diff --git a/compendium/To Do/wfrp4e-altdorf.actors.json b/compendium/To Do/wfrp4e-altdorf.actors.json deleted file mode 100644 index 6c6d4dc..0000000 --- a/compendium/To Do/wfrp4e-altdorf.actors.json +++ /dev/null @@ -1,12470 +0,0 @@ -{ - "label": "Actors (Altdorf: Crown of the Empire)", - "entries": { - "The Drakwald Gibberbeast": { - "name": "The Drakwald Gibberbeast", - "description": "

The Drakwald Gibberbeast has recently been acquired by the @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.ulseg2IAlTWy7m3s]{Imperial Zoo}. It truly is a creature of Chaos. Its strangely lithe body and many limbs are covered in hundreds of small mouths. These organs seem to constantly whisper, and occasionally shout, gibberish to each other. It has certainly been attracting large crowds, and many visitors to the zoo believe they are having genuine conversations with the creature.

In fact, the creature does not talk nonsense, but perspicacious insights into the lives of whoever is listening. The creature manages to sense the thoughts and feelings of anyone attuned to it. If one takes the time to concentrate on the gibbering, they can learn a thing or two about themselves. However, this is a creature of Chaos and, ultimately, only damnation and corruption can be got from listening to the sinister susurrus.

A Gibbering Wreck

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

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

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

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

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

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 Examples

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\n

Tiny

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\n

Butterfly, Mouse, Pigeon

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Little

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\n

Cat, Hawk, Human Baby

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Small

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Giant Rat, Halfling, Human Child

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Average

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Dwarf, Elf, Human

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Large

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Horse, Ogre, Troll

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Enormous

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Griffon, Wyvern, Manticore

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Monstrous

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Dragon, Giant, Greater Daemon

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\n
\n

 

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Using Size

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\n

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

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\n

 

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Size Combat Modifers

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If larger:

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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!

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\n\n

Fear and Terror

\n

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

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Moving in Combat

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

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Opposed Strength

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

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Stomp

\n

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

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

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Wounds

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Tiny

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1

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Little

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Toughness Bonus

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Small

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(2×Toughness Bonus) + Willpower Bonus

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Average

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

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Large

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

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Enormous

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

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Monstrous

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

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\n
", - "effects": { - "Size": { - "name": "Size" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Spellcaster": { - "name": "Spellcaster", - "description": "

The creature can cast spells; the specific Lore of Magic will be indicated 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)

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

You create an atmosphere conducive to friendliness and good spirits. All Fellowship Tests within the Area of Effect receive a bonus of +10, and Animosity and Hatred Psychologies have no effect.

\n\n Lore: Hedgecraft spells cannot be cast without ingredients, which are an integral part of their spellcasting process.

Fortunately, the ingredients they use are easily found on the fringes of settlements and are usually herbs or plants. You receive 1 + SL ingredients on a successful foraging roll, using Lore (Herbs), as described under Gathering Food and Herbs, or you can buy them for 5 brass pennies each.

", - "effects": { - "Goodwill": { - "name": "Goodwill" - } - } - }, - "Curse of Ill-Fortune": { - "name": "Curse of Ill-Fortune", - "description": "

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Curse of Ill–Fortune": { - "name": "Curse of Ill–Fortune" - } - } - }, - "The Evil Eye": { - "name": "The Evil Eye", - "description": "

You lock eyes with a single target, who must be looking at you. Perform an Opposed Intimidate/Cool Test, adding any SL from your casting roll to your result. Your opponent gains 1 @Condition[Fatigued] Condition per +2 SL by which you win. If you win by 6+ SL, your opponent gains the @Condition[Broken] Condition.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "The Evil Eye": { - "name": "The Evil Eye" - } - } - } - } - }, - "Frederich ‘Old’ Weirde": { - "name": "Frederich ‘Old’ Weirde", - "items": { - "Research Library": { - "name": "Research Library" - }, - "Correspondants in exotic locations": { - "name": "Correspondants in exotic locations" - }, - "Art (Writing)": { - "name": "Art (Writing)", - "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}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

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

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

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

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

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

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\n

The end is near, but you ne’er get to see it

" - }, - "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" - } - } - }, - "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" - } - } - }, - "Magnum Opus": { - "name": "Magnum Opus", - "description": "You are an undisputed master in your field, able to create work of such incredible complexity others can but sit back and marvel at your genius. Each time you take this Talent you may create a single, extraordinary work of art with one of your Art or Trade Skills. Tis work is unrivalled in your field, a unique piece that will always impress, giving bonuses as determined by the GM, most commonly to Fellowship Tests from those who have witnessed your astounding work. Selling the piece will net you at least ten times its normal value, and sometimes significantly more than this." - }, - "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.

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Talent Taken

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Number of soldiers influenced

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1

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As normal × 5

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2

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As normal × 10

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3

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 As normal × 20

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4

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 As normal × 50

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5

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 As normal × 100

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6

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 As normal × 200

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7

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 As normal × 500

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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." - }, - "Savant (Bestiaria, Warfare)": { - "name": "Savant (Bestiaria, Warfare)", - "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" - } - } - }, - "lg4nezgrgzwciptk": { - "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" - } - } - }, - "7lio9lp34mqxsqaj": { - "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" - } - } - }, - "uvpi1eh8du1zece7": { - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "Tower of Memories": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "hec7npnr43037kcd": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "j4udoxkc9dm05scr": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "2g3dos3rbloy28gl": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Writing Equipment and Study": { - "name": "Writing Equipment and Study" - }, - "Professor": { - "name": "Professor", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

" - } - } - }, - "Tyrkel von Hargenfels": { - "name": "Tyrkel von Hargenfels", - "items": { - "Monocle": { - "name": "Monocle" - }, - "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}" - }, - "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 (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 (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 (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}" - }, - "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}" - }, - "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" - } - } - }, - "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

 

\n

A distempered Spite, from the Isle of Wights, on a bag of Ranald’s Delight

" - }, - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Steam Powered Hydraulic Hook Prosthetic": { - "name": "Steam Powered Hydraulic Hook Prosthetic" - }, - "Boatswain": { - "name": "Boatswain", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XyM54Ue5w1WuCaBD]{Seaman}

" - } - } - }, - "Gustav Zasle": { - "name": "Gustav Zasle", - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Pick Lock": { - "name": "Pick Lock", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.XexqYWmxO5dy2us3 caption=false]{Pick Lock}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Secret Signs (Thief)": { - "name": "Secret Signs (Thief)", - "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}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Tailor)": { - "name": "Trade (Tailor)", - "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" - } - } - }, - "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" - } - } - }, - "Catfall": { - "name": "Catfall", - "description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage.", - "effects": { - "Catfall": { - "name": "Catfall" - } - } - }, - "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

 

\n

The crooked child shall return

" - }, - "Etiquette (Criminals, Guilder)": { - "name": "Etiquette (Criminals, 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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "Step Aside": { - "name": "Step Aside", - "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", - "effects": { - "Step Aside": { - "name": "Step Aside" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Crowbar": { - "name": "Crowbar" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "xWx0Hy5OnTPdgJtP": { - "name": "Crowbar" - }, - "Fine Clothing": { - "name": "Fine Clothing" - }, - "Tailors Guild Licence": { - "name": "Tailors Guild Licence", - "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 (Tailor, Thief)": { - "name": "Trade Tools (Tailor, 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\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. 

" - }, - "Exquisitely Made Sack": { - "name": "Exquisitely Made Sack", - "description": "

Requires 1 hand to carry.

" - }, - "Apprentice and Workshop": { - "name": "Apprentice and Workshop", - "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. 

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

" - } - } - }, - "Zofia Miska": { - "name": "Zofia Miska", - "items": { - "Channelling (Hysh)": { - "name": "Channelling (Hysh)", - "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}" - }, - "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}" - }, - "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}" - }, - "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 (Light)": { - "name": "Arcane Magic (Light)", - "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.

" - }, - "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" - } - } - }, - "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

 

\n

The first fire you set liberate you, the second fire enthrone you, the third fire consume you

" - }, - "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" - } - } - }, - "9xfx2kj8ct6voy74": { - "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" - } - } - }, - "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" - } - } - }, - "y2g1xbc79kwxwj40": { - "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" - } - } - }, - "th38kzc8ekfyu1wr": { - "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" - } - } - }, - "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 - } - } - } - }, - "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’.

" - }, - "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." - }, - "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" - } - } - }, - "7wyjkkxt51pkud7m": { - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - }, - "cUhms3e2HpSYj2Ro": { - "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" - } - } - }, - "Wizardly Robes": { - "name": "Wizardly Robes" - }, - "Ingredient Pouch": { - "name": "Ingredient Pouch" - }, - "Book, Magic": { - "name": "Book, Magic", - "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.

" - }, - "Master Wizard": { - "name": "Master Wizard", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

" - }, - "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" - } - } - }, - "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

" - }, - "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" - } - } - }, - "Aethyric Armour (Light)": { - "name": "Aethyric Armour (Light)", - "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Aethyric Armour (Light)": { - "name": "Aethyric Armour (Light)" - } - } - }, - "Aethyric Arms (Light)": { - "name": "Aethyric Arms (Light)", - "description": "

You create a melee weapon with a Damage equal to your Willpower Bonus. This may take any form, and so use any Melee Skill you may possess. The weapon counts as Magical.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Aethyric Arms (Light)": { - "name": "Aethyric Arms (Light)" - } - } - }, - "Banishment": { - "name": "Banishment", - "description": "

You send a cleansing halo of Hysh out from hands, affecting all creatures within the Area of Effect whose Toughness is lower than your Willpower. Targets with the Undead and Daemonic Creature Traits gain the Unstable Creature Trait. If they already have the Unstable Trait, they are reduced to 0 Wounds.

Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Banishment": { - "name": "Banishment" - } - } - }, - "Blast (Light)": { - "name": "Blast (Light)", - "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: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

" - }, - "Blinding Light": { - "name": "Blinding Light", - "description": "

You emit a bright, blinding flash of light from your hand or staff. Everyone looking at you, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Blinding Light": { - "name": "Blinding Light" - } - } - }, - "Bolt (Light)": { - "name": "Bolt (Light)", - "description": "

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

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

" - }, - "Clarity of Thought": { - "name": "Clarity of Thought", - "description": "

You calm your target’s mind, allowing them to think clearly. All negative modifiers on their thinking processes — from Conditions, Mental Mutations, Psychologies, or any other source — are ignored while the spell is in effect.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

" - }, - "Net of Amyntok": { - "name": "Net of Amyntok", - "description": "

You cast a delicate net woven from strands of Hysh over your targets, whose minds are overcome with conundrums and puzzles, leaving them paralyzed with indecision. Targets gain +1 @Condition[Stunned] Condition, which they cannot lose while the spell is in effect. When recovering from the Condition, targets test their Intelligence instead of the Endurance Skill. Targets with the Bestial Creature Trait are immune to this spell.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Net of Amyntok": { - "name": "Net of Amyntok" - } - } - }, - "Phâ’s Protection": { - "name": "Phâ’s Protection", - "description": "

You summon a protective aura of pure, holy light. Profane creatures — those with the @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} or @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} Creature Trait, those with mutations, and those with more Corruption than their Willpower Bonus and Toughness Bonus combined — cannot enter the Area of Effect. Any already within the Area gain the @Condition[Broken] Condition until they leave. Creatures within the Area cannot gain any Corruption points while the spell is active.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Phâ’s Protection": { - "name": "Phâ’s Protection" - } - } - }, - "Speed of Thought": { - "name": "Speed of Thought", - "description": "

A lattice of Hysh overlays your mind, allowing you to think rapidly. Gain a bonus of +20 to Intelligence and Initiative.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Speed of Thought": { - "name": "Speed of Thought", - "changes": { - "system.characteristics.int.modifier": 20, - "system.characteristics.i.modifier": 20 - } - } - } - } - } - }, - "Lunn Yorrisson": { - "name": "Lunn Yorrisson", - "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}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.rf7gtZko4KJvjFaE caption=false]{Navigation}" - }, - "Ranged (Engineering)": { - "name": "Ranged (Engineering)", - "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" - } - } - }, - "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" - } - } - }, - "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." - }, - "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." - }, - "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" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Climb": { - "name": "Climb", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.yOONKSIBrg4FOl20 caption=false]{Climb}" - }, - "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." - }, - "Repeater Pistol": { - "name": "Repeater Pistol" - }, - "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 (Engineer)": { - "name": "Trade Tools (Engineer)", - "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. 

" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Armour (Body, Arms)": { - "name": "Armour (Body, Arms)", - "description": "

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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.hVKMI3xwuUpO3P6c]{Engineer}

" - }, - "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" - } - } - } - } - }, - "Harpal Chard": { - "name": "Harpal Chard", - "items": { - "At Least one Item of Cooked Food": { - "name": "At Least one Item of Cooked Food" - }, - "Art (Writing)": { - "name": "Art (Writing)", - "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}" - }, - "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 (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}" - }, - "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 (Mootish)": { - "name": "Language (Mootish)", - "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 (Politics)": { - "name": "Lore (Politics)", - "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 (Printing)": { - "name": "Trade (Printing)", - "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.

" - }, - "Argumentative": { - "name": "Argumentative", - "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", - "effects": { - "Argumentative": { - "name": "Argumentative" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Impassioned Zeal": { - "name": "Impassioned Zeal", - "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", - "effects": { - "Impassioned Zeal": { - "name": "Impassioned Zeal" - } - } - }, - "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
" - }, - "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)" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "Fine Clothing": { - "name": "Fine Clothing" - }, - "Sturdy Boots": { - "name": "Sturdy Boots" - }, - "Intimidating Looking Sword (but no idea how to use it)": { - "name": "Intimidating Looking Sword (but no idea how to use it)" - }, - "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." - }, - "Demagogue": { - "name": "Demagogue", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.XHYgf5oEwIeCEVNM]{Townsman}

" - }, - "Master Orator": { - "name": "Master Orator", - "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", - "effects": { - "Master Orator": { - "name": "Master Orator" - } - } - } - } - }, - "The Cat": { - "name": "The Cat", - "items": { - "Maps of the City": { - "name": "Maps of the City", - "description": "

Shows secret passages and poorly guarded homes

" - }, - "Calling Cards showing the silhouette of a cat.": { - "name": "Calling Cards showing the silhouette of a cat." - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Perception": { - "name": "Perception", - "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "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" - } - } - }, - "Catfall": { - "name": "Catfall", - "description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage.", - "effects": { - "Catfall": { - "name": "Catfall" - } - } - }, - "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.

Too many people cower to criminals when all it takes is a hard slap

" - }, - "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!" - } - } - }, - "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.

" - }, - "j3srxffrpye9k83a": { - "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.

" - }, - "eq450ok98gt2fjz8": { - "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" - } - } - }, - "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 - } - } - } - }, - "Scale Sheer Surface": { - "name": "Scale Sheer Surface", - "description": "You are an exceptional climber. You can attempt to climb even seemingly impossible surfaces such as sheer fortifications, ice shelves, plastered walls, and similar, and you ignore any penalties to Climb Tests derived from the difficulty of the surface climbed.", - "effects": { - "Scale Sheer Surface": { - "name": "Scale Sheer Surface" - } - } - }, - "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" - } - } - }, - "Step Aside": { - "name": "Step Aside", - "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", - "effects": { - "Step Aside": { - "name": "Step Aside" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Preternaturally Fine Burglar": { - "name": "Preternaturally Fine Burglar", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mBtIPoWNpXwAS5Yl]{Thief}

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

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

An assortment of small, variously-shaped tools needed to use the Pick Lock Skill without penalty. 

" - }, - "Keys to dozens of houses": { - "name": "Keys to dozens of houses" - }, - "Valuables / Jewellry": { - "name": "Valuables / 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

" - } - } - }, - "Rosanna Ophuls": { - "name": "Rosanna Ophuls", - "items": { - "Notebook Full of Visions": { - "name": "Notebook Full of Visions" - }, - "Increasingly Desperate Outlook on Life.": { - "name": "Increasingly Desperate Outlook on Life." - }, - "2d10 Silver Shilling": { - "name": "2d10 Silver Shilling" - }, - "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}" - }, - "Entertain (Prophecy)": { - "name": "Entertain (Prophecy)", - "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}" - }, - "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 (Reikland)": { - "name": "Lore (Reikland)", - "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}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.bGqmHCju8VZ8q2Pv caption=false]{Sleight of Hand}" - }, - "Acute Sense (Hearing, Sight, Smell, Touch)": { - "name": "Acute Sense (Hearing, Sight, Smell, 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" - } - } - }, - "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.

Expecting a warning? Wait. What is this?

" - }, - "Fearless (Nobles)": { - "name": "Fearless (Nobles)", - "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" - } - } - }, - "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.

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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" - } - } - }, - "Entertain (Fortune Telling)": { - "name": "Entertain (Fortune Telling)", - "description": "

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

@Embed[Compendium.wfrp4e-altdorf.journals.6TQJhPM0O7GgIPw9.JournalEntryPage.bQrbH68VAfG7oFyn caption=false]{Psychometry}

" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Writing Equipment": { - "name": "Writing Equipment" - }, - "Master Investigator": { - "name": "Master Investigator", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}

" - } - } - }, - "Lothar von Liebnitz": { - "name": "Lothar von Liebnitz", - "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}" - }, - "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}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "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 (Fencing)": { - "name": "Melee (Fencing)", - "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 (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" - } - } - }, - "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, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", - "effects": { - "Beat Blade": { - "name": "Beat Blade" - } - } - }, - "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" - } - } - }, - "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. If you win, your opponent can gain no Advantage until the end of the next Round.

", - "effects": { - "Distract": { - "name": "Distract" - } - } - }, - "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

 

\n

Bad reaction to a bee sting

" - }, - "Etiquette (Military)": { - "name": "Etiquette (Military)", - "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 Shot": { - "name": "Fast Shot", - "description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time", - "effects": { - "Fast Shot": { - "name": "Fast Shot" - } - } - }, - "Feint": { - "name": "Feint", - "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", - "effects": { - "Feint": { - "name": "Feint" - } - } - }, - "Step Aside": { - "name": "Step Aside", - "description": "You are skilled at being where enemy weapons are not. If you use Dodge to defend against an incoming attack and win the Opposed Test, you may move up to 2 yards as you dive away, and no longer count as Engaged. None of your opponents will gain a Free Attack when you do this.", - "effects": { - "Step Aside": { - "name": "Step Aside" - } - } - }, - "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 - } - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Sword": { - "name": "Sword" - }, - "Pistol": { - "name": "Pistol" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Mail Coif": { - "name": "Mail Coif", - "effects": { - "Mail Coif": { - "name": "Mail Coif" - } - } - }, - "Mail Chausses": { - "name": "Mail Chausses" - }, - "Plate Bracers": { - "name": "Plate Bracers" - }, - "Plate Breastplate": { - "name": "Plate Breastplate" - }, - "Plate Helm": { - "name": "Plate Helm", - "effects": { - "Plate Helm": { - "name": "Plate Helm" - } - } - }, - "Plate Leggings": { - "name": "Plate Leggings", - "effects": { - "Plate Leggings": { - "name": "Plate Leggings" - } - } - }, - "Sergeant": { - "name": "Sergeant", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}

" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Honoria Kohle": { - "name": "Honoria Kohle", - "items": { - "Treats for the Little Ones": { - "name": "Treats for the Little Ones" - }, - "Network of Informants": { - "name": "Network of Informants" - }, - "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}" - }, - "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 (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 (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}" - }, - "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}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "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}" - }, - "Arcane Magic (Witchcraft)": { - "name": "Arcane Magic (Witchcraft)", - "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.

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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

 

\n

Beware the Grey and the White

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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’.

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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 - } - } - } - }, - "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.

" - }, - "Witch!": { - "name": "Witch!", - "description": "You have learned magic through trial and error. Add Language (Magick) to any Career you enter; if it is already in your Career, you may purchase the Skill for 5 XP fewer per Advance. Further, you may spend 1 Resilience point to immediately cast any spell as if it were one of your Arcane Lore spells; you also instantly memorise that spell as one of your Arcane Lore spells for 0 XP. You can do this a number of times equal to your level in this Talent." - }, - "Crossbow": { - "name": "Crossbow" - }, - "Dagger": { - "name": "Dagger" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Cloak with many hidden pockets stuffed with straw and droppings": { - "name": "Cloak with many hidden pockets stuffed with straw and droppings", - "description": "

Protects wearer against the elements. 

" - }, - "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" - } - } - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Crime Lord": { - "name": "Crime Lord", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}

" - }, - "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

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

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" - }, - "Produce Small Animal": { - "name": "Produce Small Animal", - "description": "

You reach into a bag, pocket, or hat, or under a rock, bush or burrow, producing a small animal of a type you would expect to find in the vicinity, such as a rabbit, dove, or rat. If there are no appropriate local animals, the spell does nothing. The temperament of the animal is not guaranteed.

\n\n Lore: None

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

You may target either a well, a field, or a domestic animal. If you successfully cast the spell, the target suffers from a blight:

\n

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" - }, - "Creeping Menace": { - "name": "Creeping Menace", - "description": "

You summon a swarm of creeping, slithering creatures to harass your foes. Each target affected is immediately engaged by a swarm of Giant Rats, Giant Spiders, or Snakes. Use the standard profiles for the relevant creature type, adding the Swarm Trait. For your Action you may make a Challenging (+0) Charm Animal Test to direct 1 or more swarms to attack a different target. When the spell ends, any remaining swarms disappear into the shadows.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" - }, - "Curse of Ill-Fortune": { - "name": "Curse of Ill-Fortune", - "description": "

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Curse of Ill–Fortune": { - "name": "Curse of Ill–Fortune" - } - } - } - } - }, - "Freya Husslhaus": { - "name": "Freya Husslhaus", - "items": { - "Robes and Vestments": { - "name": "Robes and Vestments" - }, - "Assorted Holy books": { - "name": "Assorted Holy books" - }, - "Cursed Amulet": { - "name": "Cursed Amulet" - }, - "Art (Writing)": { - "name": "Art (Writing)", - "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}" - }, - "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 (Speeches)": { - "name": "Entertain (Speeches)", - "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}" - }, - "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}" - }, - "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 (Reikland)": { - "name": "Lore (Reikland)", - "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}" - }, - "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}" - }, - "Bless (Sigmar)": { - "name": "Bless (Sigmar)", - "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" - } - } - }, - "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.

A righteous spear pierce your stinking guts

" - }, - "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" - } - } - }, - "Impassioned Zeal": { - "name": "Impassioned Zeal", - "description": "

When you talk about your cause, case, or religion, your words fill with passion and fervent zeal. You may double your Fellowship for the purposes of determining the number of people influenced by your Public Speaking when talking about your cause.

", - "effects": { - "Impassioned Zeal": { - "name": "Impassioned Zeal" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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 - } - } - } - }, - "Priest": { - "name": "Priest", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h1l9jvaIxsb92wtM]{Priest}

" - } - } - }, - "Kazran Dernsson": { - "name": "Kazran Dernsson", - "items": { - "Assorted Firearms": { - "name": "Assorted Firearms" - }, - "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}" - }, - "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 (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}" - }, - "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}" - }, - "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}" - }, - "Ranged (Engineering)": { - "name": "Ranged (Engineering)", - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Sniper": { - "name": "Sniper", - "description": "

Distance is of no import to your shooting skills, and you are just as adept at picking off far-away targets as those nearby. You suffer no penalties for shooting at Long range, and half the penalties for Extreme range.

", - "effects": { - "Sniper": { - "name": "Sniper" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Climb": { - "name": "Climb", - "description": "

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

Dwarfs often despair at what passes for gun smithing among the humans, whose weapons are often as dangerous to the bearer as their target. Dwarf blackpowder weapons are finely made and carefully reinforced, making them less prone to misfire and imbuing their projectiles with additional punch.

" - }, - "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 (Type)": { - "name": "Trade Tools (Type)", - "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. 

" - }, - "Bullet and Powder": { - "name": "Bullet and Powder" - }, - "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" - } - } - } - } - }, - "Warlock Bombardier Skrreth Ffley": { - "name": "Warlock Bombardier Skrreth Ffley", - "description": "

Skrreth Ffley has studied under several of Clan Skryre’s greatest scientific minds, including the prodigious Ikit Claw. He has been lucky enough to survive the experience. Now a Warlock of some repute in his own right, Ffley has come to @UUID[JournalEntry.9rXqKcYONsabeU3L.JournalEntryPage.7Lh8R0fTLtZYOyr5]{Under-Altdorf} in order to indulge his fascination with rocket science.

He despatches numerous spies to steal secrets from the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial College of Engineers}, take notes of lectures held at the @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.OiAVm63T9JEFsVfR]{Altdorf University}, and copy the @UUID[JournalEntry.EmhvOkkzAir6pzCB.JournalEntryPage.FzK4zSPgzpcfPelt]{Guild of the Mundane Alchemists’} recipes for flammable or explosive compounds.

Of course, Ffley’s primary ambition is to procure a working example of a Helstorm rocket battery from the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial School of Engineers}. He has plans for a much improved version of this weapon, festooned with bigger, louder rockets stuffed full of Warpstone.

", - "items": { - "3 Poison Wind Globes": { - "name": "3 Poison Wind Globes" - }, - "Warpmusket and 12 bullets": { - "name": "Warpmusket and 12 bullets" - }, - "Lore (Engineer)": { - "name": "Lore (Engineer)", - "description": "

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

Distance is of no import to your shooting skills, and you are just as adept at picking off far-away targets as those nearby. You suffer no penalties for shooting at Long range, and half the penalties for Extreme range.

", - "effects": { - "Sniper": { - "name": "Sniper" - } - } - }, - "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.

" - }, - "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" - }, - "Sword": { - "name": "Sword" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Mail Coif": { - "name": "Mail Coif", - "effects": { - "Mail Coif": { - "name": "Mail Coif" - } - } - }, - "Mail Chausses": { - "name": "Mail Chausses" - }, - "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}" - }, - "Ranged (Warpmusket)": { - "name": "Ranged (Warpmusket)", - "description": "

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

" - } - } - }, - "Luciana von Eckstein": { - "name": "Luciana von Eckstein", - "items": { - "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}" - }, - "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 (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 (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}" - }, - "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 (Lute)": { - "name": "Play (Lute)", - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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.

\n

 

\n

Lurid blossoms of your blood become rotten; your desire to discover why ends everything

" - }, - "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" - } - } - }, - "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.

" - }, - "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" - } - } - }, - "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." - }, - "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 - } - } - } - }, - "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. 

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" - } - } - }, - "Maren Mauer": { - "name": "Maren Mauer", - "items": { - "Various Charms and Amulets": { - "name": "Various Charms and Amulets" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Intuition": { - "name": "Intuition", - "description": "

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

 

\n

The third time upon the seventh bridge, stumble thou and never rise

" - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Knuckledusters": { - "name": "Knuckledusters" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "Cool": { - "name": "Cool", - "description": "

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

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

An assortment of small, variously-shaped tools needed to use the Pick Lock Skill without penalty. 

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.FdlybSv02jjXG1qW]{Pedlar}

" - } - } - }, - "Helena Bastiat-Hatzburg": { - "name": "Helena Bastiat-Hatzburg", - "items": { - "Notebook of Plans, Schemes, and Dirty Secrets": { - "name": "Notebook of Plans, Schemes, and Dirty Secrets" - }, - "2d10 Silver Shilling": { - "name": "2d10 Silver Shilling" - }, - "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}" - }, - "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 (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 (Reikland)": { - "name": "Lore (Reikland)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.F0RPpWALOBy2zdyc caption=false]{Lore}" - }, - "Argumentative": { - "name": "Argumentative", - "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", - "effects": { - "Argumentative": { - "name": "Argumentative" - } - } - }, - "s8mzk1tab5cs9dzx": { - "name": "Argumentative", - "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL", - "effects": { - "Argumentative": { - "name": "Argumentative" - } - } - }, - "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" - } - } - }, - "zctxbiqv09ff6q7s": { - "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" - } - } - }, - "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" - } - } - }, - "uwb7nu7w23bpk1yu": { - "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" - } - } - }, - "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.

\n

 

\n

Four walls, the sound of shallow breathing, you cannot get out

" - }, - "Etiquette (Entertainers, Nobility)": { - "name": "Etiquette (Entertainers, 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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Supportive": { - "name": "Supportive", - "description": "

You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.

", - "effects": { - "Supportive": { - "name": "Supportive" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Advisor": { - "name": "Advisor", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.pwth0cd20Vdp0B9G]{Advisor}

" - } - } - }, - "Chylis Lightbringer": { - "name": "Chylis Lightbringer", - "items": { - "Every Petty, Arcane Spell, plus all those from the Lore of Fire, Heavens, and Life": { - "name": "Every Petty, Arcane Spell, plus all those from the Lore of Fire, Heavens, and Life" - }, - "Animal Care": { - "name": "Animal Care", - "description": "

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

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

" - }, - "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 (Fire, Heavens, Life)": { - "name": "Arcane Magic (Fire, Heavens, Life)", - "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.

" - }, - "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" - } - } - }, - "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" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.38Ux3mEWYuQ4heIT caption=false]{Consume Alcohol}" - }, - "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}" - }, - "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}" - }, - "Sapherian Robes": { - "name": "Sapherian Robes" - }, - "Grimoires of the Three Lores she Favours": { - "name": "Grimoires of the Three Lores she Favours", - "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.

" - }, - "Locket from a Long Dead Lover": { - "name": "Locket from a Long Dead Lover" - }, - "Master Wizard": { - "name": "Master Wizard", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

" - } - } - }, - "Deanne L’isanore": { - "name": "Deanne L’isanore", - "items": { - "Various Letters from family in Brettonia": { - "name": "Various Letters from family in Brettonia" - }, - "Small Silver Grail Amulet": { - "name": "Small Silver Grail Amulet" - }, - "Art (Calligraphy)": { - "name": "Art (Calligraphy)", - "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}" - }, - "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 (Singing)": { - "name": "Entertain (Singing)", - "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}" - }, - "Heal": { - "name": "Heal", - "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "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}" - }, - "Trade (Vintner)": { - "name": "Trade (Vintner)", - "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.

\n

 

\n

The shards of a shattered heart cannot be relocated

" - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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
" - }, - "Book (From Bellows to Bows, Opera down the Ages)": { - "name": "Book (From Bellows to Bows, Opera down the Ages)", - "description": "

Plays, poems, and ballads or perhaps musical arrangements scribbled on loose parchment, Art books come in many forms. They also include treatises on perspective, form, and style, often written by famous painters or sculptors — such as Leonardo da Miragliano — for mass printing 

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}

" - } - } - }, - "Genarro Gastoli": { - "name": "Genarro Gastoli", - "items": { - "Rough Drawings of Skaven": { - "name": "Rough Drawings of Skaven" - }, - "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}" - }, - "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}" - }, - "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 (Polearm)": { - "name": "Melee (Polearm)", - "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}" - }, - "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}" - }, - "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

 

\n

The Dwarf plays rough to prove his height

" - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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 - } - } - } - }, - "Spear": { - "name": "Spear" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Plate Breastplate": { - "name": "Plate Breastplate" - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Uniform": { - "name": "Uniform" - }, - "Sword": { - "name": "Sword" - }, - "Crossbow": { - "name": "Crossbow" - }, - "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}" - }, - "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}" - }, - "Soldier": { - "name": "Soldier", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}

" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Willi Pick": { - "name": "Willi Pick", - "items": { - "Loyalty of the Hooks": { - "name": "Loyalty of the Hooks" - }, - "Porter Cap": { - "name": "Porter Cap" - }, - "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}" - }, - "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}" - }, - "Lore (Taxes)": { - "name": "Lore (Taxes)", - "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}" - }, - "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 (Urban)": { - "name": "Stealth (Urban)", - "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}" - }, - "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" - } - } - }, - "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": "

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

 

\n

Whither runs the line, sharp silver shine, a stitch save thine

" - }, - "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, Guilders, Watchmen)": { - "name": "Etiquette (Criminals, Guilders, Watchmen)", - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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 - } - } - } - }, - "Leather Jerkin": { - "name": "Leather Jerkin" - }, - "Pipe and Tobacco": { - "name": "Pipe and Tobacco" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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" - } - } - }, - "Docker's Hook": { - "name": "Docker's Hook" - }, - "Leather Gloves": { - "name": "Leather Gloves" - }, - "Dock Master": { - "name": "Dock Master", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.KslqDlYmY4trmf6S]{Stevedore}

" - } - } - }, - "Hattie Adler": { - "name": "Hattie Adler", - "description": "

A chilling @UUID[Compendium.wfrp4e-altdorf.actors.s3msggqqNkxGFp29]{Reikerbahn} tale concerns Hattie Adler, a washerwoman who was known for her passion for feeding the gulls and pigeons that perch all around the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.kAWTEqX2j46UTTbs]{Old Docks}. It is said that one cold winter night, she took a wrong turn and lost her way among the nooks and crannies, stumbling to her death in the freezing Reik. Ever since that day, she’s haunted the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.kAWTEqX2j46UTTbs]{Old Docks}. Sailors and dockworkers claim to have seen her lonely shade perch on top of ships’ masts, yearning for the warmth of the living.

\n

There is some truth to the story, but Hattie Adler didn’t freeze to death. She was touched by Chaos. At first, patches of her hair turned into soft feathery down. That fateful winter night, she realised that she could no longer keep her transformation secret. And so she hid among the familiar dock constructions, away from the prying eyes of the Witch Hunters. To survive, she feasted on her beloved gulls and pigeons — and that broke her mind. In time, she sprouted wings and claws, and began to roam the night looking for food. She is no longer quite Human, but atavistic comforts remain, such as wrapping pewter cutlery about her fingers and keeping her old hat in place. She is very cautious and feeds mainly on rats and fish, but she’s not averse to human prey if the opportunity arises.

", - "items": { - "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

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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.

" - }, - "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" - }, - "Claws": { - "name": "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)

" - }, - "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" - } - } - }, - "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" - } - } - }, - "Shaky Morale": { - "name": "Shaky Morale", - "effects": { - "Shaky Morale": { - "name": "Shaky Morale" - } - } - }, - "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}" - } - } - }, - "The Stirland Abomination": { - "name": "The Stirland Abomination", - "description": "

The Stirland Abomination is a great woolly beast with three wicked horns protruding from its head. It is new to the @UUID[JournalEntry.cDOlXEpTvnuaOJ0P.JournalEntryPage.ulseg2IAlTWy7m3s]{zoo}, and was initially a popular attraction. For the first few months it was here, it rampaged manically about its enclosure, repeatedly head-butting the stone walls and iron bars. So ferocious was its rage, it broke off one of its own horns. Now, however, it just stands there glumly staring into space, as if acknowledging its inescapable captivity. This is, of course, not so entertaining for the paying customer.

The creature is closely related to the smaller Rhinox, and was used as a beast of burden on a recent incursion across the Worlds Edge Mountains by a raiding Ogre band. It somehow became detached from the war party and fell captive to local Stirlanders, eventually finding its way to Altdorf. Despite its seeming placid state, if the creature ever gets a chance of escape, it violently seizes the opportunity.

A Caustic Companion

", - "items": { - "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

" - }, - "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.

" - }, - "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\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)

" - }, - "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).

" - } - } - }, - "Kurt Helborg": { - "name": "Kurt Helborg", - "items": { - "The Laurels of Victory": { - "name": "The Laurels of Victory", - "description": "

Kurt Helborg is one of the most celebrated heroes of the Empire, and he wears laurels enchanted by wizards of the Grey Order. The Magic within the laurels magnifies Kurt’s stature in the eyes of those who would seek to do him harm, so that few can muster the courage to stand before his wrath. From the second round of combat onwards, the wearer of the Laurels of Victory causes Fear (2).

", - "effects": { - "The Laurels of Victory": { - "name": "The Laurels of Victory" - } - } - }, - "Fear": { - "name": "Fear" - }, - "The Solland Runefang": { - "name": "The Solland Runefang", - "description": "

The province of Solland never recovered from the destruction wrought by the armies of Warboss Gorbad Ironclaw, and its lands have long since been absorbed by the neighbouring province of Wissenland. Thus, when the Solland Runefang, previously lost in battle, was recovered and returned to the Empire, there was no longer an Elector Count of Solland to wield it. Instead, it was deemed that the Emperor would take ownership of the magical blade. It soon became tradition for the Emperor to entrust the Runefang to the care of a great hero. That honour currently sits with the Reiksmarshal.

\n

The Solland Runefang is a sword with the Unbreakable Weapon Quality and Fine (3) Item Quality. It is a magical weapon, so can hurt creatures immune to non-magical attacks.

\n

The sword bears the Master Rune of Alaric the Mad. Do not subtract Toughness Bonus or Armour Points (including magical armour and the Armour Creature Trait) from Damage inflicted by the Solland Runefang. The Ward Creature Trait applies normally.

", - "effects": { - "Master Rune of Alaric the Mad": { - "name": "Master Rune of Alaric the Mad" - } - } - }, - "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}" - }, - "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}" - }, - "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)": { - "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 (Heraldry)": { - "name": "Lore (Heraldry)", - "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 (Cavalry)": { - "name": "Melee (Cavalry)", - "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}" - }, - "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}" - }, - "Trade (Farrier)": { - "name": "Trade (Farrier)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "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, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", - "effects": { - "Beat Blade": { - "name": "Beat Blade" - } - } - }, - "o92vs4j40r9cnql5": { - "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, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", - "effects": { - "Beat Blade": { - "name": "Beat Blade" - } - } - }, - "Careful Strike": { - "name": "Careful Strike", - "description": "

You are skilled at hitting your enemy exactly where you want to, either at range or in melee. You may modify your Hit Location result by up to +/–10 per time you have this Talent. So, if you had this Talent twice and hit location 34, the Right Arm, you could modify this down to 14, the Left Arm, or up to 54, the Body.

", - "effects": { - "Careful Strike": { - "name": "Careful Strike" - } - } - }, - "i5ul4q5ibujio8v9": { - "name": "Careful Strike", - "description": "

You are skilled at hitting your enemy exactly where you want to, either at range or in melee. You may modify your Hit Location result by up to +/–10 per time you have this Talent. So, if you had this Talent twice and hit location 34, the Right Arm, you could modify this down to 14, the Left Arm, or up to 54, the Body.

", - "effects": { - "Careful Strike": { - "name": "Careful Strike" - } - } - }, - "swkozsonbc7a0rrp": { - "name": "Careful Strike", - "description": "

You are skilled at hitting your enemy exactly where you want to, either at range or in melee. You may modify your Hit Location result by up to +/–10 per time you have this Talent. So, if you had this Talent twice and hit location 34, the Right Arm, you could modify this down to 14, the Left Arm, or up to 54, the Body.

", - "effects": { - "Careful Strike": { - "name": "Careful Strike" - } - } - }, - "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" - } - } - }, - "bip99ne2qtoynr6y": { - "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" - } - } - }, - "zucj068ikt8af85l": { - "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" - } - } - }, - "sxeu5msow3gxy7sf": { - "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" - } - } - }, - "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.

\n

 

\n

The brothers! The brothers! One smothers, one utters and one pothers

" - }, - "Etiquette (Nobles, Soldiers)": { - "name": "Etiquette (Nobles, 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" - } - } - }, - "Feint": { - "name": "Feint", - "description": "You have trained how to make false attacks in close combat to fool your opponent. You may now make a Feint for your Action against any opponent using a weapon. This is resolved with an Opposed Melee (Fencing)/Melee Test. If you win, and you attack the same opponent before the end of the next Round, you may add the SL of your Feint to your attack roll.", - "effects": { - "Feint": { - "name": "Feint" - } - } - }, - "Inspiring": { - "name": "Inspiring", - "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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
", - "effects": { - "Inspiring": { - "name": "Inspiring" - } - } - }, - "97wlx0m9jma5yb7k": { - "name": "Inspiring", - "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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
", - "effects": { - "Inspiring": { - "name": "Inspiring" - } - } - }, - "975laj2hycj147uo": { - "name": "Inspiring", - "description": "

Your rousing words and pleas can turn the tide of a battle. Refer to the following table to see how many people you can now influence with your Leadership Skill when at war.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\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
", - "effects": { - "Inspiring": { - "name": "Inspiring" - } - } - }, - "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" - } - } - }, - "0wnuj03za69bvzcv": { - "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" - } - } - }, - "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.

" - }, - "97ak5jl26vfn5fwx": { - "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.

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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." - }, - "Riposte": { - "name": "Riposte", - "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", - "effects": { - "Riposte": { - "name": "Riposte" - } - } - }, - "twccv0ru5ae3sqvu": { - "name": "Riposte", - "description": "

Conforming to ‘the best defense is offence’, you respond to an incoming attack with a lightning-fast counterstrike of your own. If your weapon has the Fast quality, you may cause Damage when you are attacked, just as if it was your Action. You can Riposte a number of attacks per round equal to your Riposte level.

", - "effects": { - "Riposte": { - "name": "Riposte" - } - } - }, - "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" - } - } - }, - "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 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" - } - } - }, - "r4wwxc68ykf0xqp0": { - "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" - } - } - }, - "Supportive": { - "name": "Supportive", - "description": "

You know what to say and when to make the most impact upon your superiors. When you successfully use a social Skill to influence those with a higher Status tier, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 46 could be used for +6 SL.

", - "effects": { - "Supportive": { - "name": "Supportive" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "e4g136i0mspcyn3p": { - "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" - } - } - }, - "gmeyzdov4d7gcjm5": { - "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" - } - } - }, - "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 - } - } - } - }, - "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.

" - }, - "3i6b93k5l8azqx34": { - "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.

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Stout-hearted": { - "name": "Stout-hearted", - "description": "

No matter how bad things get, you always seem to come back for more. You may attempt a Cool Test to remove a Broken Condition at the end of each of your Turns as well as at the end of the Round (168).

", - "effects": { - "Stout-hearted": { - "name": "Stout-hearted" - } - } - }, - "Fine Leather Jack": { - "name": "Fine Leather Jack" - }, - "Fine Leather Leggings": { - "name": "Fine Leather Leggings" - }, - "Fine Leather Skullcap": { - "name": "Fine Leather Skullcap" - }, - "Fine Plate Breastplate": { - "name": "Fine Plate Breastplate" - }, - "Fine Plate Bracers": { - "name": "Fine Plate Bracers" - }, - "Fine Plate Helm": { - "name": "Fine Plate Helm", - "effects": { - "Plate Helm": { - "name": "Plate Helm" - } - } - }, - "Fine Plate Leggings": { - "name": "Fine Plate Leggings", - "effects": { - "Plate Leggings": { - "name": "Plate Leggings" - } - } - }, - "Fine Mail Chausses": { - "name": "Fine Mail Chausses" - }, - "Fine Mail Coat": { - "name": "Fine Mail Coat" - }, - "Fine Mail Coif": { - "name": "Fine Mail Coif", - "effects": { - "Mail Coif": { - "name": "Mail Coif" - } - } - }, - "Knight of the Inner Circle": { - "name": "Knight of the Inner Circle", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.L3YNSsFKnqrqcmTn]{Knight}

" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "Gridli Ahlquist": { - "name": "Gridli Ahlquist", - "items": { - "Channelling (Hysh)": { - "name": "Channelling (Hysh)", - "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}" - }, - "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 (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}" - }, - "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}" - }, - "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 (Light)": { - "name": "Arcane Magic (Light)", - "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

 

\n

Spindrift stinging your remaining eye, the gods turn their gaze upon thee

" - }, - "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" - } - } - }, - "g0nogk4cgcjmfrgr": { - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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’.

" - }, - "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." - }, - "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" - } - } - }, - "Witch!": { - "name": "Witch!", - "description": "You have learned magic through trial and error. Add Language (Magick) to any Career you enter; if it is already in your Career, you may purchase the Skill for 5 XP fewer per Advance. Further, you may spend 1 Resilience point to immediately cast any spell as if it were one of your Arcane Lore spells; you also instantly memorise that spell as one of your Arcane Lore spells for 0 XP. You can do this a number of times equal to your level in this Talent." - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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

" - }, - "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

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

You touch the ground and water bubbles forth at the rate of 1 pint per Round, to a total of your Initiative Bonus in pints.

\n\n Lore: None

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

Your target receives 1 @Condition[Stunned] Condition.

\n\n Lore: None

", - "effects": { - "Shock": { - "name": "Shock" - } - } - }, - "Blinding Light": { - "name": "Blinding Light", - "description": "

You emit a bright, blinding flash of light from your hand or staff. Everyone looking at you, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

", - "effects": { - "Blinding Light": { - "name": "Blinding Light" - } - } - }, - "Clarity of Thought": { - "name": "Clarity of Thought", - "description": "

You calm your target’s mind, allowing them to think clearly. All negative modifiers on their thinking processes — from Conditions, Mental Mutations, Psychologies, or any other source — are ignored while the spell is in effect.

\n\n Lore: You may inflict one @Condition[Blinded] Condition on those targeted by Lore of Light spells, unless they possess the Arcane Magic (Light) Talent. If a target has the @UUID[Compendium.wfrp4e-core.items.v3uzEthcq0JRar0J]{Daemonic} or @UUID[Compendium.wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Traits, spells also inflict an additional hit with Damage equal to your Intelligence Bonus that ignores Toughness Bonus and Armor Points.

" - }, - "Aethyric Armour (Witchcraft)": { - "name": "Aethyric Armour (Witchcraft)", - "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Aethyric Armour (Witchcraft)": { - "name": "Aethyric Armour (Witchcraft)" - } - } - }, - "Blast (Witchcraft)": { - "name": "Blast (Witchcraft)", - "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: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

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

You may target either a well, a field, or a domestic animal. If you successfully cast the spell, the target suffers from a blight:

\n

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" - }, - "Bolt (Witchcraft)": { - "name": "Bolt (Witchcraft)", - "description": "

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

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" - }, - "Curse of Crippling Pain": { - "name": "Curse of Crippling Pain", - "description": "

Stabbing a crude representation of your target — a doll or puppet — you inflict crippling pain. When successfully cast, choose which hit location to stab:

\n\n\n\n

While the spell is in effect, for your Action you may make a Channeling Test, stabbing the doll again, to affect a different location.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Curse of Crippling Pain": { - "name": "Curse of Crippling Pain" - } - } - }, - "Curse of Ill-Fortune": { - "name": "Curse of Ill-Fortune", - "description": "

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Curse of Ill–Fortune": { - "name": "Curse of Ill–Fortune" - } - } - }, - "Teleport (Witchcraft)": { - "name": "Teleport (Witchcraft)", - "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: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

" - }, - "Terrifying (Witchcraft)": { - "name": "Terrifying (Witchcraft)", - "description": "

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

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Terrifying (Witchcraft)": { - "name": "Terrifying (Witchcraft)" - } - } - }, - "Ward (Witchcraft)": { - "name": "Ward (Witchcraft)", - "description": "

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

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell's CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Ward (Witchcraft)": { - "name": "Ward (Witchcraft)" - } - } - } - } - }, - "Eberhardt von Festschrift": { - "name": "Eberhardt von Festschrift", - "items": { - "Art (Writing)": { - "name": "Art (Writing)", - "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}" - }, - "Consume Alcohol": { - "name": "Consume Alcohol", - "description": "

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

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "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" - } - } - }, - "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.

\n

 

\n

Beware the Griffon’s Tail!

" - }, - "Etiquette (Guilders, Nobles, Scholars)": { - "name": "Etiquette (Guilders, Nobles, 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" - } - } - }, - "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.

" - }, - "Magnum Opus": { - "name": "Magnum Opus", - "description": "You are an undisputed master in your field, able to create work of such incredible complexity others can but sit back and marvel at your genius. Each time you take this Talent you may create a single, extraordinary work of art with one of your Art or Trade Skills. Tis work is unrivalled in your field, a unique piece that will always impress, giving bonuses as determined by the GM, most commonly to Fellowship Tests from those who have witnessed your astounding work. Selling the piece will net you at least ten times its normal value, and sometimes significantly more than this." - }, - "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
" - }, - "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 (History, Law, Philosophy)": { - "name": "Savant (History, Law, Philosophy)", - "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" - } - } - }, - "78cyw3gqugno6mro": { - "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" - } - } - }, - "xk7vkvu7yt1zjnn1": { - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "eyw6y897vi6n4nmz": { - "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" - } - } - }, - "Tower of Memories": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "po6gsyi3rsszk3fg": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "tp8jurpe3pir2il2": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "Outdoor Survival": { - "name": "Outdoor Survival", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.cFqWFER60SjM5Wn3 caption=false]{Outdoor Survival}" - }, - "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}" - }, - "Somber Academic Robes": { - "name": "Somber Academic Robes" - }, - "Symbol of Verena": { - "name": "Symbol of Verena" - }, - "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.

" - }, - "Y2wGjoT9RDVPp7I2": { - "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.

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.CmiCNv8YlslFqRqy]{Scholar}

" - }, - "Master Orator": { - "name": "Master Orator", - "description": "

You are skilled at firing up crowds. You gain a gain a SL bonus equal to your levels of Master Orator to any Charm Test when Public Speaking before a crowd.

", - "effects": { - "Master Orator": { - "name": "Master Orator" - } - } - } - } - }, - "Katarina Briesach": { - "name": "Katarina Briesach", - "items": { - "Scorch Stud": { - "name": "Scorch Stud", - "description": "

The bearer of this silver button can touch itto a target to inflict 1 @Condition[Ablaze] Condition. If in combat or if the target is unwilling, the bearer must make an Opposed Melee (Brawling) Test (generally opposed by the Melee or Dodge Skill). The button is a source of @Corruption[minor]{Minor Corruption}.

" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "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" - } - } - }, - "bb2dytxig9j9iv91": { - "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" - } - } - }, - "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, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you.

", - "effects": { - "Beat Blade": { - "name": "Beat Blade" - } - } - }, - "Catfall": { - "name": "Catfall", - "description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage.", - "effects": { - "Catfall": { - "name": "Catfall" - } - } - }, - "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" - } - } - }, - "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.

" - }, - "npdqy34ppxr13rkd": { - "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.

" - }, - "z4mmt7futme4rq87": { - "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.

" - }, - "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" - } - } - }, - "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" - } - } - }, - "Bolas": { - "name": "Bolas" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Sword": { - "name": "Sword" - }, - "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

 

\n

Beware the flames of passion

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Distended Digits": { - "name": "Distended Digits", - "effects": { - "Distended Digits": { - "name": "Distended Digits", - "changes": { - "system.characteristics.dex.modifier": 10 - } - } - } - }, - "Extra Leg Joints": { - "name": "Extra Leg Joints", - "effects": { - "Extra Leg Joints": { - "name": "Extra Leg Joints", - "changes": { - "system.characteristics.ag.modifier": 5 - } - } - } - }, - "Inhuman Beauty": { - "name": "Inhuman Beauty", - "effects": { - "Inhuman Beauty": { - "name": "Inhuman Beauty", - "changes": { - "system.characteristics.fel.modifier": 10 - } - } - } - } - } - }, - "Sigfreda Marham von Sieblich": { - "name": "Sigfreda Marham von Sieblich", - "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}" - }, - "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}" - }, - "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 (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}" - }, - "Melee (Fencing)": { - "name": "Melee (Fencing)", - "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": "

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

 

\n

Scattered flotsam can be seen in the distance, blood stains the icy shore

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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" - } - } - }, - "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 (Coastal)": { - "name": "Strider (Coastal)" - } - } - }, - "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" - } - } - }, - "Mail Shirt": { - "name": "Mail Shirt" - }, - "Shield": { - "name": "Shield" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Sword": { - "name": "Sword" - }, - "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 - } - } - } - }, - "Shipsword Master": { - "name": "Shipsword Master", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ADHp81MC8050ngjm]{Riverwarden}

" - }, - "Hatred (Mutineers)": { - "name": "Hatred (Mutineers)", - "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 (Mutineers)": { - "name": "Hatred (Mutineers)" - } - } - } - } - }, - "Breem": { - "name": "Breem", - "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}" - }, - "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}" - }, - "Intimidate": { - "name": "Intimidate", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.mDs8HUZopZAb1fH0 caption=false]{Intimidate}" - }, - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "iwys3ett2aswbyox": { - "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" - } - } - }, - "sqwvaqvbcbo15f5r": { - "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" - } - } - }, - "uo06z9p2myjk0tap": { - "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" - } - } - }, - "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

 

\n

Will you let go! Look if you won’t take it seriously just get out! Morr take you!

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Sword": { - "name": "Sword" - }, - "Racketeer": { - "name": "Racketeer", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}

" - } - } - }, - "Gretchen Schwanz": { - "name": "Gretchen Schwanz", - "items": { - "Small Friendly Dog": { - "name": "Small Friendly Dog" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Lore (Poison)": { - "name": "Lore (Poison)", - "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 (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 (Urban)": { - "name": "Stealth (Urban)", - "description": "

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

 

\n

They’ll find you in Bilbali, laid down in the street, with a bottle in your hand, a mad grin on your face, and a dagger in your back

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Crossbow": { - "name": "Crossbow" - }, - "Bolt": { - "name": "Bolt" - }, - "Club": { - "name": "Club" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Rat Catcher": { - "name": "Rat Catcher", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.mKvUxzJyQmhgjDE0]{Rat Catcher}

" - } - } - }, - "Zavant Konniger": { - "name": "Zavant Konniger", - "items": { - "Journal": { - "name": "Journal" - }, - "Quill and Ink": { - "name": "Quill and Ink" - }, - "Magnifying Glass": { - "name": "Magnifying Glass" - }, - "Halfling Assistant": { - "name": "Halfling Assistant" - }, - "Athletics": { - "name": "Athletics", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Ss6Gp732GjscYke0 caption=false]{Athletics}" - }, - "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}" - }, - "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 (Lecture)": { - "name": "Entertain (Lecture)", - "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}" - }, - "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 (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}" - }, - "Leadership": { - "name": "Leadership", - "description": "

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

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

Thou must labour long and hard to keep ahead of thine harriers

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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, Theology)": { - "name": "Savant (Law, Theology)", - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Tower of Memories": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "278ilj5dq9r7u0k6": { - "name": "Tower of Memories", - "description": "

A recollection technique first instigated by the Cult of Verena, reputedly from Elven practices taught by the Loremasters of Hoeth, Tower of Memories allows you to perfectly recall a sequence of facts by storing them in an imaginary spire. You can recall a sequence as long as your Intelligence without having to make a Test. For every 10 more items you attempt to memorize, you must make an increasingly difficult Intelligence Test to recall the list correctly, starting at Very Easy (+60) for +10, Easy (+40) for +20, Average (+20) for +30, and so on. Beyond it’s obvious utility for Gamble Tests, where having this Talent adds a bonus of +20 to +60 depending upon how useful recalling sequences is to the game at hand, the GM can apply bonuses to other Tests as appropriate. Each time you take this Talent you may recall an extra sequence without having to forget a previously stored one

" - }, - "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 - } - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Sword": { - "name": "Sword" - }, - "Detective": { - "name": "Detective", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.zLWmjUbUdAOfiV3F]{Investigator}

" - } - } - }, - "Melinda Greyweave": { - "name": "Melinda Greyweave", - "items": { - "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}" - }, - "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}" - }, - "Entertain (Act)": { - "name": "Entertain (Act)", - "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}" - }, - "Language (Eltharin)": { - "name": "Language (Eltharin)", - "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}" - }, - "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}" - }, - "Secret Signs (Scout)": { - "name": "Secret Signs (Scout)", - "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}" - }, - "Track": { - "name": "Track", - "description": "

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

" - }, - "Arcane Magic (Witchcraft)": { - "name": "Arcane Magic (Witchcraft)", - "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" - } - } - }, - "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" - } - } - }, - "Etiquette (Nobles, Scholars)": { - "name": "Etiquette (Nobles, 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" - } - } - }, - "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" - } - } - }, - "Lip Reading": { - "name": "Lip Reading", - "description": "

You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

", - "effects": { - "Lip Reading": { - "name": "Lip Reading" - } - } - }, - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Tattered Clothing": { - "name": "Tattered Clothing" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Navigation": { - "name": "Navigation", - "description": "

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.7lNzR0hDPl98NrcX]{Witch}

" - }, - "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" - } - } - }, - "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

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

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

" - }, - "Curse of Crippling Pain": { - "name": "Curse of Crippling Pain", - "description": "

Stabbing a crude representation of your target — a doll or puppet — you inflict crippling pain. When successfully cast, choose which hit location to stab:

\n\n\n\n

While the spell is in effect, for your Action you may make a Channeling Test, stabbing the doll again, to affect a different location.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Curse of Crippling Pain": { - "name": "Curse of Crippling Pain" - } - } - }, - "Curse of Ill-Fortune": { - "name": "Curse of Ill-Fortune", - "description": "

The ingredient for this spell is something belonging to the target, either a personal possession or a strand of hair. For the duration, your target suffers bad luck. Laces snap, chairs break, and other minor narrative effects inconvenience them. The target suffers a penalty of –10 to all Tests, in addition to any other modifiers, and may not spend Fortune points.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Curse of Ill–Fortune": { - "name": "Curse of Ill–Fortune" - } - } - }, - "Haunting Horror": { - "name": "Haunting Horror", - "description": "

You target a single location, such as a house or clearing, and inflict haunting dreams and waking nightmares on any who enter there. Those entering while the spell is in effect are unnerved by eerie sensations, flitting shadows, and whispered voices lurking on the threshold of hearing. Unless they possess the Arcane Magic (Witchcraft) Talent, they gain +1 @Condition[Fatigued] Condition. Then, unless they pass an Average (+0) Cool Test, they gain another +1 @Condition[Fatigued] Condition and the @Condition[Broken] Condition, both of which are only removed upon leaving the location.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "Haunting Horror": { - "name": "Haunting Horror" - } - } - }, - "The Evil Eye": { - "name": "The Evil Eye", - "description": "

You lock eyes with a single target, who must be looking at you. Perform an Opposed Intimidate/Cool Test, adding any SL from your casting roll to your result. Your opponent gains 1 @Condition[Fatigued] Condition per +2 SL by which you win. If you win by 6+ SL, your opponent gains the @Condition[Broken] Condition.

\n\n Lore: Each time practitioners of Witchcraft roll on a Miscast table, they also gain 1 Corruption point. Further, you may inflict one @Condition[Bleeding] Condition on anyone targeted by spells from the Lore of Witchcraft. Lastly, channeling or casting spells from this Lore automatically require a roll on the @Table[minormis]{Minor Miscast table} unless cast with an ingredient, where the ingredient provides no further protection should you roll a Miscast. Fortunately, ingredients for the Lore of Witchcraft are cheap and readily available: body parts of small animals for the most part. Ingredients cost a spell’s CN in brass pennies, instead of silver shillings, to purchase. Alternatively, a Witch may forage for parts, using the Outdoor Survival skill: a successful foraging roll receives 1 + SL ingredients, as described under Gathering Food and Herbs

", - "effects": { - "The Evil Eye": { - "name": "The Evil Eye" - } - } - } - } - }, - "Svenrina 'the Grey' Hallovadottir": { - "name": "Svenrina 'the Grey' Hallovadottir", - "items": { - "1d10 Silver Shilling": { - "name": "1d10 Silver Shilling" - }, - "Art (Painting)": { - "name": "Art (Painting)", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.tVSESlQWIl8QjK6y caption=false]{Art}" - }, - "Art (Sculpture)": { - "name": "Art (Sculpture)", - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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 (Art)": { - "name": "Lore (Art)", - "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}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.OcTx7sDraGiGcvnE caption=false]{Stealth}" - }, - "Trade (Carpenter)": { - "name": "Trade (Carpenter)", - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "nf94gkz5n9oessts": { - "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." - }, - "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 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" - } - } - }, - "lhpgj6y6zdfm2qu7": { - "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" - } - } - }, - "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" - } - } - }, - "6t8zg9w35t44ikx8": { - "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" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Hand Weapon": { - "name": "Hand Weapon" - }, - "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." - }, - "lpgrslcIPplNhdmv": { - "name": "Strong-minded", - "description": "You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool." - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - } - } - }, - "Peony Hayfoot": { - "name": "Peony Hayfoot", - "items": { - "Herbs": { - "name": "Herbs" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Trade (Cook)": { - "name": "Trade (Cook)", - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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)" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Coarst Clothing": { - "name": "Coarst Clothing" - }, - "Spy": { - "name": "Spy", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.ssJHG82vEHHRoAUF]{Spy}

" - } - } - }, - "Andreas Brohne": { - "name": "Andreas Brohne", - "items": { - "Pouch of Spell Ingredients worth 2 GC": { - "name": "Pouch of Spell Ingredients worth 2 GC" - }, - "Various Occult Drawings": { - "name": "Various Occult Drawings" - }, - "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}" - }, - "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}" - }, - "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 (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}" - }, - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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

 

\n

When every adept’s face turns to the Cod King’s throne, your eyes flow out salt water

" - }, - "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" - } - } - }, - "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" - } - } - }, - "qdhuo276zqj673b8": { - "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" - } - } - }, - "i3y0du5knujvpl75": { - "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" - } - } - }, - "58u1ofqjq6lo4jhn": { - "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" - } - } - }, - "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 - } - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "Dagger": { - "name": "Dagger" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Gang Boss": { - "name": "Gang Boss", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.Z5QPZbUR3h422ozo]{Racketeer}

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

You can hear what your targets say as if you were standing right next to them.

\n\n Lore: None

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

You touch the ground and water bubbles forth at the rate of 1 pint per Round, to a total of your Initiative Bonus in pints.

\n\n Lore: None

" - } - } - }, - "Count Jäger": { - "name": "Count Jäger", - "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}" - }, - "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}" - }, - "Entertain (Conjuring)": { - "name": "Entertain (Conjuring)", - "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}" - }, - "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}" - }, - "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}" - }, - "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 (Heraldry)": { - "name": "Lore (Heraldry)", - "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}" - }, - "Pick Lock": { - "name": "Pick Lock", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.XexqYWmxO5dy2us3 caption=false]{Pick Lock}" - }, - "Research": { - "name": "Research", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.Nv0jexKy05qTOnuN caption=false]{Research}" - }, - "Secret Signs (Thief)": { - "name": "Secret Signs (Thief)", - "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}" - }, - "Sleight of Hand": { - "name": "Sleight of Hand", - "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.jmFSm7UvmHEq52iu caption=false]{Trade}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "Catfall": { - "name": "Catfall", - "description": "You are nimble and balanced like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you attempt an Athletics Test. If successful, reduce the distance fallen by 1 yard, +1 extra yard per +1 SL scored, for the purposes of calculating Damage.", - "effects": { - "Catfall": { - "name": "Catfall" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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, Nobles)": { - "name": "Etiquette (Criminals, 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" - } - } - }, - "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!" - } - } - }, - "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" - } - } - }, - "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.

" - }, - "q8q06crd7r78fnp1": { - "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.

" - }, - "69o270wmbvqb4mdf": { - "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.

" - }, - "6g37ea6ahxlphrqy": { - "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.

" - }, - "u7o5jgozrcnliz5e": { - "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.

" - }, - "Master of Disguise": { - "name": "Master of Disguise", - "description": "You are an expert at taking on the appearance and mannerisms of others. With nothing but posture changes, face twisting, and careful use of appropriate clothing, you no longer look like yourself without having to use a Disguise Kit.", - "effects": { - "Master of Disguise": { - "name": "Master of Disguise" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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)" - } - } - }, - "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" - } - } - }, - "rrjackk3obdfxn63": { - "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" - } - } - }, - "budzft46qxls1u9h": { - "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" - } - } - }, - "g3h5m2t801md1vtt": { - "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" - } - } - }, - "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" - } - } - }, - "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.

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

The creature can enact Miracles; the relevant deity is indicated 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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - } - } - }, - "Ewald von Laue": { - "name": "Ewald von Laue", - "items": { - "2d10 Gold Crown": { - "name": "2d10 Gold Crown" - }, - "Art (Writing)": { - "name": "Art (Writing)", - "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}" - }, - "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}" - }, - "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 (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 (Harpsicord)": { - "name": "Play (Harpsicord)", - "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}" - }, - "Row": { - "name": "Row", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.ACCaGYXdz9yKyxgG caption=false]{Row}" - }, - "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" - } - } - }, - "jgahog9beclfqg4x": { - "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" - } - } - }, - "97wp83w95xho6kr8": { - "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": "

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

 

\n

Attending the rite in a jerkin like that was bound to get you roughed up

" - }, - "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." - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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. 

" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Ride": { - "name": "Ride", - "description": "

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.t41abSTLeMAdLiWS]{Noble}

" - } - } - }, - "Warchief Brruxx Chittirr": { - "name": "Warchief Brruxx Chittirr", - "description": "

Brruxx is an unusual Skaven leader. His piebald fur, scrawny fame, and tangible air of anxiety are signs of weakness that would usually prevent a Skaven from earning any form of status. Yet, he has managed operations in @UUID[JournalEntry.9rXqKcYONsabeU3L.JournalEntryPage.7Lh8R0fTLtZYOyr5]{Under-Altdorf} in the name of Clan Mors for several years now without serious opposition. Perhaps this is due to a combination of careful planning and extreme paranoia, or his bribery of secret agents within Clan Eshin and Clan Scrutens. More likely is that no one else wants the job.

Lord Gnawdwell of Clan Mors is satisfied with Brruxx’s performance and the steady stream of slaves that come his way from the Reikland. Brruxx may have none of the courage and prowess of Gnawdwell’s favoured protégés, but this is to the Lord of Decay’s immense gratification. After all, Gnawdwell believes that the weedy warchief is unlikely to make a bid for greater power. Those closer to Brruxx suspect he has a key component that every Skaven leader simply must possess: a great quantity of luck. He has a habit of staggering free from cave-ins, assassination attempts, slave stampedes, and outbreaks of Red Pox. The Horned Rat surely regards him, for all his apparent mediocrity.

", - "items": { - "10 warptokens": { - "name": "10 warptokens" - }, - "Bribery": { - "name": "Bribery", - "description": "

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

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

" - }, - "owyshj537doupq6i": { - "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.

" - }, - "2fo61oziw0dnhcoc": { - "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.

" - }, - "e55eejmi1t8f6kro": { - "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.

" - }, - "90rq6rc0covtpfk7": { - "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.

" - }, - "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" - } - } - }, - "6kokdkdp6fii3x99": { - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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.

" - }, - "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" - }, - "Sword": { - "name": "Sword" - }, - "Mail Coat": { - "name": "Mail Coat" - }, - "Mail Coif": { - "name": "Mail Coif", - "effects": { - "Mail Coif": { - "name": "Mail Coif" - } - } - }, - "Mail Chausses": { - "name": "Mail Chausses" - }, - "Pouch": { - "name": "Pouch" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - } - }, - "effects": { - "Encumbrance 1": { - "name": "Encumbrance 1" - } - } - }, - "The Reikerbahn Pike": { - "name": "The Reikerbahn Pike", - "description": "

As a poor fisherman’s son in Altdorf ’s @UUID[JournalEntry.85UN6bKPTfGEBtBb]{East End}, Arnold Schtimmer knew that he was never likely to win wealth or influence, but still he was obsessed with power. He figured that power of the body determined everything — that might made right. He grew strong, vicious, and greedy, aggressively obsessed with fishing rights. He dealt with his competitors by swimming up to their boats as they fished by moonlight, and dragging them under to drown. Legend says that he started to enjoy the taste of his victims’ flesh. The blessings of Tzeentch altered his form. His legs fused into a great thrashing tail, his arms atrophied, and his face extended into the long, fang-filled snout of a Stirpike.

\n

Now the monster is forty feet long, a murderous fish-man haunting the waters just off the @UUID[JournalEntry.85UN6bKPTfGEBtBb.JournalEntryPage.kAWTEqX2j46UTTbs]{Old Docks}. Arnold retains much of his mind, though his wild emotions and mutant jaws hinder his speech. He is a cunning, ruthless and lethal adversary, skilled in sudden surprise attacks, preferably striking at night. He still understands Reikspiel and is able to avoid traps and counterattacks by listening to his pursuers’ shouts and orders. The Fish are terrified of this beast and offer a handsome reward to anyone who can bring them Arnold’s swollen ichthyoid head.

", - "items": { - "Melee (Unarmed)": { - "name": "Melee (Unarmed)", - "description": "

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

The creature can see in the dark as daylight.

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

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

\n

While subject to Frenzy

\n\n

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

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

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

", - "effects": { - "Hatred": { - "name": "Hatred" - } - } - }, - "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" - } - } - }, - "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" - }, - "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" - } - } - }, - "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" - } - } - }, - "Unending Malice": { - "name": "Unending Malice", - "effects": { - "Unending Malice": { - "name": "Unending Malice" - } - } - }, - "Unholy Rage": { - "name": "Unholy Rage", - "effects": { - "Unholy Rage": { - "name": "Unholy Rage" - } - } - }, - "DI20eINSBStobIy3": { - "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

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" - } - } - }, - "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" - } - } - }, - "xq7UkwBSjmalhTkR": { - "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.

While subject to Frenzy

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.

The Active Effect on this Item is disabled by default. Enable it when entering Frenzy.

", - "effects": { - "Frenzy": { - "name": "Frenzy" - } - } - } - } - }, - "Reinholdt Waffenkammer": { - "name": "Reinholdt Waffenkammer", - "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}" - }, - "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}" - }, - "Leadership": { - "name": "Leadership", - "description": "

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.haKq6qZXYj7Bweu4 caption=false]{Leadership}" - }, - "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 (Pole)": { - "name": "Melee (Pole)", - "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 (Bow)": { - "name": "Ranged (Bow)", - "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" - } - } - }, - "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": "

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

 

\n

Your nemesis shall strike from the shadows

" - }, - "Etiquette (Military)": { - "name": "Etiquette (Military)", - "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" - } - } - }, - "uhw5onnhnmm1bd4b": { - "name": "Etiquette (Military)", - "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" - } - } - }, - "1epoatbokxru1nzv": { - "name": "Etiquette (Military)", - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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
" - }, - "t037jzquikcozn2s": { - "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." - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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.

" - }, - "6oh2egcb3ap7yqvo": { - "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.

" - }, - "mo6rscqlwtm9fjvr": { - "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.

" - }, - "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" - } - } - }, - "oxmz9jxnzy7xe1fq": { - "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" - } - } - }, - "7cgcia6e40l0t9f6": { - "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" - } - } - }, - "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 - } - } - } - }, - "Spear": { - "name": "Spear" - }, - "Uniform": { - "name": "Uniform" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "Plate Breastplate": { - "name": "Plate Breastplate" - }, - "Officer": { - "name": "Officer", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.1OTZ386bMWJ6wfzX]{Soldier}

" - } - } - }, - "Balthus": { - "name": "Balthus", - "items": { - "Heavy Iron Chain": { - "name": "Heavy Iron Chain" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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

 

\n

Somewhere out near Kammendun, on the edge of the fens, the weirdroot starts to take hold

" - }, - "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!" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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" - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Pamphleteer": { - "name": "Pamphleteer", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.X6OBFMR8ywipAPOo]{Agitator}

" - } - } - }, - "Seymour Taungar": { - "name": "Seymour Taungar", - "items": { - "Balalaika": { - "name": "Balalaika", - "description": "

Imported from Kislev

" - }, - "2d10 Brass Penny": { - "name": "2d10 Brass Penny" - }, - "Art (Writing)": { - "name": "Art (Writing)", - "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}" - }, - "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}" - }, - "Entertain (Comedy)": { - "name": "Entertain (Comedy)", - "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 (Bretonnian)": { - "name": "Language (Bretonnian)", - "description": "

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

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

@Embed[Compendium.wfrp4e-core.journals.6zOdTLv3YeYeJ4hR.JournalEntryPage.6MQIGorN3WgXWfJB caption=false]{Perform}" - }, - "Play (Balalaika)": { - "name": "Play (Balalaika)", - "description": "

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

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

 

\n

When you defy the curfew, you’ll find wit an overrated virtue

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.5nIDu8oyFVShLqne]{Entertainer}

" - } - } - }, - "Thomas Fahber": { - "name": "Thomas Fahber", - "items": { - "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}" - }, - "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}" - }, - "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}" - }, - "Ranged (Bow)": { - "name": "Ranged (Bow)", - "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" - } - } - }, - "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": "

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

 

\n

It might well make thee wither to thy bones, but someone’s got to eat it

" - }, - "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.

" - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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." - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "Fine Clothing": { - "name": "Fine Clothing" - }, - "Cathayan Amulet": { - "name": "Cathayan Amulet", - "description": "

A recent gift, the amulet is suffused with Aqshy and has been affecting Thomas’s mood

" - }, - "Bow": { - "name": "Bow" - }, - "Arrow": { - "name": "Arrow", - "description": "

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

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.h7GdfctKdjWL0Ejp]{Merchant}

" - } - } - }, - "Thyrus Gormann": { - "name": "Thyrus Gormann", - "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}" - }, - "Channelling (Aqshy)": { - "name": "Channelling (Aqshy)", - "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}" - }, - "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}" - }, - "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 (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}" - }, - "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 (History)": { - "name": "Lore (History)", - "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}" - }, - "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" - } - } - }, - "kr8lxiombiwyx9yr": { - "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" - } - } - }, - "2fy2fobf1beesy5j": { - "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 (Bright)": { - "name": "Arcane Magic (Bright)", - "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.

" - }, - "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" - } - } - }, - "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.

The nature of thine ending is shrouded in smoke

" - }, - "Etiquette (Nobles, Scholars)": { - "name": "Etiquette (Nobles, 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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "leyblrqyew4vk0lr": { - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "y3u05fzy7lbbnz1y": { - "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" - } - } - }, - "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 - } - } - } - }, - "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’.

" - }, - "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" - } - } - }, - "dzc5olje656qtcsy": { - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "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" - } - } - }, - "mtxxq3j8lp8mwtkh": { - "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" - } - } - }, - "6st86oezy0g9r287": { - "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" - } - } - }, - "War Wizard": { - "name": "War Wizard", - "description": "You are trained to cast magic while in the thick of combat. On your Turn, you may cast one Spell with a Casting Number of 5 or less for free without using your Action. However, if you do this, you may not cast another spell this Turn." - }, - "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 - } - } - } - }, - "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" - } - } - }, - "Gold Crown": { - "name": "Gold Crown" - }, - "Silver Shilling": { - "name": "Silver Shilling" - }, - "Brass Penny": { - "name": "Brass Penny" - }, - "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.

" - }, - "CszuiSRODCYCzsJy": { - "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.

" - }, - "c50MvghKIFzUiVqH": { - "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.

" - }, - "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" - } - } - }, - "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)

" - }, - "Wizard Lord": { - "name": "Wizard Lord", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.PKm1L6yjZ4PH0JJG]{Wizard}

" - }, - "Aethyric Armour (Fire)": { - "name": "Aethyric Armour (Fire)", - "description": "

You gain +1 Armor Point to all Hit Locations as you wrap yourself in a protective swathe of magic.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Aethyric Armour (Fire)": { - "name": "Aethyric Armour (Fire)" - } - } - }, - "Aqshy’s Aegis": { - "name": "Aqshy’s Aegis", - "description": "

You wrap yourself in a fiery cloak of Aqshy, which channels flame into the Aegis. You are completely immune to damage from non-magical fire, including the breath attacks of monsters, and ignore any @Condition[Ablaze] Conditions you receive. You receive the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (9+)} Creature Trait against magical fire attacks including spells from the Lore of Fire.

Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Aqshy’s Aegis": { - "name": "Aqshy’s Aegis" - } - } - }, - "Blast (Fire)": { - "name": "Blast (Fire)", - "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: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

" - }, - "Bolt (Fire)": { - "name": "Bolt (Fire)", - "description": "

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

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

" - }, - "Breath (Fire)": { - "name": "Breath (Fire)", - "description": "

You immediately make a Breath attack, as if you had spent 2 Advantage to activate the @UUID[Compendium.wfrp4e-core.items.uqGxFOEqeurwkAO3]{Breath} Creature Trait. Breath is a Magic Missile with a Damage equal to your Toughness Bonus. The GM decides which type of Breath attack best suits your Arcane Magic Talent.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

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

Channeling Aqshy through your hands you lay them on an ally’s wounds. Immediately heal [[/r 1d10]] Wounds and remove all Bleeding Conditions. Further, the wounds will not become infected.

Targets without the Arcane Magic (Fire) Talent, must pass a Challenging (+0) Cool Test or scream in agony.. If Failed by –6 or more SL, the target gains the Unconscious Condition and is permanently scarred, waking up [[/gmr 1d10]] hours later

Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Cauterise": { - "name": "Cauterise" - } - } - }, - "Chain Attack (Fire)": { - "name": "Chain Attack (Fire)", - "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: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

" - }, - "Crown of Flame": { - "name": "Crown of Flame", - "description": "

You channel Aqshy into a majestic crown of inspiring fire about your brow. Gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear (1)} Trait and +1 @UUID[Compendium.wfrp4e-core.items.vCgEAetBMngR53aT]{War Leader} Talent while the spell is active.

\n

For every +2 SL, you may increase your Fear value by +1, or take War Leader Talent again. Furthermore, gain a bonus of +10 on all attempts to Channel and Cast with Aqshy while the spell is in effect.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Crown of Flame": { - "name": "Crown of Flame" - } - } - }, - "Dome (Fire)": { - "name": "Dome (Fire)", - "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: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Dome (Fire)": { - "name": "Dome (Fire)" - } - } - }, - "Drop (Fire)": { - "name": "Drop (Fire)", - "description": "

You channel magic into an object being held by an opponent. This could be a weapon, a rope, or someone’s hand. Unless a Challenging (+0) Dexterity Test is passed, the item is dropped. For every +2 SL you may impose an additional –10 on the Dexterity Test.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Drop (Fire)": { - "name": "Drop (Fire)" - } - } - }, - "Fearsome (Fire)": { - "name": "Fearsome (Fire)", - "description": "

Shrouding yourself in magic, you become fearsome and intimidating. Gain @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 1}. For every +3 SL, you may increase your Fear value by one.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Fearsome (Fire)": { - "name": "Fearsome (Fire)" - } - } - }, - "Flaming Hearts": { - "name": "Flaming Hearts", - "description": "

Your voice takes on a rich resonance, echoing with Aqshy’s fiery passion. Affected allies lose all @Condition[Broken] and @Condition[Fatigued] Conditions, and gain +1 @UUID[Compendium.wfrp4e-core.items.J9MK0AIaTbvd5oF6]{Drilled}, @UUID[Compendium.wfrp4e-core.items.8pVzgPkgWpTJvfhG]{Fearless}and @UUID[Compendium.wfrp4e-core.items.IogM5gnsoOX63w7j]{Stout-hearted} Talent while the spell is in effect.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Flaming Hearts": { - "name": "Flaming Hearts" - } - } - }, - "Firewall": { - "name": "Firewall", - "description": "

You channel a fiery streak of Aqshy, creating a wall of flame. The Firewall is Willpower Bonus yards wide, and 1 yard deep. For every +2 SL you may extend the length of the Firewall by +Willpower Bonus yards. Anyone crossing the firewall gains 1 @Condition[Ablaze] condition and suffers a hit with a Damage equal to your Willpower Bonus, handled like a Magic Missile

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Firewall": { - "name": "Firewall" - } - } - }, - "Great Fires of U’Zhul": { - "name": "Great Fires of U’Zhul", - "description": "

You hurl a great, explosive blast of Aqshy into an enemy, which erupts into a furious blaze, burning with the heat of a forge. This is a Magic Missile with Damage +10 that ignores Armor Points and inflicts +2 @Condition[Ablaze] Conditions and the @Condition[Prone] Condition on a target. Everyone within the Area of Effect of that target suffers a Damage +5 hit ignoring Armor Points, and must pass a Dodge Test or also gain +1 @Condition[Ablaze] Condition. The spell stops behaving like a magic missile as the fire continues to burn in the Area of Effect for the duration. Anyone within the Area of Effect at the start of a round suffers [[/r 1d10+6]] Damage, ignoring APs, and gains +1 @Condition[Ablaze] Condition.

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Primary Target": { - "name": "Primary Target" - }, - "Initial AoE": { - "name": "Initial AoE" - }, - "Lingering AoE": { - "name": "Lingering AoE" - } - } - }, - "Flaming Sword of Rhuin": { - "name": "Flaming Sword of Rhuin", - "description": "

You wreathe a sword in magical flames. The weapon has Damage +6 and the Impact Quality, and anyone struck by the blade gains +1 @Condition[Ablaze] Condition. If wielders do not possess the Arcane Magic (Fire) Talent, and they fumble an attack with the Flaming Sword, they gain +1 Ablaze Condition.

Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Flaming Sword of Rhuin": { - "name": "Flaming Sword of Rhuin" - } - } - }, - "Purge": { - "name": "Purge", - "description": "

You funnel intense flame to burn away the taint and corruption in an area. Anything flammable is set alight, and any creatures in the area takes +SL @Condition[Ablaze] conditions. If the location contains a @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.115GzWrmkD4viyy5#corrupting-influences]{Corrupting Influence}, such as Dhar, warpstone, or a Chaos-tainted object, it too will smolder and blacken, beginning to burn. This spell may be maintained in subsequent rounds by passing a Challenging (+0) Channeling Test. The precise time needed to eliminate the Corrupting Influence will be determined by your GM. As a rough guideline, a small quantity (smaller than an acorn) of warpstone, or a minor Chaos-tainted object may require 10–Willpower Bonus Rounds (minimum of 1 Round). A larger quantity of warpstone — fist-sized — or a more potent Chaos-tainted object may require double this. A powerful Chaos Artefact may take hours, or even longer… See @UUID[Compendium.wfrp4e-core.journals.NS3YGlJQxwTggjRX.JournalEntryPage.115GzWrmkD4viyy5]{Corruption}.

Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Purge": { - "name": "Purge" - } - } - }, - "Terrifying (Fire)": { - "name": "Terrifying (Fire)", - "description": "

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

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Terrifying (Fire)": { - "name": "Terrifying (Fire)" - } - } - }, - "Ward (Fire)": { - "name": "Ward (Fire)", - "description": "

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

\n\n Lore: You may inflict +1 @Condition[Ablaze] Condition on anyone targeted by spells from the Lore of Fire, unless they also possess the Arcane Magic (Fire) Talent. Every Ablaze condition within Willpower Bonus yards adds +10 to attempts to Channel or Cast with Aqshy.

", - "effects": { - "Ward (Fire)": { - "name": "Ward (Fire)" - } - } - }, - "Firebrand Staff": { - "name": "Firebrand Staff", - "description": "

Thyrus also possesses his own magical staff. The Firebrand Staff is a shaft of enchanted brass topped with an eternally burning brazier. It counts as part of the wielder’s body for the purposes of touch when casting. When the wielder casts a spell from the Lore of Fire, they double the spell’s range and may increase the  area of effect by (Willpower Bonus) yards.

", - "effects": { - "Firebrand Staff": { - "name": "Firebrand Staff" - } - } - }, - "Staff of Volans": { - "name": "Staff of Volans", - "description": "

It is the privilege of the current Supreme Patriarch to carry the Staff of Volans, created by the first of the Supreme Patriarchs. The Staff of Volans confers several abilities to a Wizard Lord who wields it. It counts as part of the wielder’s body for the purposes of touch when casting. It adds +2 SL to all Channelling and Language (Magick) Tests. If the bearer of the Staff suffers a Miscast, they can make a Difficult (−10) Willpower Test: if the test succeeds, the Miscast does not occur. 

", - "effects": { - "Staff of Volans": { - "name": "Staff of Volans" - } - } - }, - "The Bright Sword": { - "name": "The Bright Sword", - "description": "

Flames wreathe the blade of the Bright Sword. While in the presence of Aqshy, the sword gains the effects of the @UUID[Compendium.wfrp4e-core.items.3SzMz3ZiGzbHRjTP]{Flaming Sword of Rhuin} spell. This effect could be dispelled or quenched by an absence of Aqshy, but the sword bursts into flames again the next turn it is exposed to Aqshy. The sword quickly ruins any scabbard into which it is placed, and is rather impractical outside of combat.

", - "effects": { - "The Bright Sword": { - "name": "The Bright Sword" - }, - "Flaming Sword of Rhuin": { - "name": "Flaming Sword of Rhuin" - } - } - }, - "The Blazing Ruby": { - "name": "The Blazing Ruby", - "description": "

A small gem set into an amulet in the shape of the Key of Aqshy. Thyrus wears it about his neck. It is activated by a short utterance only Thyrus knows. (Anyone close by when he activates the ruby may hear him whisper ‘Ignis Extra’ on a successful Hard (−20) Perception Test.) When this command is spoken, magical flames envelop the wearer of the amulet, granting them the @UUID[Compendium.wfrp4e-core.items.Bvd2aZ0gQUXHfCTh]{Ward (7+)} Creature Trait for 8 rounds. It then takes d10 days before the ruby can be used again (though this duration is halved if the ruby is left close to an item or person who is suffused with Aqshy).

", - "effects": { - "The Blazing Ruby": { - "name": "The Blazing Ruby" - }, - "Apply Blazing Ruby": { - "name": "Apply Blazing Ruby" - } - } - }, - "The Fire Stone of Agni": { - "name": "The Fire Stone of Agni", - "description": "

This brooch is suffused with Aqshy. It is set with a polished orange stone, veined with lines of quartz. Those with @UUID[Compendium.wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} see it burning with orange magical fire. Any successful attempts to cast spells from the Lore of Fire within 8 yards of the Fire Stone benefit from +1 SL.

", - "effects": { - "The Fire Stone of Agni": { - "name": "The Fire Stone of Agni" - }, - "ISSOjzfLbe3rWD20": { - "name": "The Fire Stone of Agni" - } - } - } - } - }, - "Harald Kleindeinst": { - "name": "Harald Kleindeinst", - "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}" - }, - "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}" - }, - "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}" - }, - "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}" - }, - "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 (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}" - }, - "Stealth (Urban)": { - "name": "Stealth (Urban)", - "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}" - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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.

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Oh, hello shadow

" - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "yawrgbpvmx3ode75": { - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "Sprinter": { - "name": "Sprinter", - "description": "You are a swift runner. Your Movement Attribute counts as 1 higher when Running.", - "effects": { - "Sprinter": { - "name": "Sprinter" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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" - } - } - }, - "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 - } - } - } - }, - "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" - } - } - }, - "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." - }, - "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" - } - } - }, - "Leather Jack": { - "name": "Leather Jack" - }, - "Leather Leggings": { - "name": "Leather Leggings" - }, - "Leather Skullcap": { - "name": "Leather Skullcap" - }, - "Club": { - "name": "Club" - }, - "Throwing Knife": { - "name": "Throwing Knife" - }, - "Magnin Throwing Knife": { - "name": "Magnin Throwing Knife", - "description": "

Harald’s signature weapon is a large throwing knife specially forged by Magnin the steelsmith of Marienburg. It is perfectly balanced to suit Harald’s hand and the strength of his arm. It is far heavier than a standard throwing knife, and the quality of the steel is such that Harald can hone the edge to razor sharpness. Harald can use the knife as a Dagger in melee or as a Thrown weapon with the profile below.

The Price and Availability represent that such a weapon is really a labour of love on the part of (in this case) a very friendly master weaponsmith. It is possible that someone else might come to wield the Magnin during an adventure. It counts as a Dagger in melee. If anyone throws it, the Magnin counts as a normal Throwing Knife but gains the Imprecise and Slow Weapon Flaws unless the thrower is at least as strong as Harald and at least as skilled in Ranged (Throwing). Only by taking the @UUID[Compendium.wfrp4e-altdorf.journals.6TQJhPM0O7GgIPw9.JournalEntryPage.gaYyVk8hf4vJ069c]{Train with Unusual Weapon} Endeavour can a Character use the Magnin with the same effect as Harald.

" - }, - "Watch Captain": { - "name": "Watch Captain", - "description": "

@UUID[Compendium.wfrp4e-core.journals.wczCPcuHT4VQDLpL.JournalEntryPage.N02cjJdNWPdc4PUS]{Watchman}

" - } - } - } - } -} \ No newline at end of file