though I know them by another name. In the Empire, we call such monsters Leviathans. By all accounts, they are massive creatures, resembling an immense hermit crab crossed with a lobster and measuring more than thirty feet across. Their shells are harder than tempered steel; arrows and small-arms fire mean little to them. Their pincers can cut a fully armoured Bretonnian knight and his barded steed in half with ease. They are creatures of the deep sea, rising seldom, but are perilous to all vessels while they hunt the surface. Some say they are heralds of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TGPJzTKAihJha3zB]{Manann’s} wrath, sent to punish those who’ve displeased him, and sailors occasionally give offerings to ward off their fury. Cults dedicated to specific Leviathans have even arisen in desperate harbours. For my part, I think them merely destructive beasts, albeit particularly dangerous ones. The best advice of the Casa di Ruggisce, should you encounter one at sea, is to dump any ‘edible’ cargo in your wake and sail away as fast as you can manage. Some sailors told me tales of drawn lots and ‘noble’ sacrifices meant to sate such creatures for a time: a few lives for many. A terrible practice, but perhaps an understandable one. May @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.OclFlDGI5fC9ygoP]{Sigmar} preserve us all from such terrible choices.

Kadon the Shackler, ancient master of the arcane arts of bending magical creatures to his will, swore that Leviathans were beyond control. He wrote that their minds were too alien to grasp, their wills too strong to compel. Nevertheless, it is said he knew the key to summoning them. Calling anything you cannot readily dismiss or control is foolhardy in the extreme, yet I am forced to wonder if there are not some merchants who would see value in a ‘random’ attack of Il Potente Granchio upon their rivals. I think your cynicism is starting to rub off on me, Theo.

" + }, + "Siren": { + "name": "Siren", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.ch9Ss5YIeyQvYQMH]{Siren}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.SBil9xHmhd4Vo4Hq]{Silence}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

West of Remas, across the Tilean Sea, lies the shattered Carvorna Archipelago, which acts as the first natural defense of Tobaro, most remote of all the @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt.JournalEntryPage.KmlgmcrPqOBCfmML]{Tilean City States}. At the heart of Tobaro rises the city of the same name, but she is also called Vedenza the True by those who love her. Vedenza resembles Barak Varr in that it arises directly from the shoreline of the Abasko Coast, where it was built directly into a cliff face. The Tileans made use of a series of sea caves carved by erosion and expanded, then abandoned, by the Elves long ago. Thus, the city exists throughout the cliff, as well as rising above it in soaring towers.

The countless small islands that line that coast are treacherous and exceedingly difficult to navigate. The Tobaran huffers who know the few safe routes have risen to such prominence over centuries that they are, effectively, regarded as minor nobles and referred to as ‘The Navigator Families’. The individual islands have many names, but the Tobarans usually talk about them collectively as the Fool’s Rocks, which tells you something about Tobarans. Maps that do not call them the Carvorna Archipelago name them the Isles of the Sirens, after their most notorious inhabitants.

Sirens are infamous creatures with the lower torso of a fish and the upper torso of a beautiful Human or Elven maiden, capable of bewitching passing sailors with their haunting songs. That, at least, is how most stories speak of them. The reality is that Sirens vary wildly in appearance. There seem to be entire family groups derived from different strains, but they are all notoriously reticent to deal with other folk in any but a hostile manner. Their lower torsos are often like to that of a scaled fish, but some have serpent bodies, while others have been reported with octopus-like tentacles. Their upper body appearance is equally flexible. While some certainly have a kind of feral beauty to them, others are hideous and savage, with shark-like teeth. All have wicked claws, though some can apparently conceal such, extending them only when prey is within their grasp. While Sirens mostly consume sea creatures, many stories indicate they don’t object to Human for variety.

Most celebrated, and feared, of a Siren’s attributes is their voice. When raised in song, it can snare the will of others, causing them to abandon any other pursuit in favour of drawing closer to the Siren. While some Sirens use this ability to lure prey, others seem to sing for pure joy, with either no care as to what harm their songs may cause, or grim amusement at the fates of smashed ships and floundering sailors.

There is an ancient story amidst the followers of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.TGPJzTKAihJha3zB]{Manann} that suggests the first Sirens were born of a tryst between the Sea God and a powerful water spirit. Unbeknownst to Manann, the Naiad also favoured Stromfels, the terrible shark god of pirates and wreckers. Thus, various Sirens take after the nature of one or both of their ‘fathers’, which goes to explain the wild variances in appearance. What is certainly true is that bold wreckers seek to make use of Sirens whenever they can. The Navigator Families have been fighting them for centuries… or encouraging them to sabotage rivals, if you believe some dark tales I heard amidst the taverns of Porto, the cavernous harbour neighborhood of Vedenza.

The seal of the city of Marienburg is a Siren — or ‘mermaid’ as they usually call her — holding a bag of guilders and a sword. Common thought is they chose her for beauty and the association with the sea. Personally? I suspect it’s because they understand the ‘Siren’s Call’ of gold all too well. Regardless, Sirens are said to favour pretty baubles, usually adorning themselves with wealth taken from wrecked ships. Perhaps some clever wreckers have learned to bribe them in some fashion?

" + }, + "Merwyrm": { + "name": "Merwyrm", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.Av7lOrMUJcBMOoAr]{Merwyrm}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.ZMc9Wi8DlOuXwjKT]{Tide Blood}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

It was not chance that brought me and my compatriots to fair Vedenza, but a series of tales I’d heard from an old sailor on the night that news of @UUID[.RNDOhJqX6asaptCx]{Il Potente Granchio’s} latest attack had come to Remas. North of Tobaro and south of the Irrana Mountains lie the Blighted Marshes, known also as the ‘Zombie Swamps’ — as dark and as desolate a place as you could imagine from the name. The sailor told me the valiant folk of Tobaro and Miragliano believe that the Blighted Marshes are a stronghold of the Skaven. The Miraglianese are said to fight the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#the-loathesome-ratmen]{loathsome ratmen} on a regular basis. The Empire’s conceit — that the Skaven are mere myth — is to them incomprehensible. So, too, do the folk of Vedenza fight them frequently, though not always on a conventional battlefield.

The Trafuro district of Vedenza belongs, in the main, to the poor. It is a warren of tunnels dug from the sea caves of the cliffs, deep into the earth. The folk of Trafuro are frequently miners and their lives are hazardous and brief, spent in damp, dark tunnels awaiting misfortune. The tunnels of the Trafuro connect to old passageways that run deep under the Abasko mountain range to the west and elsewhere, formed by both nature and hands unknown. Years ago, a massive incursion of Skaven erupted from the tunnels, and Tobaro all but fell to the ratmen. Fortunately, a merchant prince named Meldo Marcelli, along with an army of mercenaries, arrived in time to push them back. Skaven still emerge from the tunnels, as do other, even worse, things. The oldest tunnels are so dangerous that Vedenza maintains a celebrated guard known as the Deepwatch to protect against incursions from below. The Tobarans Engineers Guild regularly collapses ‘unwelcome’ tunnels. The guild engineers so often ply their trade within the Trafuro that their headquarters, the Palazzo in Profondita, lies deep within, inside a massive hollow limestone pillar.

The sailor’s story that compelled me to investigate further begins a few years ago. There was, supposedly, an incursion of Skaven so great that the Deepwatch could not stand against it. The current prince of Vedenza, along with the Council of Tears which governs her, were forced to unleash a whispered horror. The captains of Tobaro swear that the city has a most formidable weapon: a Merwyrm bound by sorcery (Kadon’s, if Kistiane has the right of it) they call Silak One-Eye.

The Merwyrm was set loose in the tunnels of the Trafuro to feed as it willed. It was weeks before the engorged creature returned to sleep off a staggeringly large meal of ratmen flesh in the depths of the Tilean Sea.

Merwyrms are terribly dangerous, incredibly ancient beings said to be part dragon and part sea serpent. While they are creatures of the oceans’ depths, stories say they have no trouble existing on land for lengthy periods of time. Their greenish-silvery scaled bodies resemble a heavily muscled eel, save that they have four undersized limbs which bear oversized vicious claws. Merwyrms do not usually employ their limbs to move, but rather thrust themselves forward with an undulating motion that lends both great speed in the sea and a frighteningly quick pace on land. A Merwyrm’s hunger puts an @UUID[Compendium.wfrp4e-archives2.journals.OYPrls5HZ3Lo8IdO.JournalEntryPage.PJO4eOI9YKCcUozc#keepin-the-plates-full]{Ogre’s} to shame — they are always eating, devouring vast quantities of whatever flesh they can catch with their heavily fanged maws. Injury barely slows them and they are frightfully quick to heal. A few older scholarly sources suggest that while Merwyrms grow slowly, they never truly stop. If this is so, the oldest Merwyrms must be truly massive beings.

While not a subject they discuss with any joy, the folk of Nordland know much of Merwyrms. In particularly warm years, one ofttimes emerges from the Sea of Claws to wreak havoc among the northern coastal villages of the province, even consuming villages entire. While I have, fortunately, never faced one, I have seen the aftermath of such an attack. The Merwyrm’s saliva had ruined the ground where it drooled, for they are exceedingly toxic. What few witnesses remained told me it had broken into a fortified inn with a single swipe of its tail. The ruined stone wall of the coaching inn had been shattered near to powder.

" + }, + "Shard Dragon": { + "name": "Shard Dragon", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.hjgeGxZGNPn3k7qY]{Shard Dragon}

  • @UUID[Compendium.wfrp4e-zoo.actors.29FAIKlWu9v4dbw5]{The Fantasma}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.rjnnErRspRV4B3vM]{Dragonblood Quench}

  • @UUID[Compendium.wfrp4e-zoo.items.mHcRvoRkzkgUYTyO]{Shard Tips}

  • @UUID[Compendium.wfrp4e-zoo.items.Aqr5wkTZ74YjXLZt]{The Thirsty Stone}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

I noted previously that the Dwarfs of Karak Kadrin had generously shared a great deal of their beast lore with me (though the fact that they were Slayers and I was buying their ale may have had something to do with it). Some of their accounts were more fanciful than others, and far too many featured creatures touched by Chaos — such grotesqueries are often unique, and while they make for a good tale, they are difficult to research or speak of further. There was one beast, though, of which I heard many stories, one that had menaced the Dwarfs from the oldest days, a terror of their legendary Underway, the ‘Ungdrin Ankor’. As a creature of the hidden depths of the world, I never expected to actually see one, much less meet one. The Old World has a cruel sense of humor though, for as we toured an outlying area of the Trafuro, we ended up fighting a Shard Dragon.

Shard Dragons are huge serpentine creatures that typically stalk through lightless caverns far below the surface of the world. They know no rivals in the depths, only boundless hunger, and so their lives are an endless hunt for anything they can catch and devour. When they breach a Karak, they wreak sheer havoc, slaughtering all they find and only retreating when they’ve utterly glutted themselves on flesh. This is true whether it is a Karak the Dwarfs still hold or, to the grim amusement of the Slayers, one taken by @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.XOCYupInjrSk7KCb]{Greenskins} or @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#the-loathesome-ratmen]{Skaven}. There is a convoluted argument between the Loremasters of the Dwarfs as to the true nature of Shard Dragons. Despite their name, one faction holds that they are not truly Dragons, but wyrms or great serpents of the sea, somehow caught far from the ocean and mutated by the shadow energies of the depths. Another says they are Dragons, but have indeed been twisted by their environment into something strange.

If the beast we faced was not a Dragon, it might as well have been. Its scales were pale, but that generally implies ‘white’ and, in truth, I know not how to describe a near-colourless being. Each scale was raised, with jagged edges that cut members of the Vedenza’s Deepwatch to ribbons. The Dwarfs contend that some Shard Dragons have scales which are near impenetrable because the beasts eat @UUID[Compendium.wfrp4e-archives2.journals.hCDofMZ5QV2Y7z6r.JournalEntryPage.aNhPG0ljjzatNkGU#gromril-and-ithilmar]{Gromril} ore to fortify their armour. Their limbs can twist at odd angles, the better to negotiate narrow passages, I expect.

The one we fought moved erratically, and it was exceedingly disturbing to watch the tangle of its ill-jointed claws flex. Their venom is so acidic that it can score stone. The Dwarfs believe that Shard Dragons mark their hunting grounds in this way to ward off rivals. A sergeant of the Deepwatch who became a friend, Siro Melagari, told us of a particularly nasty and cunning Shard Dragon, the Fantasma. This creature could expel a deadly poisonous fume that caused bouts of fear so intense as to kill. Fortunately, the one we faced wasn’t capable of such a feat.

The cavern at the heart of the Trafuro, where the Palazzo in Profondita resides, is filled with stalactites and stalagmites that the Elves carved into gorgeous statues thousands of years ago. I’d been in the Trafuro following rumours of the rampage of Silak One-Eye when first I discovered these statues and found they had lost none of their beauty, but were preserved by the underground environs. My glowing descriptions convinced Nightsong and the others to return with me to see them.

While we were there, we heard a great many screams and shouts from a large side passageway. We barely had time to glance at one another before a Shard Dragon issued out of the tunnel, tearing apart running, screaming Tobarans. Dark-armoured members of the Deepwatch followed, attempting to bring down the monster. We could’ve left them to it, but Ghorshkov charged without hesitation and that was that.

It was a brutal fight but, in truth, even against such a creature, we had the upper hand. It was now greatly outnumbered by competent fighters and outside of the narrow tunnels to which it was accustomed. The man leading the Deepwatch troopers, Sergeant Melagari, told us later that he was greatly heartened by our unexpected reinforcement, and swiftly rallied his troops to press their advantage. The beast did not die easily. It went mad with rage, lashing all about, and several brave Deepwatch met a gruesome end. Yet die it did at last.

We saved lives that day, but we eventually paid @UUID[.aioEklAjDtsDY8ZY]{a heavy toll} for it.

For what it’s worth, Lynathryn greatly enjoyed the statues.

" + }, + "The Final Incident - Lesser Evils": { + "name": "The Final Incident - Lesser Evils", + "text": "

References

Stat Blocks

  • @UUID[Compendium.wfrp4e-zoo.actors.DlrtBDOJm2vnIUGh]{Undead Knight (Wight)}

  • @UUID[Compendium.wfrp4e-zoo.actors.9GuILbWe6Yb0Zlyb]{Clan Skryre Warlock}@UUID[Compendium.wfrp4e-zoo.actors.9GuILbWe6Yb0Zlyb]{ Engineer}

  • @UUID[Compendium.wfrp4e-zoo.actors.5qe8MWm0b9xmVyqb]{Clan Skryre ‘Prototype’}

Related Items

  • @UUID[Compendium.wfrp4e-zoo.items.rFhI2J0ycexkgpEu]{Last Gasp}

  • @UUID[Compendium.wfrp4e-zoo.items.arLPvjUL9krf1WgY]{Wightseer}

See also

  • @UUID[JournalEntry.x4SuH71FcR6A5nmO.JournalEntryPage.3H1gXsygbw2pcaJF#threat-and-price-table]{Threat & Price Table}

  • Clan Skryre @UUID[.aioEklAjDtsDY8ZY#skaven-clan-skryre-troops]{Troops} and

    @UUID[.aioEklAjDtsDY8ZY#clan-skryre-armaments]{Armaments}

Our assistance in the fight against the @UUID[.uyI6poLk8D9NMR3K]{Shard Dragon} did not go unnoticed in Vedenza nor, as we soon found out, by the Council of Tears. The Tobarans made a great deal of us, and just as in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.ce2KXRME2HzCxXhg]{Wheburg} after the @UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.IbNNQ6SFCB2Mkyq5]{Chimera}, we didn’t pay for our drinks anywhere in the city. We were invited to several functions in the Scogliera, the high-class neighbourhood built into the cliff face, with streets cut from ledges and houses that cluster along the rock face. I had a particularly memorable discussion on beasts of the sea with scions of several navigator houses, including Dacia Ferazzo, the head of her house.

We should have left immediately, as we had planned.

Sergeant Melagari followed his duty and reported on what had happened to his superiors. I gather he talked us up a great deal. After a few days, we were summoned by Lord Piero Riina, interior minister of the Council of Tears. The invitation was ostensibly friendly but delivered by heavily armed guards, and refusal wasn’t an option. Nevertheless, Lord Riina was quite gracious, and started the conversation off by giving us a small purse of Imperial Crowns as ‘a reward from Vedenza for your courage’ — so we were certainly inclined to listen to what he had to say. It was a proposal.

The neighbourhoods of Vedenza have their own sub-regions and those of the Trafuro are particularly varied. Long ago, back before the Skaven first attacked the city, the Trafuro was far larger and extended deep beneath the Abasko Mountains. The Tobaro Engineer’s Guild and the Deepwatch have mostly pulled the people back, to better secure the ‘borders’ of the city. Nevertheless, there are communities that dwell somewhat beyond the protection of Vedenza. Lord Riina explained that one such settlement, Molto, had turned very strange of late. While the mining families who made up the bulk of Molto’s populace continually swore they were fine when questioned, some Deepwatch patrols that visited the place unannounced had disappeared without a trace.

Lord Riina was concerned that ‘malicious influences’ were present. While he was very careful with his language (his Reikspeil was flawless), it was clear he suspected a cult of the @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.ptBKZDqZ5r3caZGH]{Ruinous Powers} might be involved. He requested that we visit Molto, using our work as a cover, and see if we could determine what, if anything, was going on. In exchange, he offered a generous purse; access to some of the rare books of beast lore that Vedenza had gathered over many years; and, when we were ready, a berth on one of Tobaro’s regular trading vessels to swiftly take us all the way to Marienburg, if we were so inclined.

We were definitely so inclined.

Thus, we soon found ourselves on the near-lightless ‘streets’ of Molto, surveying grey single-story stone cottages that greatly resembled tombs, and wondering if The Lost Sparrow, Molto’s sole tavern, served anything actually worth drinking. I found the folk of Molto to be especially hesitant and cautious when speaking with us, very uncharacteristic of the @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt]{Tileans} we’d met during our travels. Admittedly, we were outsiders, and Erich had to do a lot of translating, but even when they discovered we were the ones who had recently helped put down a Shard Dragon, their reaction was subdued. There was surely something wrong in Molto, but it was very subtle; a pause before answering, a flickering glance about before speaking. It took days before a man furtively approached us near the edge of the community, as we were leaving for our lodgings in Scogliera.

The miner told us his name was Sandro and he was fearful for his young son, Orazio. The omens, he said, indicated that the boy was ‘segnato’. This took Erich a bit of back and forth to understand, but he soon conveyed that it meant ‘marked’ or perhaps ‘chosen’. Sandro told us that there were certain signs that indicated to the Iron Circle — the Miner’s Guild representatives of Molto — when someone was ‘wanted’. He had heard that we were brave and sought our help to save his Orazio. He was also terribly afraid of retribution against him and the rest of his family if his request to us became known. Further questioning indicated the ‘marked’ were all taken away by the Iron Circle deep into the mines, never to return — a fate Sandro was certain awaited Orazio within another night or two, no more. We agreed to help Sandro and his son.

Ghorshkov suggested the miner might be setting a trap, one that had caught the missing Deepwatch patrols before us. Nightsong believed there was a ‘ring of truth’ in the man’s evident fear, but also stated that didn’t mean Vasya was wrong. In the end, we decided to follow the Iron Circle’s representatives when they took the boy, but to expect a trap and act accordingly.

It was not a trap. Fearful miners had made a dreadful bargain for the sake of their community. In their delving, they had unearthed an ancient tomb, the undead inhabitants of which demanded blood for security — the blood of Molto. The crypt was home to a large circle of ancient Tilean knights, who bore blades that could sheer steel like it was paper, and their shrieking paramours, beautiful even in death, but deadly. They were not interested in negotiating a new bargain. We saved Orazio, but it was rough going, and we were forced to swiftly retreat to summon help from Lord Riina. We returned to Molto with the Deepwatch, priests of @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.HfmrIexylrgxIz2x]{Morr} and of @UUID[Compendium.wfrp4e-up-in-arms.journals.Xm25vHdfMlXME9Uz]{Myrmidia}, who is beloved in the south, leading the way. We destroyed the undead knights and their entourages. The bitterly protesting Iron Circle was taken into custody. Hail the courageous heroes…

Mighty @UUID[Compendium.wfrp4e-core.journals.NcH9OhleJFfaUdon.JournalEntryPage.OclFlDGI5fC9ygoP]{Sigmar}, give me strength, for my heart is a searing wound. I do not want to write what came after. Let it be a nightmare, from which I will yet awaken.

We had not yet left Vedenza when they came — the loathsome ratmen, the thrice-cursed @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.NS7k4xBGElPSynkI#the-loathesome-ratmen]{Skaven}. We thought the folk of Molto hesitant because they feared we would learn of their bargain; it is the nature of their compact we failed to understand, for it wasn’t just Molto the undead knights were guarding. The Skaven caught us carousing, still celebrating our great victory over the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.IoatZqDV81nTql4H]{Undead} several nights later. When we first heard the screams, we thought they were over-excited revellers. It wasn’t until the shouts grew in volume and number that we slowly realized something was very wrong. I staggered out of a tavern the Deepwatch favoured in the Trafuro to hordes of screaming Tobarans rushing past, fleeing towards Scogliera and the sea.

Down the street behind them, at the far end of the cavern in which I stood, the flickering dim of Trafuro was suddenly lit by a burst of brilliant green flame, which clearly showed leaping forms of rat-headed Beastmen that rendered me sober in seconds. I yelled ‘Skaven’ into the tavern and drew steel. Ghorshkov was at my side in seconds, with my other companions and Sergeant Melagari soon following.

As the Skaven continued to pour into the Trafuro up from Molto, we swiftly realized it was no small raid we faced. Hordes of ratmen carrying blades, but also @UUID[.aioEklAjDtsDY8ZY#clan-skryre-armaments]{strange weapons} including, to our amazement, firearms of some kind, were flooding into the neighbourhood in great numbers, and at such speed as to surely overtake us if we tried to run. A massive figure stalked forward through the Skaven lines, knocking lesser ratmen out of its path without even acknowledging them. It raised one arm and I realized, to my horror, the limb had been replaced with some sort of cannon. A staccato clatter echoed through the Trafuro as the thing’s arm unleashed a stream of shot into a group of hastily assembled Deepwatch, ripping them to pieces. Vasya grinned. ‘Mine, da?’

I looked at my friends, the valiant Melagari, and the Deepwatch soldiers assembling about us. ‘We must slow them.’ We all charged as one. What followed was a mass of ringing blades, spurting blood, and the dying shrieks of Skaven and Men. A horrible musky smell filled the air, emanating from the ratmen. The Skaven had a weapon that poured forth green flames. I saw a Deepwatch soldier die, screaming, with strange protrusions of bone erupting from his skin where the unnatural flames played over him. I caught a glimpse of Ghorshkov roaring with laugher as he hewed at the weapon-limbed Rat Ogre creature, both fighters bleeding from many wounds. I heard Jorunn’s clear battle cries in Khazalid even above the din of the cavern. I saw Nightsong kill far too many Skaven to count, one fatal arrow shot at a time, and I cut down no few ratmen myself.

It was not enough. We left corpses piled high on the cavern floor, but we were being pushed back by the sheer weight of their numbers all the same. A large Skaven with a huge halberd crackling with eldritch energies seemed to be leading the Skaven horde. Melagari tried to kill it but was seared and knocked unconscious by a blast of lightning from the warlord’s blade.

A voice rose above the din of battle, a voice I have come to cherish before all others. She stood atop one of the stone houses of the Trafuro and a light played about her hands. She looked at me, caught my eyes, and gave me the slightest, saddest smile. Then she pulled the cavern down upon herself and the greater mass of the ratmen. Blasts of emerald light lashed up from her hands, disrupting faults in the cavern ceiling that only her arts could have found. The Skaven barely had time to scream before they were utterly crushed under tons of falling stone, as was she.

Thus passed Kistiane Brockdorf, @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.fcaxScAhJ2Z02nbP#the-lore-of-life]{Druid of the Jade Order}, my love, and the bravest person I’ve ever known.

Skaven Clan Skryre Troops

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. Such Clanrats will have a Ballistic Skill of 40. They will be armed with either Poison Wind Globes or a Warp Pistol, and a Hand Weapon. It takes teams to wield either a Ratling Cannon or a Warpfire Thrower. Clanrats that attempt to use a Warplock Jezzail need a partner to steady their aim, with either a modified bipod or a special steadying shield. Without such a partner, the Warplock Jezzail loses the Accurate and Precise Qualities. With steadying shield, both benefit from the quality Shield 2, but they cannot run (or flee) without tossing it away (which they’ll be killed for).

Clan Skryre Armaments

@UUID[Compendium.wfrp4e-zoo.items.G4MMgYVk0u7DicyP]{Ratling Cannon}: The Skaven designed this devastating multi-barreled killing machine after studying a few of Von Meinkopt's Whirling Cavalcades of Death in action. It takes two Skaven to properly wield a Ratling Cannon: one to feed ammo and one to grimly hold on as it spits streams of warpstone-laced rounds. This Ranged weapon has a Rating +10, Range 40 yards, Blackpowder, Blast 3, Impale, Penetrating, and the Dangerous and Imprecise Flaws. Targets wounded by a Ratling Cannon must take an Average (+20%) Corruption (Minor) Test from the warpstone laced-shot.

@UUID[Compendium.wfrp4e-zoo.items.wXuypDudysk8QJCv]{Warp Blade}: Warp Blades are two-handed weapons wielded by the leaders of Clan Skryre that can unleash electrical blasts of eldritch lightning which ignore Metal Armour Points entirely. An opponent that takes more than a single Wound from a Warp Blade strike in melee combat must make an Average (+20) Endurance Test or take a Stunned Condition. Additionally, Warp Blades have the Defensive, Hack, and Impale Weapon Qualities.

@UUID[Compendium.wfrp4e-zoo.items.6ALnNGSF7vQWyXf9]{Warpfire Thrower}: The Skaven’s dread Warpfire Thrower is an evil device, which inflicts horrific wounds upon its targets, burning their flesh even as it mutates them. It is a Ranged Weapon with a Rating +6, Range 8 yards, Ablaze, Blast 4, and the Dangerous Flaw. Targets wounded by a Warpfire Thrower must make a Corruption (Moderate) Test from the unnatural transmuting flames.

@UUID[Compendium.wfrp4e-zoo.items.ajGtUdDp3NfpVP0t]{Warplock Jezzail}: The Skaven knock-off of the Hochland Long Rifle. Add the Dangerous Flaw and targets wounded by a Jezzail must make a Corruption (Minor) Test from the warpstone-laced shot.

@UUID[Compendium.wfrp4e-zoo.items.t2JoC4xkGXxioFMq]{Warplock Pistol}: Skaven versions of Human pistols, ‘improved’ by their standards. They have the Blackpowder, Damaging, Impale, Penetrating, and Reload 1 Qualities and the Dangerous Flaw. Targets wounded by a Warplock Pistol must take a Corruption (Minor) Test from the warpstone laced-shot.

" + }, + "The Third Expedition": { + "name": "The Third Expedition", + "text": "

After convalescing in Wheburg, I returned to Altdorf finally prepared to finish the Imperial Zoological Society’s book, but an invitation from abroad changed my plans entirely. @UUID[Compendium.wfrp4e-altdorf.actors.aihRtnOBSG75Cbe9]{Chancellor von Festschrift} of Altdorf University had received a startling open invitation from Tilea, which was directed to the ‘Bestiara department and the worthies of the Imperial Zoo’ concerning an amazing find that was being displayed at the Great Coliseum. While the Chancellor was deeply suspicious of any such thing originating from Tilea, it was intriguing enough that Warnicke asked if I was ready for a ‘third trip to pay for all’.

All my compatriots save one were willing to travel to @UUID[Compendium.wfrp4e-up-in-arms.journals.54OqmgntOE610jlt]{Tilea}. Erich was particularly enthused, as he speaks Tilean quite well; however, Jorunn was hesitant. I know that her condition had been troubling her, but few details. Like many Dwarfs, she has never been particularly keen on discussing her personal matters. I knew only that she suffered from joint pains and an unusual blood clotting problem, making injuries particularly dangerous.

I pointed out that she might learn something useful in the south, which was bound to have lore not known in the Empire. I also teased her just a bit about how it would improve my book, as I’ve long tried to talk her into writing a chapter with her great store of apothecary knowledge. This time, she didn’t snort in derision, but suddenly gazed at me with a great deal of intent. ‘If I swear to write you that chapter, Theodosius Schreiber, will you swear to take my body home to Karak Ziflin, should I perish?’

Be wary when Dwarfs speak of oaths. Nevertheless, I told her she’d outlive me by a century at the least, but she had my word and with that, she agreed to come. We headed south a few days later.

The Third Expedition

@UUID[.rJjXAv3GZaZCqAuO]{Great Taurus}

@UUID[.d1eGZJhJJnZIn2CP]{Tregara}

@UUID[.Pb5t31EY8Qsfd3I1]{Razorbill}

@UUID[.YWJy8hGNeNyuqaIP]{Wondrous Beasts of the Southlands}

@UUID[.DpyUYnbaVlNSwSxb]{Wild Cats}

@UUID[.RNDOhJqX6asaptCx]{Il Potente Granchio}

@UUID[.DZ1Xe6TuUEJ9EGT5]{Siren}

@UUID[.EpTFljg6qeVrpwfa]{Merwyrm}

@UUID[.uyI6poLk8D9NMR3K]{Shard Dragon}

@UUID[.aioEklAjDtsDY8ZY]{The Final Incident — Lesser Evils}

" + } + } + }, + "Appendices": { + "name": "Appendices", + "pages": { + "Appendices": { + "name": "Appendices", + "text": "
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Appendices

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@UUID[.3H1gXsygbw2pcaJF]{Gory Riches}

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@UUID[.CPgpI1G5lA1aAEDP]{Potions and Unguents}

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@UUID[.fV3eEB8KrJi41fYm]{Weapons and Armour}

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@UUID[.PQNCR5A418weiWQS]{Magical Items}

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@UUID[.oihCOXfAVnzoDVf3]{Afterword}

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@UUID[.kfkMNgfgrdldbBD5]{Expected Expeditions}

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@UUID[.xuOIsWpPNEjt1phs]{Pre-Generated Characters}

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@UUID[.x9N5OjoSUYArAJNE]{Creature Traits }

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" + }, + "Gory Riches": { + "name": "Gory Riches", + "text": "
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“Clever hunters get paid in advance to kill monsters; they don’t do so out of charity.”* – Sorge Krause

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Fine Eating

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Rules for creatures hunted for their meat are effectively already covered by Characters in the @UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter} Career, as that is what they are doing during their Income Endeavours. @UUID[Compendium.wfrp4e-zoo.actors.LLeH7f0EOgyA2j72]{Rhinox}, for example, are often considered ‘monsters’ by many folks, but ones highly valued for their meat. Hunting them, though, is a dangerous prospect – they are deadly, it takes time and resources, they dwell in the high mountains far from most settlements, you have to salt or smoke the meat to transport it, the merchants will get their cut, etc. This is why a thick Rhinox steak in an Altdorf tavern may be an expensive luxury, but most hunters are fairly poor.

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With the notable exception of the legendary hoards of Dragons, the majority of the fierce creatures of the Old World do not have convenient chests of loot lying about their lairs. There are a few beasts clever enough to realize that acquiring riches for bait might bring more meals to their door. Such creatures are, near invariably, far more cunning and dangerous to encounter.

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Most of the time, if you manage to kill a dangerous beast, anything of value to be gleaned from whatever is left of the bodies of their previous meals is there for the taking, but only if one has a strong stomach, and it likely won’t amount to much. Folk that travel with gold and jewels don’t generally journey to, or get eaten in, lonely mountain passes or far off well-trod paths, deep in the forests of the Old World, where monsters typically roam.

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No, the real treasure may well be the creature you just faced. Well, parts of it, anyway.

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What follows herein are some rules detailing the odd, but occasionally lucrative, market for ‘beast parts’ that flourishes in the Empire and various other countries of the Old World. These rules specifically concern creature remains acquired for reasons other than sustenance – generally for their unusual properties, though ofttimes, such may just be rumoured. As Gromsdottir pointed out – demand creates value, even if it is made under false pretenses.

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What makes a monster’s innards valuable? Well, it’s a number of factors. Rarity of the beast, properties of its organs, danger of the hunt, logistics of preservation and transportation... Most importantly, though, remember that most folk haven't so much as clapped eyes on a real monster. Oh they’ve shared plenty of tall tales around the hearth, maybe even taken a turn around the zoo, but actually seen one in the wild and lived to tell the tale? Not likely. So when you're a myth hoarding commoner, and a learned alchemist with titles and tinctures claims that the liver of a cockatrice will cure your ails, who are you to argue? Course some of those self-same alchemists couldn’t tell the difference between a Rhinox horn and their own nose, but that’s a different matter. Folk will pay through the nose for a mythical cure, and monsters are myths you can harvest.

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What's This Thing Worth?

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Base Cost

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The base cost of raw monster parts is determined by the rarity of the creature in question and just how deadly it is. All monsters are assumed to be at least ‘somewhat’ dangerous, but any creature with unusual abilities will see the price double. Of course, some creatures are so foul that few would consider doing anything with their carcass other than burn it. Skaven livers, for example, may have some kind of alchemical use (beyond the use to the Skaven it came from) but so far no one has been brave enough to discover it.

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The basic unit of measurement is 1 Encumbrance point. Creature parts that weigh less than 1 Enc still count as 1 for carrying purposes, as they will doubtless require some care to be taken with them.

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Raw Creatures Parts Base Cost 1 Enc

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Common

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Scarce

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Rare

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Exotic

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Unique

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80d

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10/-

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1GC

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3GC

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5GC+

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Threat

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Some creatures are so deadly that hunters can rightly demand a premium due to the risk of dealing with. Conversely, other creatures are considered relatively harmless and therefore command a poorer price. The ratings given for each creature represent the perceived threat these creatures pose to the average denizen of the Old World, and should not be used to plan encounters for your party. Some creatures will be far more dangerous to certain parties than others, and the circumstances in which a creature is encountered will also affect the threat they pose. A Rhinox charging across an open plain toward a group armed with blackpowder weapons is at best a moderate threat — the same beast charging into a forest clearing in the dead of night is another matter entirely.

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Multiply the base price per encumbrance by the number given below to determine the final price for each creature's 'bits'.

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Creature Threat Price Multiplier

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Harmless

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Hazardous

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Dangerous

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Deadly

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1/2 X

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1 X

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2 X

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3 X

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Beware the lure of harvesting arcane attributes. Though they may promise riches, I have seen too many of my contemporaries driven to destitution, madness, and worse in vain attempts to harvest magic from dead beasts. Potent venoms, quality hides, gastric juices, and scything claws, on the other hand, rarely disappoint.

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Usable Material

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The amount of usable material a beast’s corpse can potentially offer up is based on its size.

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    Less than Average – 1 Enc

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    Average – 2 Enc

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    Large – 4 Enc

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    Enormous – 8 Enc

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    Monstrous – 16 Enc

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Which Bits?

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You may have killed the beast, but do you know what parts of it buyers actually want? It may be one or more organs, or perhaps its blood, that are rumoured to have medicinal properties. Characters will have to make an appropriate Lore Test to determine what should be kept of the corpse before them.

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A successful Lore (Beasts or Medicine) Test determines what parts of a creature are desired from most creatures. A Trade (Poisoner) or similar Test can be made if the creature in question is poisonous, venomous, or both! Lore (Magick) can also be used for any beast that clearly has ‘mystical’ qualities about it that may be of interest to Wizards. Any level of success means that the Character has a good idea of what parts to retain. For each level of failure, downgrade how much useful material can be collected from the corpse to the next lower size on the @UUID[.3H1gXsygbw2pcaJF#usable-material]{Usable Material} Chart; e.g., what to keep from an Enormous beast vexes a group and they get -2 SL on the Lore Test. They only know how to glean 2 Encumbrance worth of useful material out of it.

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Threat & Price Table

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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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Creature

\n
\n

Rarity

\n
\n

Typical Size
(Encumbrance)

\n
\n

Threat

\n
\n

Cost Per Enc

\n
\n

Commonly Claimed Uses

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.uKnNbcCZghhkm6pE]{Amoeba}

\n
\n

Scarce

\n
\n

Average

\n
\n

Hazardous

\n
\n

10/-

\n
\n

Amoeba jelly is incredibly flammable

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.mIT7tWzaBdmlLo0t]{Amphisbaena}

\n
\n

Exotic

\n
\n

Large

\n
\n

Harmless

\n
\n

1 GC 10/-

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Mixing the venom of both heads cures any poison

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.RPLJHdAMeJHVvyOF]{Arachnarok Spider}

\n
\n

Scarce

\n
\n

Monstrous

\n
\n

Dangerous

\n
\n

1 GC

\n
\n

Spinerettes are pressed to create exceptional glue

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.of908B5ilUD4b1sB]{Caledair, The Scythe of Fire}

\n
\n

Unique

\n
\n

Monstrous

\n
\n

Deadly

\n
\n

15 GC

\n
\n

Endless uses to wizards and alchemists

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.YWJy8hGNeNyuqaIP]{Carnosaur}

\n
\n

Exotic

\n
\n

Enormous

\n
Dangerous\n

6 GC

\n
\n

Hearing their roar said to cure cowardice

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.ijU2R5fYxrL1pnF6]{Chameleoleech}

\n
\n

Scarce

\n
\n

Small

\n
Harmless\n

5/-

\n
\n

Creates a potion to take on another's appearance

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

\n
\n

Exotic

\n
\n

Enormous

\n
Deadly\n

9 GC

\n
\n

Pelt is feaful to animals resembling the Chimera

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.8y9t6oPhz3F3K7ro]{Cockatrice}

\n
\n

Exotic

\n
\n

Large

\n
Dangerous\n

6 GC

\n
\n

Their head stuns any who meet its gaze

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.45yROjDMmnAzr0qN]{Corpse Render of Carroburg}

\n
\n

Unique

\n
\n

Enormous

\n
Deadly\n

15 GC

\n
\n

The scales of such beast can be used to create a |...|

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.nLMOj8hkGJZQie4f]{Dark Pegasi}

\n
\n

Exotic

\n
\n

Large

\n
Dangerous\n

6 GC

\n
\n

A feather pillow grants easy sleep to the guilty

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.RPLJHdAMeJHVvyOF]{Drakwald Mancatcher}

\n
\n

Scarce

\n
\n

Large

\n
Dangerous\n

1 GC

\n
\n

Venom glads create untraceable poison

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.M2GZqyXiIrqUc0cS]{Dread Maw}

\n
\n

Exotic

\n
\n

Large

\n
Dangerous\n

6 GC

\n
\n

Teeth, tusks and horn polish beautifully

\n
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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.Mhor1Jf3cN8fDCyp]{Fen Worm}

\n
\n

Rare

\n
\n

Enormous

\n
Hazardous\n

1 GC

\n
\n

Fenworm skin makes very fine clothing

\n
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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.of908B5ilUD4b1sB]{Forest Dragon}

\n
\n

Exotic

\n
\n

Enromous

\n
Deadly\n

9 GC

\n
\n

Cloak of scales render wearer untraceable

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.BtyfeLPKP4eHTI6H]{Giant}

\n
\n

Rare

\n
\n

Enromous

\n
Dangerous\n

2 GC

\n
\n

Giant toenails make impenetrable shields

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.qlfHqJogD5cNDYjE]{Great Eagle}

\n
\n

Exotic

\n
\n

Enormous

\n
Dangerous\n

6 GC

\n
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A poultice of their macerated eyes cures blindness

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.qlfHqJogD5cNDYjE]{Great Mountain Hawk}

\n
\n

Rare

\n
\n

Large

\n
Hazardous\n

1 GC

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Arrows fletched with their feathers never miss

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

\n
\n

Rare

\n
\n

Large

\n
Hazardous\n

1 GC

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Poultices for longevity and vitality

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.rJjXAv3GZaZCqAuO]{Great Taurus}

\n
\n

Rare

\n
\n

Enormous

\n
Dangerous\n

2 GC

\n
\n

Taurus horn makus one immune to fire

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.wXCYfyuNoQ0d0MnG]{Great Wolf}

\n
\n

Scarce

\n
\n

Average

\n
Hazardous\n

10/-

\n
\n

Pelt signals the favour of Ulric

\n
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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.14CMfXS88yCs2LBU]{Griffon}

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\n

Rare

\n
\n

Enormous

\n
Hazardous\n

1 GC

\n
\n

Feathers bring great luck

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.qlfHqJogD5cNDYjE]{Heomreth}

\n
\n

Exotic

\n
\n

Enromous

\n
Deadly\n

9 GC

\n
\n

Impossible to lie while holding their talon

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.YWJy8hGNeNyuqaIP]{Horned One}

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\n

Rare

\n
\n

Large

\n
Hazardous\n

1 GC

\n
\n

Arrows tipped with their teeth pierce any armour

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.RNDOhJqX6asaptCx]{Il Potente Granchio}

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\n

Unique

\n
\n

Monstrous

\n
Deadly\n

15 GC

\n
\n

Shell said to be made of valuable gemstone

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.aDB9FTZKAtVg5x7z]{Krag-Breaker}

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\n

Unique

\n
\n

Enormous

\n
Dangerous\n

10 GC

\n
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Powdered horn of a great Rhinox cures any ill

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.RNDOhJqX6asaptCx]{Leviathan}

\n
\n

Exotic

\n
\n

Monstrous

\n
Deadly\n

9 GC

\n
\n

Cared Leviathan bones grant unnatural powers

\n
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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.EpTFljg6qeVrpwfa]{Merwyrm}

\n
\n

Exotic

\n
\n

Enormous

\n
Dangerous\n

6 GC

\n
\n

Holding a Merwyrm dispels all illusions

\n
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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.ZZcovJn3eX2rRQBw]{Nightraven}

\n
\n

Rare

\n
\n

Small

\n
Hazardous\n

1 GC

\n
\n

Powdered beak and talons stops any bleeding

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.xpTB42W0XhJCbW9B]{Ol' Gribbleback}

\n
UInique\n

Enormous

\n
Dangerous\n

10 GC

\n
\n

The blood of a great Razorgor induces frenzy

\n
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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.l48Tay3HDDI3vMTF]{Preyton}

\n
Exotic\n

Large

\n
Hazardous\n

3 GC

\n
\n

A sword hilt of their antler ensures a sharp blade

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.OMKKWeZLzQu2ZwKS]{Rat Ogre Bonebreaker}

\n
Exotic\n

Enormous

\n
Dangerous\n

6 GC

\n
\n

Possible to harvest warpstone from flesh and blood

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.wXCYfyuNoQ0d0MnG]{Raukos}

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Unique\n

Large

\n
Dangerous\n

10 GC

\n
\n

Liver of a two-headed wolf will double your life

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.Pb5t31EY8Qsfd3I1]{Razorbill}

\n
Scarce\n

Small

\n
Harmless\n

5/-

\n
\n

Knife made from their beak said to cut any

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.xpTB42W0XhJCbW9B]{Razorgor}

\n
Scarce\n

Large

\n
Hazardous\n

10/-

\n
\n

Stomach can be cured to hold any liquid

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.aDB9FTZKAtVg5x7z]{Rhinox}

\n
Scarce\n

Large

\n
Hazardous\n

10/-

\n
\n

The tail of a Rhinox keeps fire away

\n
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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.oebfE31saihOEg9H]{River Troll}

\n
Rare\n

Large

\n
Hazardous\n

1 GC

\n
\n

Eating the fleshwill regenerate a limb

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.oebfE31saihOEg9H]{River Troll Hag}

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Rare\n

Enormous

\n
Dangerous\n

2 GC

\n
\n

A Hag's net can capture and remove any curse

\n
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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.uyI6poLk8D9NMR3K]{Shard Dragon}

\n
Exotic\n

Enormous

\n
Deadly\n

9 GC

\n
\n

Their scales creates wounds that never heal

\n
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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.DZ1Xe6TuUEJ9EGT5]{Siren}

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Rare\n

Average

\n
Hazardous\n

1 GC

\n
\n

A lock of siren hair lets one breathe water

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@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.BegI95dThDCDCJdX]{Skin Wolf}

\n
Exotic\n

Average

\n
Hazardous\n

3 GC

\n
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Flaying one alive can cure another of the curse

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@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.ltnEqHKFDLR7a9b3]{Squig}

\n
Scarce\n

Average

\n
Harmless\n

5/-

\n
\n

Squig droppings are fine fertiliser

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@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.YWJy8hGNeNyuqaIP]{Stegadon}

\n
Exotic\n

Enormous

\n
Dangerous\n

6 GC

\n
\n

Plates said to make impenetrable armour

\n
\n

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

\n
Common\n

 Large

\n
Harmless\n

40d

\n
\n

Casting the scales into water foretells the future

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\n

@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.uyI6poLk8D9NMR3K]{The Fantasma}

\n
Unique\n

Enormous

\n
Deadly\n

15 GC

\n
\n

The heart of great Shard Dragons is pure ruby

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\n

@UUID[JournalEntry.8ODQAI1D3xkvktZU.JournalEntryPage.IbNNQ6SFCB2Mkyq5]{The Oblast Beast}

\n
Unique\n

Enormous

\n
Deadly\n

15 GC

\n
\n

Slaying a great Chimera ensures fame, or infamy

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.XCeAdFkG4uh1U33Y]{The River's Shadow}

\n
Unique \n

Large

\n
Dangerous\n

10 GC

\n
\n

Said to bear the special flavour of Taal

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.mmilZc1FbZNeo4mm]{Things from the Dead Wood}

\n
Exotic\n

Average

\n
Hazardous\n

3 GC

\n
\n

Drinking from the skull grants the ability to see and hear the dead

\n
\n

@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.d1eGZJhJJnZIn2CP]{Tregara}

\n
Rare\n

Large

\n
Hazardous\n

1 GC

\n
\n

Their urine is said to keep rats away

\n
\n

@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.DpyUYnbaVlNSwSxb]{War Lion of Chrace}

\n
Unique\n

Large

\n
Dangerous\n

10 GC

\n
\n

Amulet of their claws wards off lesser animals

\n
\n

@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.aioEklAjDtsDY8ZY]{Wight}

\n
Rare\n

Average

\n
Hazardous\n

1 GC

\n
\n

Powdered Wight bone briefly awakens any corpse

\n
\n

@UUID[JournalEntry.s86UJFY8AABO9P7A.JournalEntryPage.DpyUYnbaVlNSwSxb]{Wild Cat}

\n
Common\n

Average

\n
Hazardous\n

80d

\n
\n

Pelts are highly valued

\n
\n

@UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.fkIyh3dycKWIROEw]{Wyvern}

\n
Rare\n

Enormous

\n
Dangerous\n

2 GC

\n
\n

Venom from tail said to kill anything that breath

\n
\n

 

\n
\n
\n

Preservation Level

\n

The potential worth of a given specimen is greatly affected by how long ago it was killed and how well its remains have been kept since.

\n
\n

Price Modifier

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

Fresh

\n
\n

Preserved

\n
\n

Gamey

\n
\n

Rotten

\n
\n

2X

\n
\n

Standard

\n
\n

Half

\n
\n

1/8 (Only Exotic)

\n
\n
\n

Note – Wizards can use the spell @UUID[Compendium.wfrp4e-core.items.cSjAAjixcMdYrKBz]{Conserve} to keep 1 or 2 Encumbrance worth at a @UUID[.3H1gXsygbw2pcaJF#preserved]{Preserved} status indefinitely. Attempting to do more can cause disruptions in the Winds and will likely destroy the esoteric properties that make the parts valuable to the majority of buyers.

\n

Fresh

\n

Killed within a day, raw and still dripping.

\n

Preserved

\n

Most parts can be preserved with a successful Outdoor Survival Test and access to the appropriate materials; e.g., you must have salt, a great deal of brine/alcohol and a sufficient sized urn, a smoke house, etc. A failed Test contaminates the meat, rendering it useless for esoteric purposes. Preservation must be done while the parts are still fresh. While preserved parts may appear to the untrained eye as still ‘acceptable’ they will count as ‘Gamey’ after 6 days, ‘Rotten’ after 9, and worthless after 12 to discerning buyers.

\n

It is far more difficult to specifically preserve parts known for their poisons or toxicity. It takes a Difficult (-10) Outdoor Survival Test or a Trade (Poisoner) Test to do so.

\n

Gamey

\n

The parts have begun to decay, but are still usable. Unpreserved parts turn Gamey in 2 Days.

\n

Rotten

\n

The parts have turned rancid and corrupt. Only Exotic parts still have any value once rotten. Unpreserved parts turn Rotten in 5 days. After 7 days, Rotten parts are totally worthless, degenerating into a corrupt, maggot-filled mass.

\n
\n

We have all been there. Exhausted from the hunt in a strange locale, with our opportune wealth slowly decaying in a cart — no buyer to speak of. In such cases you must act quickly. If there are no reputable alchemists or apothecaries signposted in the area, seek out local hunters or fishers. Often they will know of some local scholar or poultice slinger who has a vested interest in the strange beasts caught in their traps and nets. If all else fails, and you retain a suitably large portion of a monster’s corpse, you may even find some success in simply pitching your cart in the market, and charging spare brass to let children and curious customers view the grizzly remains. Though a distasteful practice by many, word of such attractions has a habit of travelling through civilised areas at speed, and may just catch the attention of someone with a more meaningful use for the remains.

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\n

Example

\n

Our heroes have the great, erm… fortune… of encountering (and surviving) a @UUID[Compendium.wfrp4e-zoo.actors.iNaIS4OZgV2x9TPc]{Cockatrice} – an Exotic, Large, and very Deadly monster.

\n
\n
    \n
  • \n

    The base cost for useful Cockatrice parts is thus 6GC and its body holds 4 Encumbrance worth, for a total 24GC.

    \n
  • \n
  • \n

    They easily make their Lore Test determining that much of the value is in its infamous eyes, its poisonous talons, and strangely, the burnt ash of other portions of its body.

    \n
  • \n
  • \n

    Unfortunately, they are high in the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{Grey Mountains}, far from civilization and they lack the materials to properly preserve the beast.

    \n
  • \n
  • \n

    Still determined to get something out of this, it takes the Characters 6 days to haul what’s left to a likely city, by which time it is Rotten; however, since a Cockatrice is an Exotic beast, their efforts are not entirely in vain.

    \n
  • \n
\n

If they can quickly find the right buyer, they could still potentially make up to 3GC, though they are very likely to be haggled far lower.

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Finding a Buyer

\n

Unless the Characters know exactly where to look or who to talk to from previous encounters, they’ll have to find a proper ‘market’ for their unusual new ‘wares’. Finding an interested buyer in a Village or Town may be impossible, as there just may be no one interested, but there is nearly always someone looking to buy unusual flesh in the cities of the Empire.

\n

It takes an Easy (+40) Gossip Test to find a likely buyer in a City, a Challenging Gossip to find one in a Town, and a Very Hard (-30) Gossip Test to find one in a Village. Buyers typically range from apothecaries and alchemists to Wizards, along with wealthier folks interested in trying out rumoured cures or unusual properties attributed to certain creatures.

\n

Know that if you are looking to sell off parts of monsters specifically because they are infamously poisonous, your buyers are likely to be unscrupulous sorts and you should plan accordingly. Such buyers may very well be willing to hand over money with no questions asked, but a failed Gossip Test while searching for Criminal buyers will attract the attention of the law.

\n

Depending on the circumstances, you may wish to simply run the sell of monster parts like an @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.BpwePtm5CHEfnexN]{Endeavour}. Alternatively, you may want to create a specific buyer or use a likely NPC, and roleplay out the transaction with all the discussions, counter offers, and haggling that might entail.

\n
\n

Commissioned Hunts

\nFresh monster parts are obviously hard to come by but, sometimes, they are specifically what a buyer needs and no other material (or level of preservation) will do. In such a case, the buyer typically commissions a specific hunt for the beast and/or parts in question. The prices listed here can give you an idea as to what parts go for and, thus, what a buyer may be willing to offer to a group of Characters willing to undertake such a task. While Wizards can have access to unusual boxes that can preserve items for their purposes, e.g., ‘Once you kill the fen worm, put its liver in this', other folk may want to accompany the Characters, or require that they bring the target alive to a place of their choosing.
" + }, + "Potions and Unguents": { + "name": "Potions and Unguents", + "text": "

Many wizards find uses for the parts of various monsters, typically as spell ingredients or in the process of creating magical items. However, the eyes, bones, bile and blood of such monstrosities has been used in folk remedies and alchemical concoctions for arguably much longer. Alchemists often @UUID[.3H1gXsygbw2pcaJF#commissioned-hunts]{commission hunts} for such useful ingredients, and their particular expertise means they often provide the means of @UUID[.3H1gXsygbw2pcaJF#preservation-level]{preserving the desired materials} as well.

Unfortunately, such brews often involve material from the most exotic and dangerous creatures found in the Old World. Some posit that this is because less dangerous creatures were hunted to extinction by the alchemists of old, and only the most lethal monstrosities with useful alchemical properties have survived. Some who have hunted these creatures claim that it is because alchemists take grim pleasure in sending adventurers to their deaths, though such thoughts are normally expressed while raising a toast to dead companions and missing limbs.

What follows are a selection of @UUID[.CPgpI1G5lA1aAEDP#poisons,-antidotes-and-concoctions]{poisons, draughts and unguents} that talented herbalists and apothecaries may wish to create.

Potions

The terms potion and draught are used somewhat interchangeably, but generally speaking draughts are carefully brewed and distilled mixes of herbal ingredients, while the term 'potion' is reserved for mixtures that wholely or mostly consist of blood, organs, or viscera harvested from beasts. Respect for this nuance is hardly universal, but holds true for those who learned their trade in Altdorf.

Potions are typically created using the Trade (Alchemist) Skill, or the Trade (Apothecary) skill at a penalty of -20. A properly prepared potion created using @UUID[.3H1gXsygbw2pcaJF#fresh]{fresh} ingredients will last for one year in a well sealed glass vial or bottle. Potions made with @UUID[.3H1gXsygbw2pcaJF#preserved]{Preserved} ingredients last for six months, while those made with @UUID[.3H1gXsygbw2pcaJF#gamey]{Gamey} ingredients last for a month. @UUID[.3H1gXsygbw2pcaJF#rotten]{Rotten} ingredients are useless for preparing Potions in most cases.

Unguents

Unguents are very similar to the poultices made by herbalists and apothecaries. However, poultices are typically made from soaked plant material and applied topically to a wound or sore, while unguents are usually prepared as a cream or paste containing animal tissue, blood, or other extracts.

Unguents made from @UUID[.3H1gXsygbw2pcaJF#fresh]{Fresh} or @UUID[.3H1gXsygbw2pcaJF#preserved]{Preserved} ingredients can be stored for up to a month before loosing their effect, or in some cases becoming toxic. Unguents made from @UUID[.3H1gXsygbw2pcaJF#gamey]{Gamey} ingredients last a week, while @UUID[.3H1gXsygbw2pcaJF#rotten]{Rotten} ingredients are completely unsuitable.

Unguents may be applied topically, or may be smeared on weapons or armour depending on their effect. Safely applying an unguent to a weapon does not typically require a test. However, to apply an unguent to a bladed or pointed weapon as a single action during combat requires an appropriate Challenging (+0) Melee Test. Failure by -5 SL or more indicates that the user has cut themselves in some way, exposing them to the Unguent exactly as though they had been hit by a weapon coated in it. One Unguent contains sufficient material to coat one weapon or three bolts or arrows.

Unguents require the Trade (Alchemist) Skill to prepare, but may be attempted by those with the Trade (Herbalist) skill at a penalty of -20.

Raw

Raw preparations are exactly what they sound like — one simply chews, swallows, drinks, or otherwise ingests the raw ingredient to benefit from its effects. Occasionally ingredients may be cooked in some way, but this is usually to make them more palatable and has little other effect. @UUID[.3H1gXsygbw2pcaJF#fresh]{Fresh} ingredients must be used in raw preparations, which even when cooked rarely last more than a day or two before they spoil. No special skill is required to create or consume a raw preparation, aside from the knowledge of what parts of the beast to consume. The use of the Trade (Cook) or Trade (Poisoner) Skill allows a Character to disguise the taste of unpleasant ingredients, for good or ill.

Poisons

Poisons are popular the world over, and the reason that many important people employ a taster to sample their food and drink before they themselves risk consuming anything. This risky position is often held only for a short while, though an unfortunate few do find that they wind up working as an official taster for the rest of their life.

Most poisons are created from herbal ingredients, though quite a few employ venoms extracted from various beasts. The additional effort of harvesting such ingredients is sometimes justified, as antidotes to these poisons are just as hard to create. The Trade (Poisoner) Skill is used in the application of these poisons, estimating the dose required, disguising the taste, and so on. It may also be substituted for Trade (Alchemist or Apothecary) when creating poisons only.

Antidotes

For as long as people have been aware of poisons, they have sought antidotes to save themselves from their harmful effects. While antidotes can be created for most poisons, the trick is in knowing which one to apply. This requires a great deal of knowledge of the art of poisoning, and many an apothecary has fallen into the poisoners craft while ostensibly researching how to combat it.

Useful Concoctions

Detailed below are various concoctions used across the Old World. The details of their creation are often carefully researched secrets known only to a few, though many have survived in folk tales and among the practices of @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-hedgecraft]{Hedgewitches}. A few preparations have been formalised by Alchemists of Altdorf, Middenheim and beyond, though most licensed Wizards see the creation of such brews as beneath their dignity.

Always you are ask me about exciting formulas, Theo! A potion for fire breathing, or an acid to melt any metal. Do you know that there are myriad other uses for the alchemical arts? It is not glamorous, but did you know that certain amoebae may be refined into a useful substance for caulking boats? Many diseases can also be cured by finding the right mixture. Many... though not all.

Poisons, Antidotes & Concoctions

Item

Cost

Availability

Forms

Poisons

@UUID[Compendium.wfrp4e-zoo.items.OrrCyNiJV8hGIvcu]{Flesh Blister}

3GC

Rare

Potion, Unguent

@UUID[Compendium.wfrp4e-zoo.items.KASxUXDyBB28ZslG]{Longsleep}

3GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.XaeliAzMhUcuokbb]{Wheeze}

1GC 10/-

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.vaUlFe0AIWBXSi0z]{Wyvern's Kiss}

12GC

Exotic

Potion, Unguent

Antidotes

@UUID[Compendium.wfrp4e-zoo.items.kExH5if2HkMf9DFS]{Bezoar Solvent}

10/-

Scarce

Potion

@UUID[Compendium.wfrp4e-zoo.items.b1061fv1OxaMaFAl]{Lurek's Curse}

1GC

Scarce

Potion

@UUID[Compendium.wfrp4e-zoo.items.FgibnxjugsSRIMc0]{Two-Headed Tincture}

4GC 10/-

Exotic

Potion, Unguent

Concoctions

@UUID[Compendium.wfrp4e-zoo.items.NHf17f7Ut7yOblxc]{Bloodblind}

1GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.bkKU2QUjtBQGnTaP]{Carroburg Fire}

1GC 10/-

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.9iY6FvZtVGkpBgjn]{Clearmind}

3GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.nRzZEKlRB2eaPhTP]{Forge Shield}

18GC

Rare

Unguent

@UUID[Compendium.wfrp4e-zoo.items.rFhI2J0ycexkgpEu]{Last Gasp}

15GC

Exotic

Potion

@UUID[Compendium.wfrp4e-zoo.items.zdlWY2jMWHB84J1i]{Liquid Fire}

6GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.at7nVMlU6Aq805XF]{Preyton's Fury}

9GC

Rare

Potion, Unguent

@UUID[Compendium.wfrp4e-zoo.items.KXhiZHs48dq64973]{Razorburn}

1GC 10/-

Rare

Potion, Unguent

@UUID[Compendium.wfrp4e-zoo.items.JtjpbW08z56rMgbe]{Seer Snake Liquor}

4GC 10/-

Rare

Potion, Unguent

@UUID[Compendium.wfrp4e-zoo.items.HLU5AeIvY2nWMWPU]{Stag's Ward}

3GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.ImIQCHVblxjytbEC]{Spite}

27GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.ZMc9Wi8DlOuXwjKT]{Tide Blood}

18GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.hEqjJzTDHx61ecuJ]{Treemeld}

3GC

Rare

Unguent

@UUID[Compendium.wfrp4e-zoo.items.F6GWmqRwZ5MrIhvE]{Troll Acid}

3GC

Rare

Potion

@UUID[Compendium.wfrp4e-zoo.items.awrDCYtLEexWfKJQ]{Veinpowder}

1GC

Rare

Potion, Unguent

@UUID[Compendium.wfrp4e-zoo.items.KZofEQK2Xd987wOI]{Witchbane}

36GC

Rare

Potion

Apothecary or Witch?

The apothecaries of the Old World have long suffered the indignity of having their craft associated with the vile practice of @UUID[Compendium.wfrp4e-core.journals.YBVrpUHEjohB1H4f.JournalEntryPage.SCijiCw628GLE2pT#the-lore-of-witchcraft]{witchcraft}. More than one unfortunate leech-seller has been run out of a village by the very people they were attempting to help.

In most civilised areas of the Empire this confusion is rare. However, those apothecaries who dabble in creating alchemical potions and unguents do so at their own risk, as the line between upstanding medical professional and witch becomes blurred indeed.

If an apothecary intends to make a habit of creating such concoctions, they would likely be better off becoming a licensed @UUID[Compendium.wfrp4e-wom.journals.4spGTAnh7qc2JDqY.JournalEntryPage.TL27HuBfhnnsHjpt]{Mundane Alchemist} (see Winds of Magic) and seeking the protection of the @UUID[Compendium.wfrp4e-wom.journals.AJ2FXVJf0l0tU8SS.JournalEntryPage.lkB9QGZdRGAfF908#colleges-of-magic-requirement]{Colleges of Magic} or Middenheim's @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.m0gDOo9sztuTymsb]{Guild of Wizards and Alchemists}.

" + }, + "Weapons and Armour": { + "name": "Weapons and Armour", + "text": "

From swords quenched in dragon blood to arrows fletched with Griffon feathers, the creatures of the Old World provide many useful ingredients to the creation of useful, magical weapons and ammunition. Some of these require the intervention of magic, while others merely require a skilled artisan with the appropriate Trade Skill to create.

Mundane Items

The rules for creating mundane items such as weapons and armour may be found in the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.BpwePtm5CHEfnexN]{Endeavours} rules. These items are rare enough that they are almost never available for sale, and their creation must be @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.Z1GbXJsphhaTINRA]{commissioned} by a suitably skilled artisan. This is, in fact, a good starting point for an adventure. In addition to the usual requirements, the more @UUID[.3H1gXsygbw2pcaJF#which-bits?]{exotic components} harvested from dangerous monsters will typically have to be acquired by the Characters themselves.

I am told by those who know a little of dwarf smithery, but not a lot, that it is strange to see a dwarf smith working with anything other than metal or, at a stretch, well dried oak. In fact this is balderdash — the practice of incorporating the useful parts of beasts into weaponry is an ancient practice, and a respectable one.

Ammunition

Arrows and bolts often integrate components from rare beasts to improve their performance. Beyond the obvious method of applying @UUID[.CPgpI1G5lA1aAEDP#poisons]{poison }derived from dangerous venoms to a weapon, other methods can also yield results.

Prices for Weapons and Ammunitions

Item

Cost

Type

Availability

Weapons

@UUID[Compendium.wfrp4e-zoo.items.fjZGmgy0yD9fryDE]{Eagle Shank}

8GC

Dagger

Rare

@UUID[Compendium.wfrp4e-zoo.items.04BwwzrvbpC7eI1r]{Fell Dagger}

8GC

Dagger

Exotic

@UUID[Compendium.wfrp4e-zoo.items.JwKnpSJl9wFaYAAy]{Antler Hilted Blade}

6GC

Hand Weapon

Rare

@UUID[Compendium.wfrp4e-zoo.items.rjnnErRspRV4B3vM]{Dragonblood Quench}

20GC/Enc

Special

Exotic

Ammunition

@UUID[Compendium.wfrp4e-zoo.items.WwCsXhGnecBwQoPd]{Griffon Fletching} (12)

1GC

Arrows/Bolts

Rare

@UUID[Compendium.wfrp4e-zoo.items.T0wtD86q6DSfkOQM]{Tregara Sap} (6)

4GC

Arrows/Bolts

Rare

@UUID[Compendium.wfrp4e-zoo.items.mHcRvoRkzkgUYTyO]{Shard Tips} (12)

3GC

Arrows/Bolts

Rare

" + }, + "Magical Items": { + "name": "Magical Items", + "text": "

Creating a magical item is not dissimilar to creating a mundane one, though different skills are required. The rules for creating magical weapons, armour, and other items are full explored in @UUID[Compendium.wfrp4e-archives2.journals.hCDofMZ5QV2Y7z6r]{Archives of the Empire II}, but a few example items are explored here, and the basic rules for creating new items can be found under @UUID[.PQNCR5A418weiWQS#wizards-work]{Wizard's Work} below.

The Difficulty of the Lore (Magick) Test may be lowered by seeking out particularly obscure and exotic ingredients — a Giant’s stomach bile, skin from a Razorgor, and so on. Once the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.RQLJYU3OyA0WUoPG]{Crafting Endeavour} is complete, you may proceed to the next step.

The creation of any magic item requires starting from the raw materials. It is not possible to permanently enchant an existing piece of armour or weapon, as the magic must be imbued into the item during the crafting process.

Wizard's Work

To create a magical item, a Character must have the Lore (Magick) Skill as well as the Arcane Lore Talent. This is not an effort to be undertaken lightly, as outside the armouries of powerful nations such as the Empire, magical items are rare indeed and possessing one is certain to draw unwelcome attention.

When using the @UUID[Compendium.wfrp4e-core.journals.gLDW6JBuoYuzCoya.JournalEntryPage.RQLJYU3OyA0WUoPG]{Crafting Endeavour}, creating a magical item typically requires 20 SL on the Extended Test. When crafting an item that requires using another Trade Skill, such as a magical blade requiring Trade (Smith), the Wizard in question must make both a Very Hard (–30) Lore (Magic) Test and an appropriate Trade Test with a Difficulty set by the @UUID[Compendium.wfrp4e-core.journals.sLomXnc8R8518cWN.JournalEntryPage.mSfQGLILlnIVr27i#availability]{rarity} being made. For example, Hand Weapons are Common and therefore would require an Average (+20) Trade Test.

It is acceptable for a Wizard and a suitable artisan to collaborate when creating an artefact, each focusing on their own specialty. However, in this case, both Characters must spend a Crafting Endeavour to work together. Once the Character has made both Tests, add the SL of only the lower result to the running total for the Extended Test.

Once you have achieved the required number of SL, the item is ready. While the typical SL required to create a magic item is 20, gathering the correct ingredients can make this somewhat easier. This is reflected in the SL provided alongside each item.

Weapons

The very concept of magical items is so wound up with weaponry that one might be forgiven in thinking that no other form of arcane object might exist. There are several magical weapons at large in the Empire, by far the most well known being Ghal Maraz, the Emperor's own Hammer inherited from Sigmar, and the Runefangs wielded by the Elector Counts. Though such grand weapons loom large, there are many lesser blades, hammers, and so on in the hands of nobles — and the occasional lucky vagabond — across the Empire.

  • @UUID[Compendium.wfrp4e-zoo.items.y1GYdeIVVwAabTZy]{Bonesmasher}

  • @UUID[Compendium.wfrp4e-zoo.items.SBil9xHmhd4Vo4Hq]{Silence}

  • @UUID[Compendium.wfrp4e-zoo.items.arLPvjUL9krf1WgY]{Wightseer}

Clothing and Armour

While magical armour is more popularly known, there are several examples of magical clothing that provides little protection beyond whatever magic has been woven into it.

  • @UUID[Compendium.wfrp4e-zoo.items.kxXT7prv2HTbOK8b]{Throttler's Gloves}

  • @UUID[Compendium.wfrp4e-zoo.items.DE0GFqc7na4xx65e]{Wulfshawl}

Unusual Items

While much ink is spilled on the matter of magical arms and armour, wizards have found use for all sorts of magical devices.

  • @UUID[Compendium.wfrp4e-zoo.items.pc2Oyo7Ak7GrwK6P]{The Last Toast}

  • @UUID[Compendium.wfrp4e-zoo.items.Aqr5wkTZ74YjXLZt]{The Thirsty Stone}

" + }, + "Afterword": { + "name": "Afterword", + "text": "
\n
\n

At the end of our time in Tilea, my surviving compatriots and I took a fast ship bound for Marienburg. The voyage was uneventful, but I doubt I would’ve noticed if it were otherwise, for I was lost in grief. When we reached the great trading port, Lynathryn announced it was time to return to Laurelorn Forest. I asked the Elf when we would next meet. They regarded me with those beautiful eyes for a very long time before answering. ‘I doubt we will, Theodosius Schreiber. I have seen the state of this world, and it is faltering. I return to report to my Queen and then await the end in the home I love.’ I tried for a lighthearted response, ‘Which end would that be?’

\n

The hunter’s smile was heartbreaking. ‘The last one.’

\n

I began writing what would be the final chapters of the book commissioned by the Imperial Zoo as we sailed up the Reik to Altdorf. They were slow going, as my heart was not truly in the work. The faculty at both the Zoo and Altdorf University were thrilled by our return and filled with questions about the journey and what we saw in Tilea. Only Warnicke commiserated with us over the loss of Kistiane.

\n

Two weeks after our return to Altdorf, I was awoken late at night by a persistent knocking. A blood-soaked Ghorshkov stood in the doorway of my flat. He claimed that he had gotten into a ‘little brawl’ and the time had come for him to take his leave. I set him to rummaging for some clothes that would fit and, failing that, maybe cutting one of my old cloaks to suit. As he took off his gore-spattered tunic, the light of my lantern afforded a clear view of his back. His old scars didn’t look like scars anymore. They resembled something else entirely.

\n

‘Where will you go?’ I asked quietly.

\n

‘North,’ he replied.

\n

‘Back to Ostermark then? Kislev?’

\n

‘North.’

\n

I looked to my desk, where my sheathed sword rested, and then to the mark on his back. Sigmar forgive me, but I could not do it. He finally found an old shirt that barely fit. ‘Theo, you are good fighter and even better friend. Should you see me on a battlefield in the future, you run, da?’

\n

He did not look at me as he left.

\n

I learned soon after that he had butchered six men during that ‘little brawl’.

\n

Jorunn had not fared so well during our journey, saying that her joints were greatly troubling her. She was so stiff at times that Erich had to rub some life into her limbs. Necessity has made him a deft hand at the healing arts over the years we’ve travelled together. She told me that she would finish my promised chapter, but thought it might be a few weeks. I told her to take her time. I’d decided to include it in a new work I was thinking about, a more practical volume than the highly scholarly tome expected by the Zoo, the University, and Herr Massenbach.

\n

I finished the commissioned book and turned it over. The professors who read the final draft were highly impressed, but greatly disturbed by some of the entries, especially the chapter on Skaven. Nevertheless, they committed to its publication. Over three thousand copies were printed on the Altdorf University Press. The day it was to be released, Warnicke called me to her office at the Zoo. She told me the entire print run had been impounded by agents of the Komission of the Imperial Archives accompanied by several Witch Hunters. Apparently, they had some questions for me. Warnicke told them she didn’t know where I resided.

\n
\n

As fate would have it, a message awaited me when I returned to my flat. Jorunn had sent a courier:

\n

‘It is finished. Come collect it.’

\n

Jorunn had rented a room above a small apothecary shop run by a colleague of hers. She did not answer her door, but I found it unlocked. Her neatly handwritten pages were bound and awaiting me on her desk, along with a small note.

\n

‘I keep my oaths. Do not mourn, Theo. I’ve found the cure at last.’

\n

Her body was on the bed. Spars of crimson-purple crystal thrust out of the joints of her hands, her legs, one eye. She was a skilled apothecary; I hope whatever she took was painless.

\n

Erich arrived not long after. I looked at his bandaged hands, cut to shreds by Jorunn’s crystallised, mutant blood, and wondered how long he had helped her keep her secret.

\n

‘Will you help me take her home?’ was all I asked.

\n

‘Of course,’ he replied, through tears.

\n

I write these words in the Grand Loremasters Hall of Karak Ziflin. The Dwarfs have been kind. They have given me time and space to finish this book. I have assembled Erich’s magnificent art, my rough travel journals, my notes, and the comments of my friends into the volume that now lies before you. Jorunn Gromsdottir’s final labor has been attached to this.

\n

I hope you find this work of value.

\n

There are many that would see truth crushed, but I believe the shadows grow overlong in the Old World, and we must fight against ignorance and deception. Erich has broken from his father and intends to take vows with the Shallyans. For my part, I will return to my family and resume the duties I abandoned.

\n

While I hope my choice will help me to do many things of greater value, it also has the useful effect of allowing me to publish this rough volume in a way that it cannot be suppressed. I know of a fearless publisher in Altdorf, and a noble is not so easily stopped as a penniless scribe.

\n

I am so very tired of lies.

\n

In Sigmar’s name, I will tolerate them no more.

\n
\n

Baron Tobias ‘Theo’ Ulster von Loningbruck

\n

 

\n
" + }, + "Expected Expeditions": { + "name": "Expected Expeditions", + "text": "

This book presents a selection of the Old World’s creatures through the writings of @UUID[Compendium.wfrp4e-zoo.actors.dgX0W4BqXfUIXTvK]{Theodosius Schreiber}, presenting these beasts as he and his comrades encountered them during their expeditions, sharing their views and collecting the stories told by troubled locals. Not everything Herr Schreiber recorded is strictly true, but it does reflect the legends and stories people tell of these creatures.

Hopefully, having read of these expeditions, you will find yourself inspired to undertake some travels of your own. Those seeking to brave the wilds of the Empire and beyond, though, should keep a few things in mind.

Patrons of Prominence

While there are many ways to drag an adventuring party together, a tried and true method is to find a patron who can make gainful use of a band of vagabonds and place the Characters in their employ. For a game focused on the beasts of the Old World, there are several obvious choices for this role.

The Imperial Zoo itself is a fine patron for any would be adventurers. It has ample reason to send people out to dangerous hinterlands in search of all sorts of beasts. It is in Altdorf, which has ever been a melting pot of people of all backgrounds, and so very diverse parties can be accommodated. Campaigns built around furnishing the Zoo with creatures to entertain the crowds also has the added wrinkle that these beasts must be brought back alive, which in general is far more difficult that simply slaying an unwanted monster.

Pit-fighting rings have a constant need for new beasts, though this is certainly less glamorous than furnishing a respected Institute of Zoology. In Tilea the practice is more respectable, especially if working for an institution such as the Grand Coliseum in Miragliano.

The Imperial Zoo

\"'La

The great @UUID[Compendium.wfrp4e-altdorf.journals.cDOlXEpTvnuaOJ0P.JournalEntryPage.ulseg2IAlTWy7m3s]{Imperial Zoological Garden of Altdorf} sits on Goellner Hill. It houses many strange and exotic plants and creatures from across the Old World and beyond. A high stone wall with sturdy wooden gates encloses and protects the gardens. A hastily scrawled notice nailed to the gate reads: ‘Wanted, gryphon and dragon eggs, highest prices paid.’ It is unclear whether this is a request from the management, or a very mischievous prank.

From the gate, a long walled corridor leads to the zookeeper’s cottage in the centre of the complex, which provides access to all the enclosures. There are Arabyan Zedoncs, Lustrian Tiguanas, Bretonnian Pegasi, Tilean Murs, Estalian Bordles, Baffins from across the Great Ocean, and even reptilian creatures from Lustria. Deathclaw, the Emperor’s famous battle mount, is sometimes displayed here. But the mighty Griffon inevitably gets restless for campaign, and eats the other exhibits. The Imperial Dragon is also housed here occasionally, but utterly resents the indignity.

Fresh Meat

When calculating how much a live beast is worth, you may use the figures provided in @UUID[.3H1gXsygbw2pcaJF]{Gory Riches} to create a rough estimate based on how much useful material the creature would provide if it were all harvested and preserved. For the additional difficult of returning the creature alive, you may multiply this final figure by 10 — perhaps more if a trip overseas was called for.

For example, using this method a @UUID[JournalEntry.nzqpU0jMdQaclZsJ.JournalEntryPage.14CMfXS88yCs2LBU]{Griffon}, being Rare (1 GC per Enc), Enormous (8 Enc of useful materials), and Hazardous (a 1 X multiplier), would be worth 80 Gold Crowns if returned alive to an interested buyer. This may seem low, especially given the price of a well-trained war horse, but bear in mind that Griffons must be raised from birth to have any chance of taming one. A wild Griffon will never be anything more than an interesting curiosity, which will happily rip your throat out should you come too close.

Of course, some beasts are worth far more alive than the sum of their parts, and these prices remain entirely up to the GM. The costs involved in capturing, storing, and transporting such creatures is very high, and payments must be split among all involved. Still, a game in which the Characters make a substantial amount of money by tracking and capturing dangerous animals is unlikely to be dull, at least not in the short term.

Wanted, Dead

If the idea of carting back dangerous beasts while keeping them fed and safely contained seems too arduous, there is always the option of bringing them back in pieces rather than peacefully. As seen earlier in this book, many dangerous beasts make for useful Alchemical ingredients, and a wealthy Apothecary could serve as an employer. Equally the @UUID[Compendium.wfrp4e-wom.journals.kLTWtoz5d7Yt2zAJ.JournalEntryPage.RmCQLDxu6VgCFRdI#the-gold-college]{Gold College}, which has formalised many Alchemical practices, has a constant need for new and unusual ingredients.

Local Heroes

Of course, Characters taking up the evergreen practice of slaying troublesome monsters for profit is always an option. Communities across the Empire are plagued by creatures from the deep woods. With official assistance sometimes far away or even insensate to the troubles of minor villages, these communities must often rely on the services of mercenaries and other sellswords. While such pursuits are often rewarding as a brief distraction for a larger adventure, they can make an interesting adventure on their own if the GM is inventive. Perhaps creatures are being pushed out of their usual habitats in the deep woods by an even greater danger? Perhaps a group of local Nobles have released the creatures into the area to hunt for sport, heedless to the trouble they will cause for locals? There are many opportunities to make such adventures more interesting than simple monster hunts.

Being Mindful of Maps

The @UUID[Scene.BtJGybCsqZrk34oM]{map of the Empire} is more than enough to plan interesting expeditions into the wilds of the Empire. If you are looking for more detail, information on the @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD]{Grand Province of the Reikland} can be found in the WFRP Core Rulebook and the WFRP Starter Set. @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P]{Middenheim} and it’s surrounds have been detailed in Middenheim: City of the White Wolf, and the Nordland city of @UUID[Compendium.wfrp4e-salzenmund.journals.b2odPrxVAmUf46Sz]{Salzenmund} is explored in the book of the same name. Future WFRP products will take adventurers even further afield.

Keeping Things Interesting

The single most useful thing to bear in mind when running any campaign is that keeping the  @UUID[Compendium.wfrp4e-core.journals.hPyHr1GfIrG5qSwj.JournalEntryPage.Zzy5fEbh0mrMxGjt#the-gms-principles]{focus on the Characters} will, as if by magic, keep things interesting. By building the game around the characters, their personal goals and struggles, the players are almost certain to have a good time. As grim and perilous as the Old World is, everyone wants their time in the spotlight, be it to grasp victory or perish tragically on the cusp of redemption.

Getting Started

To this end, you will find @UUID[.xuOIsWpPNEjt1phs]{pre-generated Character sheets} packed with secrets and intrigue, suitable for immediate play. Each depicts one of the members of the expeditions whose exploits you have been reading. They make an interesting addition to any party intent on searching the wilds for beasts to drag back to the Imperial Zoo.

" + }, + "Pre-Generated Characters": { + "name": "Pre-Generated Characters", + "text": "
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@UUID[Compendium.wfrp4e-zoo.actors.p89uC25ziF2SK1EL]{Erich Massenbach}

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@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.u9sso2ox8BNznmy4]{Artist}

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@UUID[Compendium.wfrp4e-zoo.actors.INiwie1HCo0KbFjc]{Jorunn Gromsdottir}

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@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.86gkaanqt19xYCRa]{Apothecary}

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@UUID[Compendium.wfrp4e-zoo.actors.mqqMwOqRpmFQDziF]{Lynathryn Nightsong}

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@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.T6c9MttfG0Fj4nDm]{Hunter}

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@UUID[Compendium.wfrp4e-zoo.actors.dgX0W4BqXfUIXTvK]{Theodosius Schreiber}

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@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

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@UUID[Compendium.wfrp4e-zoo.actors.jvfETtcXkzpeKC6F]{Vasya Ghorshkov}

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@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.EELJsJuoDVxiRu9e]{Pit Fighter}

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@UUID[Compendium.wfrp4e-zoo.actors.mc1hpzGzIb76S1Lb]{Kistiane Brockdorf}

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@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

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" + }, + "Creature Traits": { + "name": "Creature Traits", + "text": "

Grim Tidings

The Imperial Zoo introduces a new Creature Trait, called @UUID[Compendium.wfrp4e-zoo.items.R5CFQUaapfie8XAx]{Grim}. Creatures with Grim are particularly terrifying, competent monstrosities whose mere presence is enough banish any thoughts of gaining a battlefield advantage over such a beast.

Grim gives a creature a minimum amount of Advantage to use on each of its turns. This immediately makes the creature a very formidable threat, as it will gain a +10 bonus to most actions it takes for each level of the Grim Trait it enjoys, more or less permanently.

However, merely hitting harder and more frequently is not very entertaining. It is recommended that you use this Advantage to activate special abilities the creature may have, such as a Troll's Vomit or a Dragon's Breath attack. As it is difficult for lone creatures to generate much advantage while under constant attack from a band of adventurers, many of these iconic abilities would otherwise be rarely employed.

Creatures with Grim are extremely dangerous, and you may wish to use the trait carefully. In particular, if a creature has more levels of Grim that there are Characters in the encounter, consider removing or reducing this trait.

New Creature Trait: Grim

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[Unconcious], or @Condition[Entangled] Condition, it does not gain this Advantage.

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